5 Changes that improve LoL Clarity, Play Experience and general Quality of Life

Kingsgrave··2 votes·427 views
  1. All Melees have 175 Range. Makes autoattacks a lot less clunky and makes last hitting and trading a lot more fluid feeling and looking. Compare last hitting with a Wukong compared to a Garen. The former feels 10 times better than the latter. Melees aren't like Ranged characters in that they don't have a lot of room for varied range numbers that actually impact gameplay. Caitlyn compared to Lucian is a big change. Garen to Pantheon to Wukong (125 to 150 to 175 respectively) isn't large enough to actually mean anything beyond Wukong being the most fluid to last hit with.

  2. **Unit collision is removed and all items and abilities that give it are reworked. ** Another change aimed at making gameplay a lot more fluid and a lot less clunky overall. It feels terrible to constantly run into minions or other teammates and die because of it, and it honestly makes playing those with unit collision rather lousy if you get too used to those without it.

  3. If you try to use an ability or command when under a hard CC effect, you will get a voice telling you of the effect every time you try to make a command. This is straight from Dota 2's "SILENCE" whenever someone is silenced and tries to use an ability. This is mostly for clarity combined with hopefully the loss of control indicators and visual cues being put on by default with these. Obviously if you want these turned off their should be an option if you really don't like the voices. (much like the volume bar for Pings)

  4. **Allied Ultimates, Summoner Spells and Active Item cooldowns are displayed on the left bar or in the TAB Scoreboard. ** This change would help in the exact same way as the Monster camp timers did. Sure most highly coordinated players can constantly use chat to tell people whenever each and every one of their useful spells is up, but why not just let everyone see them by default so they can better use their time used typing to do something more useful to the game? This change doesn't make people play better but it certainly aides in the ability for people to know if their allies need help, if their allies can help you etc., May also come in handy with teaching a new player how to play since you will be able to tell them within the first minute of them doing something wrong rather than referring to a scenario that happened around 3-4 minutes ago due to Replay delay.

  5. **All shields, self or ally, on your character should display on your buff bar like Sion's W, and possibly also on the ability icon itself before you even use it. ** Not much to say about this change other than, holy shit Clarity.

The majority of these changes are geared towards allowing you more room and brain activity to playing the game rather than wasting a lot of doing quick number crunches in your head or constantly trying to remember exactly when someone used something or did something last. This type of information doesn't necessarily make you a better player if you can or can't do it, so I honestly think it should just be made available to you to make your play experience less stressful and allow you more room to actually play the game itself.

Any other changes you guys can think of please let me know in the comments/replies. Thanks for reading.

11 Comments

ValyrianBlade3 votes

I disagree with the melee range changes. If you can point out that specific ones are in need of larger range (e.g. garen) then individual changes should be fine. Sweeping changes are uncalled for. Almost always, a sweeping change has an unintended side affect (I would argue that pantheon does not need +25 range).

I disagree with unit collision being removed. It's a core part of the game. It's why a hecarim can catch/escape most units when played intelligently. Why an adc with Phantom dancer is often better at kiting than one with shiv. Good players use unit collision, or their enemies lack of it, to their advantage. Great players don't let enemies take advantage of their unit collision or lack thereof. It's part of the skill in the game and I'd hate to see it removed.

Otherwise, 3-5 are sure why not have clarity.

ValyrianBlade2 votes

I should also mention any champion with the ability to jump over minions, e.g. Riven, corki, tristana, etc... (There are a LOT) would need their jumps adjusted to account for not being able to avoid unit collision as a means of escape.

Kingsgrave1 votes

I should also mention any champion with the ability to jump over minions, e.g. Riven, corki, tristana, etc... (There are a LOT) would need their jumps adjusted to account for not being able to avoid unit collision as a means of escape.

I dont think they need any compensation for no longer being able to abuse flawed game mechanics to escape. They already have spammable escapes, especially Riven. No unit collision allows their dash to mean more anyway, especially a short ranged one like Riven.

Talamare1 votes

I agree all melee should receive a +25 range increase (except Yasuo who already has stupid long melee range for his weapon type)

Kingsgrave1 votes

I agree all melee should receive a +25 range increase (except Yasuo who already has stupid long melee range for his weapon type)

Yasuo's range wouldn't increased because its already 175.

Talamare2 votes

I agree all melee should receive a +25 range increase (except Yasuo who already has stupid long melee range for his weapon type)

Yasuo's range wouldn't increased because its already 175.

I agree that all melee should get a range increase, but as you want every melee to have the same equal 175 range, I want there to still be a range difference to illustrate the weapon differences

Fists, Daggers and Short Swords should be 150 range - Kat, Udyr, Amumu, Shaco, Rengar, etc Normal sized weapons should be 175 range - Jayce, Yasuo, Gangplank, Trundle, Fiora Polearms should be 200 range - Jarvan, Wukong, Fizz, Xin, Hecarim

Kingsgrave1 votes

I agree all melee should receive a +25 range increase (except Yasuo who already has stupid long melee range for his weapon type)

Yasuo's range wouldn't increased because its already 175.

I agree that all melee should get a range increase, but as you want every melee to have the same equal 175 range, I want there to still be a range difference to illustrate the weapon differences

Fists, Daggers and Short Swords should be 150 range - Kat, Udyr, Amumu, Shaco, Rengar, etc Normal sized weapons should be 175 range - Jayce, Yasuo, Gangplank, Trundle, Fiora Polearms should be 200 range - Jarvan, Wukong, Fizz, Xin, Hecarim

All 25-50 range does is make the ones with the highest range the most fluid to use and the ones without it the least fluid. Melee champions arent like Ranged champions where the range differences actually matter in more than just fluidity.

Talamare3 votes

All 25-50 range does is make the ones with the highest range the most fluid to use and the ones without it the least fluid. Melee champions arent like Ranged champions where the range differences actually matter in more than just fluidity.

I disagree, a long range melee like Jarvan can hit and kite a short range melee if he has slightly higher MS

Not to mention it feels better from a perspective point of view that the man with the GIANT SPEAR has more range than the one who is trying to punch you

I believe a range disparity, even if small feels good for the game. I am not really asking for you to change your original suggestion tho.

Volt Cruelerz1 votes

I'd be fine with generalized standardization of melee attack ranges, but exceptions might be needed.

Unit collision isn't bad, it's just that pathing is bad.

The others are good though.

Kingsgrave1 votes

I'd be fine with generalized standardization of melee attack ranges, but exceptions might be needed.

Unit collision isn't bad, it's just that pathing is bad.

The others are good though.

I cant think of any scenario where unit collision is good for the game.

Volt Cruelerz1 votes

I think tactical use of minion placement as a barrier is quite reasonable and allows for creative and dynamic play. Again though, the pathing code needs love.

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