Which "problem" would you adjust first as developer?

The Kombinator··2 votes·1,814 views

There are many unsportmanlike, annoying, or even gamebreaking stuff the players do. If you were given the chance to provide harsh punishment for one of these acts, then which would you chose?

"easy": Writing easy at the end of the game as winner.

leavers/afkers: obvious. Camping on start also considered as afker.

surrender spam on ranked: early lose makes some people spamming surrender, and often followed by flaming when declined.

low pts champion on ranked: Bringing a champion on ranked you have low points with, and can't use it due to lack of experience. No problem on normals!

Ignoring nexus when it's vulnerable.

"non-int" feeders: People who cannot understand, that they doing it wrong and die to the same stuff over, and over again. Such as the push+die, or dive+die, or go out from turret against obviously stronger enemy.

8 Comments

DerMangoJoghurt3 votes

None of them.

"easy" is a pretty sour way to end a game, but issuing a harsh punishment for such a petty thing would be too much imo.

Leavers/afk: Life just sometimes gets in the way or your ISP has issues. Repeatedly leaving games is already being punished, no need to make people afraid of leaving even a single game.

Spamming surrenders is just one little box at the edge of your screen. Giving up and flaming are two separate issues and are already being punished.

Low points on champion: If people often play champions they are unfamiliar with that will be reflected in their mmr. So even if they play an unfamiliar champion, your chances of winning shouldn't suffer too much. Additionally, some players don't like playing normals. Those players would be locked into their current champion pool.

Ignoring Nexus: Who didn't want to drag out the game 20 more seconds to get two more kills or revel in the feeling of victory a little longer? As long as you don't keep the enemy team trapped in their fountain for multiple minutes that shouldn't be punishable.

"non-int" feeders: Knowing when to fight and when not is just a skill you get better at, also being reflected in your mmr. You wouldn't ban people for missing farm or getting hit by skillshots, so why punish bad positioning/picking fights you'll likely lose?

The Kombinator1 votes

{quoted} Leavers/afk: Life just sometimes gets in the way or your ISP has issues. Repeatedly leaving games is already being punished, no need to make people afraid of leaving even a single game.

Ignoring Nexus: Who didn't want to drag out the game 20 more seconds to get two more kills or revel in the feeling of victory a little longer? As long as you don't keep the enemy team trapped in their fountain for multiple minutes that shouldn't be punishable.

HAHAHAHAHAHAHAHA. I just tried to see how much i need to leave from normals to get something. Well. After 10 match in 3 hours you know what i got.

ABSOLUTELY NOTHING. I'm not even sure, if there is an actual punishment, but if there is, then it's low as HELL. As my post told i wouldn't give instant big ban either. My first would be a single hour. Practically a warning, and some time to look into your stuff, if it wasn't intentional. Also try a custom game, or vs ai so you can see, if it works. I wouldn't affect these either so you can test it.

Yeah or might lose a winning game, because of it.

The Kombinator1 votes

I would chose the leavers. Not instant permaban, but at least one hour on first, and one day probation, then one day ban with two day probation, then 2 day ban with 4 day, and so on up to 16 days ban, and 32 days probation. After that it would be permanent.

preternatural1 votes

make the jungle popular again so that actual jungle mains get the role and games aren't lost because of silence.

The Kombinator1 votes

The primary problem with junglers is the monumental impact they have, and the tons of choices to go with.

As laner you can go offensive, or defensive. If offensive success, then you have the luxury of roaming. Roaming while enemy beats you risks your tower, or being followed.

As jungler you got 3 lanes to gank, enemy jungle to counterjung, and the smiting of all objectives also your responsibility.

My solution would be a protective shield from turret while standing in it's range. This would cause 2 things.

  1. Being hard countered wouldn't mean, that you lose farm under turret. Which also means, that ganking wouldn't be that critical.

  2. Enemy jungler would have much harder time abusing the winning lane with diving.

Make dragon buffs timed ones, or simply put back the no buff, but gold system, or do it both. Right now dragon is important for early, and critical for lategame. Back in the day when it simply gave gold it wasn't. First until enemy went home it meant nothing. Second with a bunch of extra farm, or with just one extra kill nullified the gold boost on target lane. Right now if you are in 11/0, and enemy is 0/8, but enemy got 3 infernal, then he will be stronger in endgame. He got the same full build, but bunch of extra stats.

Make jungle clearing less difficult. Allowing more champions to go jung, and giving harder time to counterjung. It's much more difficult, if enemy jungler is at 90%, than if he is at 40%. Also that would give more time for teammates to react. In return jungler minions would spawn faster. So if you are forced to afk-farm, then you could.

Pika Fox1 votes

The people that say "easy" at the end of the game would be the "easiest" to deal with, and the most worthwhile to deal with.

Bent Pixels1 votes

I would delete the game "accidentally"

Nyarlathοtep

First? Actually none of the above. I would start with (imo) the most important. Oppressive champs. Nigh impossible i know but hey i can try right? Champs that maintain a high banrate when they have 48%-50% winrate and all around high pick rate means that they are popular, not op not up and finally hated by the majority of the playerbase.

Lets for example speak for one of the most banned champ in the game, yasuo (ofc on a global level, gold). This abomination had and still has such a big banrate that when 10 bans were introduced i think he reached at one point 100% banrate. Currently he is within top 5 most banned champs in all regions minus Jp, Oce and Las. Currently (on a global scale) morde has higher (still relatively new, however people refuse to behave vs him as you would behave vs darius) and zed by a little, followed ofc by yasuo. After yasuo however the banrate difference between him and the next one (morg in our case) is rather big. 9% more or less. And up until diamond yasuo still remains within top 5. Its only at masters+ where his banrate drops by a huge amount, falling to the 10th place.

Now with that being said, changes to reduce their oppressive nature would be made. Stuff like qol changes and clarity and powershifts to enforce weak early and strong late and vice versa.

Source, leagueofgraphs

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