A list of solutions that could fix the game

RainXBlade·1/19/2018, 5:07:51 PM·6 votes·295 views

So, this game has many problems right now like bot lane having too much power and hold over the game, fighter and melee carries are in the trash can right now and that damage is too high at the moment. So, I think these are possible solutions to this problem.

  • Bring back Fervor of Battle, but make it more useful on melee than ranged

Now, before you start saying stuff like, "OMG, you trying to bring ppl like Irelia, Jax, Camille, Yi and Yasuo back in the meta? Those guys are cancer.", take a minute to realize this: ever since the removal of Fervor, these guys have gotten weak and inconsistent performance-wise and that the only usable keystone for these guys is pretty much PTA, which is more efficient on ranged champions than melees. If you were to ask me on how Riot could bring back Fervor, they could just replace Lethal Tempo since that keystone's only usable on a specific set of champs and nothing more. (Hi Kog)

Like I said, when Riot were to bring back Fervor, they have to make it so that ADCs can't break/abuse this keystone and that fighters are encouraged to equip this keystone.

A good example of this is for example: Your maximum stacks on Fervor is 8. For ranged, the max AD they can get from this keystone with 8 stacks is 40 AD while for melees, its 80 or 100. I pulled these numbers right out of my butt so I dunno if these numbers are balanced or not. But, the point here is that Fervor should be less efficient, but still usable on ADCs so that they don't break it.

  • Nerf all overbearing ADCs.

This is a no-brainer. People like Vayne, Xayah, Tristana and Twitch are way too strong to where the flush out all the other ADCs atm. These guys need some nerfs and fine tuning to make them balanced. I still don't get it on way Riot ain't nerfing these guys, but I really hope they do.

  • Increase the price of all crit items by along 200 - 300 gold.

Now, this might not seem a lot, but it really is. 200 gold is the equivalent of around 1 1/2 minion waves while 300g is one kill or 2 1/2 minion waves, which is very timely. Now, I get that this is also an indirect nerf to Yasuo since he utilizes crit a lot. But with my suggestion of bringing back Fervor, it's still going to make him usable if Riot were to do both.

  • Remove First Blood Tower gold and make towers more durable (especially for bot lane)

I'm suggesting this so that people can't just go 4 man bot and get 400 gold for free. First Blood Tower is unhealthy for this game since this just encourages people to just send people bot and take the tower before the 5 or 7 min mark hits. This is not fun for the people on the receiving end. This is to also reduce the rate of snowballing people can do at bot lane (or any lane per say).

Towers also suffer the issue of being too weak or being useless overall and just act as decorations of the map. To remedy this I have a bunch of suggestion to fix towers:

  • Increase their armor (and magic resist for mages) and health to make it so that taking them is much harder.
  • Have them ramp up their damage and/or attack speed so that diving them is actually risky and that they can clear waves much faster.
  • I know this will hurt mages who have a harder time last hitting (Ex. Anivia, Cass, etc.), but I guess they have to deal with it.
  • Make them have damage reduction when an enemy champion tanks it (and specifically an enemy champion, not a minion) so that tanks can't just sit in front of the tower and just let their other teammates take it for free and save the minion wave.
  • All of the above.

Try suggesting more ideas on how to fix or even save this game from going down the wrong path if you can.

4 Comments

TekkenPlayer1/19/2018, 5:26:07 PM4 votes

Increasing the cost of crit items would not stop bot lane centric gameplay. If you are able to successfully place that ADC behind, then it wouldn't solve the "better bot lane wins" issue because your ADC will be behind anyway. The items should just get fine tuned stat wise or replaced as well as your recommended "increasing the item cost" idea

AA based melee champions aren't weak. Shyvana, Xinzhao and Udyr and the likes are doing fairly well. It's mostly that Yi, the champion is outdated and weak. Fervor only makes the AA-melee champions who are doing fine even better

I think that if riot really wanted to make games faster without the expense of giving up quality gameplay, passive gold income should've been raised. A large amount of gold income is caused by making the enemy bot lane irrelevant

Whisper871/19/2018, 6:10:18 PM1 votes

So when you start messing with cost of items too much it becomes tough for balancing for game pace reasons. The whole reason crit items got cheaper and Zeal items buffed was because since game pace had already increased so much, no one wanted to play scaling crit ADC cuz getting to your 3-4 item spike was too tough.

I think your idea for fervor is good!

The other thing is that making turrets more beefy in general just mindlessly delays the game, it's a non-skill based turtle element. So here are my suggestions.

Crit Items:

  1. Remove the ability for Statikk Shiv to crit champions only, the waveclear aspect of this is actually healthy.
  2. Rapid Firecannon gains energy faster from attacking turrets or epic monsters, not just in general. This cements it as a range booster or siege item, not a way to boost Shiv damage. (The idea with 1 and 2 is to tone down the 2--3 item spike a touch)
  3. Increase the combine cost of Zeal items by 100g

Snowball Mechanics:

  1. Turret first blood decreased by 50% of it's current value
  2. Bottom tower Fortification buff now works for 25-50% value in first few minutes. The idea here is to still deter the lane swap every game, but slow down the tower take a touch after a 4-5 man bottom play so that in some instances the tower does not fall, or if it does fall less likely to also result in a Drake take.
  3. Tier 2 towers have a buff where they get an extra 15% armor and MR for each outer tower remaining up. This makes it so that if you actually make a coordinated play in a lane and bring a 4-5 squad to a lane you can still take a tower, but less likely for just bot lane who won to push T2 down or for a split pusher to push their lane into oblivion. You would be encouraged to swap your side lanes, really think about show is going to be split pushing, etc. Clear ways to outplay the snowball or to continue the snowball. (We don't give this same buff to nexus or inhib towers because the idea is to slow a snowball down, not make it harder to close the game. The point being that if you are actually chaining good plays together and smashing the other team early on, you probably should win and snowball. Snowballing is a necessary mechanic, we just don't want it to be so straightforward and easy).
  4. Let the stacking damage from towers go up 2 stacks higher. The idea here is that we don't want to just eliminate tower diving. It's healthy an necessary for certain comps to be able to do so. This way if you juggle agro properly or excute well it's just as easy as before, but if you mess up it's more punishing. Again, consistently good play should be rewarded, but overagression should be punished
  5. Nexus and Inhib towers take 20% reduced damage when a champion is tanking instead of creeps or monsters.
  6. Make Rift Herald easier/faster to take, but also nerf it's damage to towers. This way Herald is a little less valuable, BUT it becomes a more viable trade option if the enemy team 4-5 mans bot. Also if the team already ahead gets it, it's not quite as good which also slows snowball. AND, if your opponent plays someone who can take Herald rather easily like Kha, you might want to play around top side more so deny the solo take.
  7. Insert catchup XP on kills. So they removed catchup XP from small monster camps, which was a good move because it felt like putting the jungler behind wasn't doing much, or it felt like it was further snowballing the game. So, my idea is that if you get a kill or assist on an enemy champ and you either A) are two or more levels behind the person dying or B) are below the average level of all champs in the game, you gain a burst of bonus xp. Again, if you are ahead and playing well consistently you will hardly notice this, but in situations where a team is ahead and forces engages or towers dives they actually notice a dent in their lead if they screw up or the behind team manages to outplay them.
DuskDaUmbreon1/19/2018, 6:43:53 PM1 votes

Twitch is way too strong

Objectively false. He's at a 51% winrate. You cannot be "way too strong" if you're not even breaking 53%.