@riot this is my resume. i would like to work as a game designer for you

Kaokentake··4 votes·532 views

respond if interested in talking to me

if i was in charge of game design these are the changes i would make. as someone who played over 5000 ranked games in season 5 and 4000 in season 4 i am probably the person in america with the single highest amount of ranked games played in both years. i basically consider myself to "be" NA league of legends as ive played the game more than anyone in america over the last 2 years which was made possible due to my lack of a job and overall loser lifestyle. anyway moving on

anyway moving on. i still find the game incredibly fun and play alot. i like watching competitive. and here are the issues i see in league that i would fix if i was lead game designer

firstly my main goal in balancing the game would actually be "entertainment value" and increasing fun levels first, and actual balance second. however thats a catch 22 because i believe something very balanced while also having many viable play choices is what is entertaining since its more competitive. with "competitive" meaning the game is a more challenging, due to its balance, test of skill and mental resolve and mechanics/strategy between players

here is an example of that. i think teleport should be removed. not because its imbalanced, it can certainly be balanced, but i believe teleport actually makes the game "more" dull and boring to watch. sure you might think flashy tp plays are fun to watch, but in my opinion i think the game could be even MORE fun and exciting without it. i think "flashy tp plays" just become dull after a while to people who really understand the game and realize it actually restricts play more than it allows it.

thats an example of one of my changes and the theory behind it. sure tp COULD and CAN be balanced, but i just dont think it truly increases the games entertainment value. i think it restricts entertainment and fun levels due to restricting viable choices ingame.

so with one theory of one of my changes explained, ill go into many changes that i would make and ill talk a little about theory if i think the theory is interesting

so as i mentioned my first change that i believe will greatly improve the game is removing teleport which IMO will make individual outplays in lane and tactical choices in lane much more impactful and entertaining and strategical. instead of teams being restricted due to fear of enemy TPing in

also. one may think this just turns the game into "splitpush teams only since you cant TP for teamfight champs" but i make a new boot upgrade that will allow teams to deal with the enemy splitpushing better.

also i believe these new boots are not OP because while they do buff melee bruisers in 5v5 fights alot its fine because melee bruisers are entertaining to watch and it really doesnt remove melee champ counters which is they lack ranged damage a teams can still cc them and focus them and peel them with their own melee champions while doing damage with their ranged champions. ranged champions and teams can still CC to help deal with bruisers as normal.

i believe these boots are required to actually make the game balanced between teamfights and splitpushing and not just "perma splitpush". these boots are needed to reduce the power of splitpushing that no TP creates

also. because of these boots. i believe several new defensive items should be created for ranged champions (AP and AD hybrid defensive items alike) for ranged champs to build to allowing them to survive melees better due to these new boots. with less incentives for melee champs to build the items.

my new boot upgrade allows teams to chase down and contest a splitpusher, but it does not increase the power of the splitpusher because he cannot build it to run away faster

also id change the summoner spells to imo create advantages between ignite and barrier and other summoners in lane

teleport removed

barrier cooldown reduced to 50 seconds. you are healed for half the remaining amount when it ends

ignite buffed to read: removes any barrier from your target and they cant cast their barrier for 30 seconds grevious wounds buffed to once again reduce all healing from all sources. by 40%

heal speed increased to 2 seconds. heal cooldown reduced to 120 seconds

new boot upgrade added. same price as other upgrades gain 120 increased movespeed towards enemy champions within 2000 range that you have vision of. at first i was thinking of 100 movespeed but i decided 120 is about right to make it +100 over the enemy alacrity allowing teams to very very effectively chase down splitpushers before you think this is too strong on things like udyr i disagree. this nerfs udyr because it reduces his power to splitpush and run away

and i think new hybrid defensive items for ADC's and Mages should be created to help them deal with bruisers with the new boots. im sure u guys can come up with cool ideas

also i believe lanes starting camps and the boring 1v2 meta needs to go. heres my solutions to those

  1. jungle monsters killed before 2:10 give no EXP to people without a jungle item. if ally is in range the exp is not lost its given to jungler, allowing double jungle but ally doesnt get exp before 2:10
  2. towers before 6 minutes are immune to damage, but do this by making them have insane health regeneration and armor so high it makes them immune to damage (but minions can still attack)

and here are my ideas to balance out the masterys

warlords bloodlust changed to when you take damage from a champion that brings you below 50% health you restore 30% missing mana and gain 10% increased damage and heal off 10% damage done for 20 seconds. 20 second cooldown

i think this is a good path for warlords bloodlust. instead of 10% damage increase i was thinking of giving it x2 level AD and x4 level AP for 20 seconds but then i realized thats too strong on jax/xin/kayle. so i realized a straight 10% damage amp is a better path the 10% damage vamp is like gunblade and stacks with gunblade to 25%. not sure if it works with true damage (i think it shouldnt if it does) i feel it should just work with stuff like thornmail / sunfire / rageblade / wits end / devourer / actives / ruunans / nashors / sheen . and it works 33% as well for aoe damage (sunfire rageblade)

