riot . i have amazing , just crazy enough ideas , to fix season 6
i love all the changes . the items . the less wards (darker map) . the hero changes . jungle even feels more diverse (once you fix the 15 seconds on smite)
just hate how fast the game is . think it has alot to do with the piss weak towers . also due to more gold in the game if you get behind slightly early (your team gives up a few kills before 13 minutes) it snowballs due to the huge amount of gold given to the enemy team so quickly giving them items faster allowing for more power and almost sealing the game also with such weak towers the team thats slightly ahead gets 2-3 free towers and then your donezo
here is my ideas just crazy enough to work . just crazy enough to fix season 6
-
give towers insane HP regen before 15 minutes . im talking they regen to full health in about 30 seconds. basically making laning phase forced to last 15 minutes . this also has the side benefit of removing 1v2 boring laneswaps from competitive and having entertaining laning phases every game
-
when a tower kills a minion . it now splits that gold to any allies in range of that tower . and if no one is in range it splits to gold to your whole team . i really like this as a buff to lategame champions who get shoved into tower . now you have to contest CS by fighting your enemy , not just shoving waves into tower
the idea behind my ideas are... instead of nerfing the many awesome changes that you have done riot... just add new ones to "bandaid" the game . this keeps it volatile while still not being so snowbally
and when i say "volatile" . i mean you will still see early deaths , and early action . but a few early deaths wont fricken end the game the way it does now
now if you die in lane . you dont feel like the game is over . you can still hold your head up , return to lane , and try to outplay your opponent knowing the gold loss isnt too bad . and your tower will still be there to 15 minutes
however. with these "buffs to the losing team" . i think its fair to also remove the new bounty mechanic which was also a buff to the losing team
right now . getting bountys generates LOTS of gold for the losing team . i look to remove that , and allow the winning team the option of playing aggressive without fear of making mistakes and giving up a huge bounty
here is how i would balance kill gold
a kill is worth 400gold firstblood gives +150 bonus gold to your 4 teammates (making firstblood worth 1000 teamgold) . firstblood kills cant be assisted
every time you get a kill . your reward goes up 40 gold . up to 600gold max an assist is worth HALF of kill gold . split among all people who got an assist . so if your bounty is 600 you give up 900gold to an assisted kill
if your bounty is above 400gold and you die . it resets down to 400gold when you die with a 400gold bounty . your bounty stays 400gold . but if you die 3 times in a row at 400gold bounty without getting a kill or assist you gain fate of the outcast
if your champion has died 3 times in a row at 400g bounty without getting a kill or assist . your champion gains a buff called "fate of the outcast" that everyone can see in your buff bar . fate the the outcast reads "your champion has met the fate of the outcast . you gain +30 movespeed . your bounty is only 100gold and your respawn time is 10 seconds . upon spawning you gain a large speedboost . this fate lasts through death . scoring a kill or 3 assists will reset your bounty and free you from your fate . "
with fate of the outcast . your respawn time becomes 10 seconds and you have a free homeguard effect (only on spawning. not on recall. and it doesnt stack with homeguards) and bonus movespeed . thus massively buffing the power of splitpushing in the game which helps reduce snowballing because splitpushing is at its heart a "from behind" tactic that teams who are behind want to do to create a comeback.
this is a way to actually GIVE power to the person who dies . no longer will you feel bad if you die . your team will say "its ok bro you can get fate of the outcast and help splitpush later"
and if you get kills . you better be good enough to carry with your lead . now that kills are worth a increased 400gold . with less of a bounty if you die
i really like the fate of the outcast idea . you have to give the enemy team 1200gold to get the buff . so they should be able to close out if you get fate of the outcast since its a 4v5 if you intend on keeping the buff and splitpushing . i think fate of the outcast adds a great comeback mechanic to the game
also. i think my gold reward numbers are perfect and at a good level . now teams who are behind wont get insane goldboosts for getting bountys . thus giving the winning team more freedom to do aggressive plays without fear of giving up a bounty
- oh and lastly . absolutely riot DO NOT ADD IN your minion buffs / changes . keep minions equal. wave control for teams is a great strategic part of this game. do not remove it