My thoughts to improve LoL a little

Cerunnons··3 votes·1,024 views

Hello everyone,

without a big talk (from a support):

  1. Game Summary: The Game Summary only gives you a small amount of data (Dmg, Heal, Gold and Wards). This is a little dissatisfying when you play as a Support. It would be nice to notice the amount of stuns, prevented damage, maybe slows too. Just to give a feedback when you peal like a god for your team, but your game Summary says: Yep, you did practically nothing. This should change.

  2. Support only Items: Don't ask me what kind of items this should be, but they should be cheap and with a supportive charater. These Items should have a very good gold/combat effective ratio and can only be purchased on Support champions. Why you ask? The shift from the classic support who enables your team, to the current mage support meta is not a lot of fun (exspecially adc) for players. The problem is: Zyra/Malz maybe brand are stronger then most of the rest in the support roll (most in laning phase). You can't nerv a Malz because his support is strong, without removing it as viable pick in mid. Instead of adressing these few mages with nerfs and doom them into a "never pick or gg" dumpster, lift the support heroes a bit with unique, free cheap and interesting Items (For support only).

  3. Kills debuff Tower This is something I would like to see changed, to make the LCS more interesting to watch. Compared to other esport events, there isn't a lot of happening in a lot of the games. The change with the first tower blood did erradicate the laneswap, which was very booring to watch. But it is coming back somehow. You see a lot of games where at 8-13 min the botlane pushes in, go back, go top with the jungle and just beat down the tower. From here on out it is a lot of tower trade over rotations instead of fights. The solution could be: Buff the outer turrets with a x stack buff. Removing one every y minutes after minion spawn. These buff reduces the dmg taken for turrets from Champions by z%. (If you win the shove game, you should be rewarded). Killing an enemy champion, will remove one stack from the nearest turret (and maybe make it extra vulnerable for a short duration). I guess you get the overall idea. The thing behind this is: If the enemy rotates for a fast tower push, you should have the time to fight for it, instead of just trading it a couple seconds later.

Just wanted to write this down. Thanks for reading and have a nice day.

3 Comments

Ark Sorcerer1 votes

My responses to your ideas.

Game Summary: It is a bad idea. I feel like cc landings is not a needed review stat because not every champion has cc to begin with, say most assassins or majority of marksmen. Something like shielding or healing could be worth while, though I think how much a champion has healed is an actual statistic. How much they heal other allies could be a decent idea, but with some supports like Braum, I think that will be useless.

The only issue with Support items is that Riot needs to make them in a way that ONLY supports would get and cannot be abused by any other role, say jungler.

Cerunnons1 votes

It doesn't have to be the amount of cc Landings, an enemy cced duration would be fine. But I don't get the argument why this would be invalid. A marksman and Assasin see his provided part in the Kills and DMG part after the game, why don't give players who focus on cc a reasonable response after the game?

The Item restriction for supp only can be made, like hurricane or hydra.

Ark Sorcerer1 votes

Those are restrictions on range versus melee, a definite thing that is determined. Support restrictions cannot work unless it tells via primary role of the champ. It would work on Draft but the only problem is Blind pick, there is no way in ln knowing which champion is going support unlike the range v melee.

More from Gameplay