Everything wrong with Nexus Blitz
Let's start by saying, Nexus Blitz is supposed to be non-competitive and "fun" to play. But there are a lot of things that need improving to get to that goal of being fun.
- In general: The game snowballs way to hard. That being there is also to much potential to turn the game around in 2 minutes due to sudden death. The "on fire" mechanic, certain ability interactions, along with revamped-revived items has it spiraling out of control.
- On fire: Juggernauts are wayyy to powerful with this. The damage output, along with revamped items brings back the tank meta. The bonus damage taken is unclear, and insignificant.
- Push-the-cart Attack/Defend: The team that gets attack gets a double reward -- structure and a random award. The structure is reward enough
- Scuttle Racing: This one has so many gimmicks with potential bugs and interactions alike. For starters, certain champions can pull and push the scuttle crab. BUT after certain abilities, the crab will dash back to its place while other abilities don't cause this interaction. For example, Alistar W Headbutt will cause a scuttle dash, but Thresh Q Death Sentence will drag it back with no scuttle dash. The distance covered by scuttle is roughly the same but the interaction is different.
- Loot Teemo/Veigar: Syndra W works on this.... that's about it.
- Prize Fight: Some of the match-ups are unfortunate. Needs a better balancing system like KDA pairing or lane match-ups and jg match-ups. Tanks can pretty much wait it out while the squishes die to burn. ALSO, the map is still influenced. All traps are still present which is rather annoying. I say clear the area of any traps and wards and give everyone full hp/mp and refresh cooldowns. *URF: The map is way to small for this kind of intense brawl. Three lives is a pretty good way to handle it but the towers are inactive so enemies can just camp the respawn. Buff the area a bit.
- Bardle Royale: Sleigh ride is either a bug, or a bad feature. Cut some areas off to being the enter of the storm i.e. the invincible tower. Or just disable the towers. I used to think it was advantage for the losing team but it seems pretty RNG.
- Sudden Death: This event throws winning teams too hard. But at the same time, its a pretty good way to simulate scaling carries. Maybe also up the movement speed a tad to get them to meet faster since teams that are pushed in are at too much of a disadvantage since they never touch the enemy walking nexus.
Overall, for an experimental game mode, its doing pretty great. I think I remember reading that this was an attempt to add a new permanent game mode. I think it'll fit in great. Hopefully a rioter see this...(preferably from the dev team :D)[sg-lulu]