Massive changes that could possible refresh League's core gameplay and make it healthier.
This will probably never happen because it's such an extreme change, but I'm still going to throw the ideas out. I am willing to respond to both feedback and/or questions and provide more clarity on anything I've said.
REMOVE GAINING GOLD ON CHAMPION TAKEDOWNS.
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The typical solo queue experience, let's say you're the mid laner. You've killed the enemy mid laner once and are farming incredibly well. You feel as if you have a good chance to impact the game. Watch out, the <insert jungler here> is running into your lane to fight you! You start to fight him as you are a bit ahead... You're dead before you can even realize what happened. Oh, their jungler has gotten 5 kills and has more than I do because he was able to get fed from my teammates.
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That must not feel very fair. Why should you be punished for something out of your control? You can "b-but it's a team game!!!" me all day. Yes, it is, but that is not where the team element should come into play. Having a team should revolve around coordination and good teamfighting/strategy, not you getting instantly killed because of them having a bad game.
MAKE IT SO YOU LOSE GOLD ON DEATH.
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This ties into the above for an obvious reason. You should be rewarded for killing your enemy laner, it only makes sense. However, this is an indirect way of handling that.
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Killing the enemy laner would, rather than give you gold, remove some of theirs, effectively giving you the same gold lead as what exists now, without making you stronger than everybody else on the enemy team who aren't doing poorly.
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If they do not have enough gold to lose, the game would automatically sell the last item they've purchased, broken down into its components, until enough gold is accumulated to pay it off.
INCREASE THE PASSIVE GOLD GENERATION OR LOWER THE COST OF ALL ITEMS.
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With the concept of now being able to both lose gold and not gain gold on champion takedowns, there is an obvious hit to general income.
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I'm not going to spew out numbers that would balance it out as I don't have the analytics to be able to do so.
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Perhaps make every objective that is takeable grant gold?
REMOVE RUNES
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Runes have no purpose in this game. There, I said it.
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There isn't thought placed behind the rune selection as there will always be a most optimal set-up for each champion, just like item builds.
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"B-but... The keystones!" Yes, the keystones. They were a good attempt by Riot to fix an unnecessary system.
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The runes and (most of) the keystones offer nothing of value to the core of the game. There isn't much or any decision making behind their use in a match.
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Grasp, Conqueror, and Spellbook Swap are the only ones that I can think of that you have to actively try to use. That's even a stretch to say for Grasp and Conqueror, as they will use themselves most of the time without you having to account for them.
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Either remove them, or rework them to be more like summoner spells with active decision making.
REVERT DRAKE
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What more can I say? Do I like the effects that Drake can give? Absolutely, I think they're very unique, but that isn't the issue.
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The element of Drake being down to random chance is not good. As this is a competitive, skill-based game, there should be as few 'luck' mechanics in this game as possible.
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Could possibly make it give gold instead again.
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Could also have it give something like a weaker version of the Elder Drake buff for a certain amount of time.
REWORK CRITICAL CHANCE
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I know that they are trying to do something about it coming up soon. I think its a great step in the right direction. I would prefer the chance element to be gone completely myself, though.
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Have it amplify the damage of every 'x' auto on champions. Do not have it count minions/monsters/structures as that would allow people to get guaranteed 'criticals' in short trades.
LITTLE MISCELLANEOUS CHANGES
- Remove the healing upon gaining higher base HP from leveling up. This little mechanic annoys me so much. It gives passive sustain. There is no reason it shouldn't keep their current health at the same value while increasing their max.
BUSH/VISIBILITY MECHANICS
This is something I am personally bothered by. I am not saying it is something necessary to change as most people may like the current system.
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Autos and targeted abilities should not cancel when losing vision on someone.
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When recently in combat, fade to stealth when walking into bushes instead of instantly. This is incredibly annoying and may be much less of a problem if stuff didn't get canceled by lost vision.
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Stealth in general is almost never a fun mechanic for me to play against. This goes for any champion, especially now that you only have so few ways of revealing them.