Lets talk about the river Pt. 2

Darth Sidiouss·12/27/2016, 12:05:07 AM·1 votes·347 views

#Introduction

https://s28.postimg.org/y5m0pqo9p/tham.jpg

So if you don't know me i make some whiny posts about champions sometimes but hear me out i do care about the game so im trying to give to the community and riot by making this a quality post. SO hello! im back with part 2 of lets talk about the river ! my part 1 i felt was short and had a interesting idea but perhaps the community didn't see what exactly i was trying to paint in this league canvas in my mind. SO i made this part 2 to further go over what Riot COULD do to our river and make the game feel not the same every match. Seriously though whats wrong with adding another variable to game and making things more interesting and less linear?

Jax "Lets go bot!" Katarina "Cant its high tide !" Jax "Gonna have to try something else.."

Its the same damn thing every game now, we go bot and 4 man dive them sometimes the 5 with summoner 12 . Thing is we have a jungle just is not as interactive as it should be. Let gank routes be influenced by the interactions of the jungle itself. This leads to less linear gameplay and more possible outcomes for taking objectives or picks. League of legends of is all fun and good but we get tired of the same interactions with the map once ina while. What this leads to is players who prefer more depth in games to leave the league and move on to other games.

#What high tide is the intended to do ? and how does it function ?

Switch things up basically. Lets take a look at the new river we got. With the addition of high tides on the rift we see some occasional appearances perhaps occurring around 5 min in the game. So after 5 min into the match there will be a probability of 40% for this event to occur and lasts around 3-4 minutes. The probability of this occurring on the the north or south river is decided by 50%. After 5 min if the high tide doesn't come within the next 5-7 min the high tide could come again and the probability that is decided by another 33.33% choosing between 5 , 6 , 7 min. This itself provides the necessary probability to give satisfactory randomization. When high tide is coming there will be a timer of 30 sec before it hits in a icon for clarity. If the tide does come then there will be another 80% probability to occur again between 9, 10 , 11 min decided again by 33.33% later.

#New camps, epic and jungle interactions

https://s24.postimg.org/5i42sc6hx/Scuttle_Crab.jpg So the high tide is set in motion... what happens now? can we take baron or dragon? what is this man? So we have the good oh scuttle crab that drifts along the rivers and provides nothing but vision in the river. Now with just that the river feels empty doesn't it? but with the high tides finally upon us we can make the scuttle crab interaction more interesting ? and give it a family! yes a brother and sister ? During high tides all movement speed is reduced around 30-35% in the water. (flexible)

I present the new blue & red scuttle crabs. Which will replace the original scuttle crab during high tides. Like its counterpart it will dift along the water and now i will go each individuals behavior and interactions as well:

#Blue scuttle crab
Just as you guessed it the blue scuttle will give you blue buff ! as for interactions this crab will behave different and be rather more shy than the original crab. Meaning its harder to catch and kill.

#Red scuttle crab Yes, yes and yes this gives you red buff ! however unlike its relatives this crab will be rather obnoxious and angry when you aggro it. (yes it can be aggro to fight you.)

So that's it ? NOPEE i got another idea which is tied to these two new scuttle crabs. If either team manages to kill both the red and blue crabs in a match the next high tide will bring a new epic monster to the rift ! i present the queen scuttle crab.

#Scuttle queen crab The queen crab is an new epic monster that exclusively shows up upon both red & blue scuttle crabs being slain. Slaying the queen gives your team a permanent buff that provides:

  • All future high tides that will occur will be shown to your team only. Meaning your team only knows what side of the map will get the high tide.
  • Murky water permanent buff which HIDES all future drake , baron spawn timers from the enemy team. (They will have no idea when baron or the next drake will spawn.)
  • The movement speed taken from crossing high tides is cut in half.
  • %5 bonus defensive stats. Slaying the queen additional times scale this buff 5% / 10% / 15.

#Last thoughts

And there you have it. If this doesn't blow enough discussion i will consider making a part 3 of** lets talk about the river**. Your feedback is appreciated :D i will answer any questions. I hope riot considers this idea or takes notes !

[slayer-jinx-catface]

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