I will now include the reasoning behind the items I included in this list.
Make new champs temporarily unavailable in ranked play.
It’s commonly accepted that ranked games are not the proper format to test out new champions, and countless people have had to struggle with teammates that don’t share that view. Considering how new champs are more likely to have problems that require quickly being addressed such as counterintuitive interactions, unpleasant builds, bugs, or simply number issues, it seems more well-intended that a champion that was previously in the beta would be tested by a much larger audience in non-ranked queues before people are able to wager their, their allies’, and their opponents’ LP on a brand new pile of 0s and 1s. It doesn’t have to be for long either, if Riot is ok with a champion’s status then they can make the champion available in ranked upon its price being reduced, but if Riot feels like some work needs done then making the champion available after the changes are made would be much more favorable than the current system’s way of adding champions to the roster.
Make it so that overlapping interfaces don’t register multiple actions for a single click.
The UI and various windows in League have a rather unique relationship that couldn’t be seen as much better than annoying. If you were to click on a given interface, such as the shop or tab screen, in such a spot that it overlaps another element, such as the map or shopkeeper, then the game registers both items being clicked when it seems like it should only apply on the foremost layer. If you regularly arrange champions in your base before 15 seconds, you have likely run into the issue of moving champs around then suddenly opening the shop because your mouse, despite being in the tab screen, was also above the shopkeeper. If you have your shop aligned so that clicking the bottom right of it could cause you to click over the map, then you’d see your perspective suddenly jump to the part of the map you clicked on. While this isn’t an immediate issue, it’s possible that some players would find this a frustrating cherry on top of their tilt sundae, so addressing this would be seen as a universal positive change.
Add “Hextech Chest Acquired” borders to champion select.
Many times people will go into queues with the soul objective of claiming one of their Hextech Crates. Because people are not able to visit their “Champion” page where relevant information is kept, players have to either remember or write down the champions they’re still able to get chests with in order to prevent picking a champ they’ve already got one with and “wasting their time.” It would probably benefit players the most if there was both an indicator on the select box and after the champion is selected, so the same system would be able to be cleanly copied over to modes like ARAM where there is no select box and yet players still have some control over the champs they play via rerolls.
More options: Hide emotes, mute a specific player’s pings, mute self
More options is almost always a good thing because they can be defaulted to the current system of dealing with matters, but players that are interested in the feature will seek it out and get a better experience out of it.
_**Hiding Emotes:**_ Emotes are a purely aesthetic element to the game, meaning a player disabling them would be at no appreciable disadvantage. As emotes can be used to intentionally irritate people on the opposing team (particularly through spamming), disabling emotes could be something that increases the quality of the experience of a given match. Players are currently able to disable distracting or infuriating words from enemies via disabling cross-team chat, players can also disable distracting or infuriating words from their allies by muting them, so being able to disable distracting or infuriating sounds/motions for both allies and enemies seems to follow the same logic and would be able to make matches more enjoyable. Personal note: I’d love to turn on champion voices again, but until this option is added I’m forced to mute that option as it’s the closest fit.
_**Mute Self:**_ People are able to become aware of their own negative habits, and despite their best efforts are still capable of succumbing to their negative tendencies. If someone is either trying to reform their negative ways or prevent possible problems in the future, being able to mute one’s own text output would be a great way letting people vent their frustrations without adding to the ocean of negativity this community is known for. People are far less likely to engage in such negative discourse if they need to navigate multiple menus in order to respond. This option would allow people to save their accounts from possible permabans by making their toxic habits invisible, functionally the same as not having them at all.
_**Mute a Player's Pings:**_ Following the previous point, people are often seen spamming pings as a way of intentionally irritating their allies. While people think that this is something that isn't something that can get them reported, it is definitely toxic behavior that players currently have few options aside from dealing with it. Players can currently mute the pinging sound, but that mutes all allies' communication while the only problem is a specific person. Being able to mute someone's pings would prevent toxic people from tilting their allies, allowing people another form of jerk-management.
Adjust ARAM champion select.
There are multiple ways people are able to increase their odds of success in League. People can learn a wide variety of champs, theorycraft, learn matchups, buy more runes, etc. One thing people aren’t able to do is sell a significant portion of their available champion pool, and this truth provides an advantage to some people that others are simply not able to respond to. Someone should not be able to permanently reduce their odds of winning via clicking various in-application buttons, but this is a truth that ARAM regulars have had to come to terms with. Opening champion select in ARAM to all champions would level the playing field and promote the spirit of what ARAM was intended to be.
Exchanging Ryze on Battle Training for someone easier
Ryze’s current kit is one that is much more difficult to learn than previous iterations. That being said, players are currently expected to learn the game’s basics using this champion. While Ryze may very well appeal to a certain subset of players that pick up this game for the first time, he was originally picked due to the simplicity of his kit and has strayed far enough from his old design to the point where replacing him would be able to give first-timers the low-stress environment that is able to nurture someone into this game’s relatively unique systems. One of the other old champions such as Warwick, Annie, Morgana, Tristana, Lux, Nunu, Wukong, etc, would be a fair replacement since they have rather simple interactions and would still be able to teach the game’s fundamentals adequately.
Tutorials for the game’s less intuitive aspects (like last-hitting, jungling, etc.)
The game currently puts an inadequate amount of emphasis on the game’s more intricate details and understandably so. Teaching people the ins and outs of every relevant mechanic seems like it would be quite an information dump onto new players. While the guides added to the site for new players does help quite a bit, a game that requires players to go to its website to learn basic game functions seems to have a hole in the game’s learning curve for a noteworthy portion of its audience. I believe however that Riot can make in-game tutorials for the finer aspects and they can do so without overloading new players. Creating tutorials that unlock with your Summoner Level would prevent new players from having 10 tutorials to menu through, yet would also tell people “Hey, since you just unlocked the Summoner Spell ‘Smite’ why not come here and let us tell you the intricacies of it and the new playstyle you have access to?” Tutorials for things like last-hitting could be made into mini-games with varying difficulties and goals. Easy – minions’ health ticks steadily down, Medium – minions hit each other in a realistic lane with turrets if it pushes too far either way, Hard – a bot is also doing bot things and you have to make sure you don’t die on top of the csing. Each difficulty could have medals like Bronze, Silver, and Gold that keep track of your best score, incentivizing players to practice beyond originally clearing it once.