stormraiders changed to +25 permanent movement speed. and when you deal damage to or take damage from a enemy champion you gain +25 more movement speed for 10 seconds. no cooldown

i think this is a good path for stormraiders because i feel letting a burst champion do some burst then run fast is too much of a niche. it might work ok in lane if your syndra vs lux or something like that, but then once teamfights come you cant burst the tanks anyway and you cant go past the tanks to the backline. so stormraiders is just soo much of a niche that i think it will just always be better to go thunderlords for more damage since its so hard to get that movespeed

with my new change to stormraiders its extremely strong and competes with everything. +25 movespeed directly. thats so strong. and then +25 more when in combat with a champion (which lasts 10 seconds for running away too). so many champions will start getting it and i dont think it will be OP but it will be a great way to customize your champion for different flavors of power

strength of the ages can be a great option for laners but it sucks missing a cannon and being slow to charge it. my changes to SOTA are strength of ages changed to increase your HP by 20 every minute (so 300 at 15 minutes). then after 15 minutes you get the sustain bonuses. i dont think this would be too strong at all since my improved warlords gives scaling damage/sustain which beats out strength of ages in lane. but strength of ages will be all around a great early game power mastery. also im buffing all the weaker keystones to match SOTA in power. I believe all the keystones with my changes will be equally powerful and viable compared to this new SOTA also, junglers already max out SOTA by 15 minutes. this just gives that power to laners too

then next, i think deathfire probably will need slight buffs and then all the masterys will be pretty well off. i have a idea for bond of stone too. bond of stone will be kinda weak and i think needs a power increase too my change to bond of stone is: gives yourself 7% damage reduction and gives the nearest ally 3% damage reduction which stacks. this means if a team has 5 bond of stones all 5 people have 7% damage reduction and 1 person if he got all 5 buffs would have +15% extra damage reduction but its super hard to give someone 5 buffs. the 3% stacks with the 7% if two tanks are standing near eachother with 2 bonds both would have 10% damage reduction

with this change strength of ages becomes useful for burst champs with less than 3000 health because +300 is still +10% (more than bonds 7%). and SOTA is stronger early with the sustain bonuses and faster maxout. while bond is still good too

also. due to new defensive items to be created for ADC's and Mages, i feel deathfire should scale off bonus health+MR+armor too since ranged champions will be needing to build defensive to deal with the new boots on bruisers.

with this buff to deathfire, every champion with a full build will scale from deathfire and every champion with items can have a strong deathfire since it scales off all stats (except crit and attackspeed and penetration) and it will even make deathfire a viable damage option for tanks also i think autoattacks should apply deathfire for 4 seconds. opening up the mastery to more champs

also i think thunderlords should scale off health/armor/MR too. so tanks and all champions can take deathfire/thunderlords damage masterys for burst OR sustained damage that scales with every champions item builds

the numbers i feel that are good are: thunderlords will be 10x level damage (unchanged) with small bonus AD / ap / bonus health+armor+MR scaling thunderlords cooldown will be 21/19/17/15 seconds at 0/6/11/16 thunderlords now procs off any damage and doesnt need 3 to proc

and deathfire will be 4x level damage (so its buffed) with 40% of the scalings of thunderlords damage over 4 seconds

so deathfire will deal thunderlords damage over 10 seconds of time. while thunderlords does 10 seconds of deathfire damage instantly but has a cooldown. while deathfire can go on multiple champions with no cooldown. that is a trade off i feel works well

also i feel thunderlords should proc off any damage without needing 3. this opens up the mastery to more champions, where as champions that can easily proc 3 shouldnt simply be favored because they can proc 3

and due to deathfire/thunderlords scaling off all stats, that means all champions even tanks can take the mastery for damage (if they desire damage), and mages/ADC's can scale the mastery with the new defensive AD/AP items to survive bruisers with the new boots. all champions can scale the damage masterys with their items making it viable for everyone.

i think my mastery changes give every champion and player more fun unique viable options to customize their champions with different flavors of power, that are all fairly viable and balanced with trade offs

4 Comments

Sir Woo6 votes

Upvote this comment, atleast so the OP can see this link.

http://www.riotgames.com/careers

axel vazquez2 votes

I want to be a RIOT champion designer so I can implement the ideals of Nazi Germany and modern day neo-nazism into a single champion.

Live2LetDie2 votes

i dont know if they would take this as a positive thing or the fact you couldn't find their hiring page a lack of intelligence

V The Support V1 votes

Soo many spiteful down votes. Let this guy get heard(Read) and allow RIOT to make the decision.

On a side note, I'm sure there are better ways to get your resume to RIOT.

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