Suggestions on Saving LoL's Eight Years of Legacy

Daoist·7/16/2018, 5:24:47 AM·10 votes·4,574 views

First, it is sad to see your favorite game decline not due to a competitor game but due to its own balancing issues - Just like what happened to WoW.

And, even when Riot is going to ignore posts like this and treat it like "Complainants of unsatisfied angry players", I still want to post it anyways as one way to express my feelings and communicate with other loyal players.

To be Honest, I've been on the forums for a while, and most of my suggestions comes from other posts which I totally agree with.

> summoner 4 summoner 4 Main Reason that people around me quit this game : The gaming process of League, regardless of Win or Loss, isn't fun anymore like it used to be. (Reminds me of a song)

Suggestions the current issues to "Put back some of the fun into League" :

  • ** "The Win or Loss of a Teamfight/Game should be decided by the players behind the champions rather than just the champions".** ---------- It is so hard to outplay your opponents now especially when they are ahead. Stats like Lethality or Magic Pen are TOO OP to buy when ahead.

  • **"I miss the 35 minute games". ** --------- Early snowballing becomes the single factor that ultimately decide the game. This is also unfair to the Scaling Champions / Farm Champions like Orianna Nasus Azir Anivia Jax . Suggestions on reduce the power of early snowballing can be adding some tankyness back to the towers although it "risks extending the laning phase".

  • Twenty Minute Baron Buffs --------- The Baron Buff gives too much control of the game, especially when taken before the 30 minute mark. The Baron Buff change that landed during the beginning of season 8's purpose was to nerf late-game lane shoving champs like AzirRyze Sivir , but considering their terrible state now, why not give back some of their power?

  • **Eliminating a certain classes of champions to create "diversity" is not how diversity should be encouraged. ** ---------The Goal of Riot was to find more diversity, which is good. However, I believe Riot did it the wrong way, that is changing the fundamental structure of bot lane, and eliminating the traditional AD-Support roles. Playing Pantheon XinZhao bot can be very hard to adapt for loyal old players, who have played the traditional roles for six or seven years.

  • Increase the Base Resistance for the Squishys ------ List of the under power champions this patch : Jinx Caitlyn Twitch Viktor KogMaw Azir Orianna Cassiopeia Varus .......................(Trust me theres more)

  • Nerf Ignite summoner 14 and Electrocute ------- Ignite + Electrocute deals directly tons of damage to squishy targets. Imagen MonkeyKing E +Q + summoner 14 a Caitlyn . That could apply to any of these champs down here: Fizz Zed Diana Brand Malphite Yasuo Nocturne Leblanc Camille Aatrox Talon Pantheon . These champions are too effective to assassinate the squishy targets, sometimes just require one ability + ignite to kill. That also shrinks the playable champs. A Nasus Sejuani Orianna Varus Janna team has no chance to win against Malphite MonkeyKing Pantheon Yasuo Pyke .

3 Comments

The JigSAW7/16/2018, 1:12:49 PM5 votes

The worst part is this is so easily fixable. A few changes here and there and the game will be back like it used to be. Here, balance team, I'll do your job for you and give you ten balance fixes right now, no charge.

  1. Yi - E no longer grants true damage but instead bonus on-hit physical damage. Ult no longer provides attack speed slow resistance.
    Yasuo - Wind wall down to 2 seconds at rank 1, up half a second to 4 seconds at rank 5. E set cooldown at 3 seconds unless the unit you pass through is killed, at which point it refreshes. Q - applies one-third lifesteal instead of full lifesteal effect. Double crit REMOVED from passive. Tryndamere - Ult now 2/2.5/3 seconds at rank 6/11/16 Garen - E and Q now scale not with attack damage but with maximum health. E no longer critically strikes, true damage replaced entirely with magic damage bonus.

  2. Conqueror Keystone - Changed to fervor of battle (gain the same AD when in battle with a champion up to a cap) Also, Deathfire Touch for AD/AP champions added as an anti-heal keystone which delivers a percentage of your AD/AP over three seconds as an option on Sorcery and Domination

  3. Thornmail - 100 armor, 400 health, unique passive: Basic attacks cause the attacker to take 30% of their damage as magic damage and applies grievous wounds for 1.5 seconds. Continual attacks will also reduce attack speed (from 10 to 30%) - relisted as 3,400 gold from Giant's Belt, Warden's Mail, and Bramble Vest plus combine cost.

  4. Will of the Ancients - is a thing again. 80 AP, 10% CDR, heals for magic damage done (5-15%) - Fiendish Codex + Needlessly Large Rod + 700 gold

  5. Infinity Edge - reverted. Essence Reaver - reverted. Stormrazor changed to one of my favorite old items - SWORD OF THE DIVINE (ACTIVE: the next 3 basic attacks for 3 seconds have 100% critical strike chance, cooldown 60 seconds) Phantom Dancer - 12% less damage now lasts for five seconds, not ten.

  6. Mana potions - a thing again. Crystalline Flask also re-added, 3 charges of 100 health and 85 mana per charge that refills on shop. Corrupting Potion buffed in hp/mana regen and touch of corruption buffed as a viable alternative.

  7. Turret buffs! Health now 4,500 on first turret, 4,750 on second, 5,000 on third. 50% damage reduction on all including bot turret for first five minutes. Secondary turrets gain permanent 60% damage reduction, base turrets and nexus turrets 70% damage reduction. Damage increased, and if no minions nearby 30% of the turret shot is converted to true damage.

  8. Baron buff, like in the old days, can now be transferred to whoever slays the buff holder (although the duration will not reset)

  9. Warding - Sightstone returns so people can actually ward if they are not supports and doing insanely stupid quests - in a NEW trinket slot so now one can have a sweeping lens AND the stealth charge sightstone. Wards also last longer, right now its a joke how little they actually stick around for.

Sightstone - 800 gold - 3 stealth wards recharge in shop and 250 health Ruby Sightstone - 1600 gold - 4 stealth wards recharge in shop and 500 health, 10% item cooldown Diamond Sightstone - 2,000 gold - 4 stealth wards rechargable in shop, 500 health, 10% item cooldown, 10% summoner spell cooldown (these wards also last 30 seconds longer)

10 - Runes Reforged - Third path - this will be ten open slots in which you can choose to stack what you wish for early game improvement like the old rune/mastery system. There are fifteen categories available - MR, Armor, Lifesteal, Spellvamp, Maximum Health, Health Regen, Mana, Mana Regen, Attack Damage, Ability Power, Tenacity, Movement Speed, Attack Speed, Cooldown, and Gold Supplement (for supports) - each slot is worth 1 - as in 1 ad, 1 ap, 1% cdr, etc so that the max you can gain is ten % or 10 of anything, mana however is 10 mana per slot up to 100 and mana regen is 0.5% of missing mana every 5 seconds (up to 5%) - This allows you to customize to add a little bonus to help out. Need 5% lifesteal and 5% cdr early? or perhaps 10% spellvamp if you are a mage? Maybe 5% max health, 3 MR and 2 armor to start off? Easy stuff!

RNG Unable7/16/2018, 5:28:48 AM3 votes

Nah I give up about Rito already.