League of Legends is not luck based, but there is some luck involved for sure!

UnstoppableMaybe·7/23/2019, 3:50:20 AM·3 votes·2,085 views

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League of Legends is not luck based in its entirety overall, but it does involve some luck, because when you get matches full of bad players, and you are carrying the entire team but it's still not enough because the team is so bad, making terrible greedy decisions constantly without caring...this is where the luck comes in.

When you get both teams having even potential, the match becomes purely about understanding the games mechanics, "as with any game" you want to be great at. However it is an undeniable fact, that the players you end up with will impact whether you win or not, unless of course you're 1 of those rare few in the majority that understands the mechanics beyond the average person, in which case your opinion here is not relevant, because matches for early ranks such as Iron, Bronze, or Silver, do depend on having an equally strong team. So getting mostly bad players does impact how your match will turn out, whereas an experienced player is matched up with more experienced players, such as Gold ranks, since they know the mechanics very well by that point going forward.

I can admit I don't enjoy this game enough to understand its mechanics, and it's not that I am bad at this game being the reason I don't care for it, but I don't enjoy it because it's highly repetitive in almost everyway, and gets boring fast for me once the repetitive gameplay starts to sink in and really show as "very apparent."

While building a rocket or space-shuttle makes you a genius, at the end of the day, battles are not won just from intelligence, they are won with smart quick tactics of many options at our disposal (within a varied, or diverse arsenal). I can say right now by fact, that League of Legends is not a game that represents smart tactics, as smart tactics don't involve the gameplay League of Legends has, and while successful plans feel good accomplishing in a match, the way spells and abilities are used for each champ, among which champions are most overpowering, certainly takes away from the smart tactics involved, compared to just understanding what is overpowering in the game. It's in this way, games like League of Legends make you feel smart, but really all you're doing is mastering sloppy mechanics that are not balanced unless you understand the mechanics in ways your average person won't bother to, in which case the war is lost because you also need numbers to win a war. Therefore League of Legends is not as smart of a game some players think it makes them due to these simple facts of life.

As champions have quite limited options to attack with, but the stats make the most difference, therefore the game suffers from imbalanced issues that revoke it's possibility to be a truly smart tactical game, due to the fact the options to attack or do the unexpected on the same map over and over gain, are far more limited in comparison to what stats provide, which makes the game more numbers based, than actual smart tactics. It's all about who has the best stats, and who understands the stats mechanics best, which does take skill, but it's still not called "smart tactics" due to these facts the game lacks.

The most tactically smart games, always allow for options that are not forced, and they have the most balance to a point anything can happen unexpectedly. A game like League of Legends is very limited, predictable due to limitations, and because of these limitations, it's not a game of smart tactics, but who gets what champion that has the best stats overall.

I want to see more variety for League of Legends Lore, expanding on its options overall, to become an enjoyable experience for the masses, and not just the few who enjoy Moba's. So I put together a post about introducing League of Legends to a new game Genre it can do very well becoming apart of, such as an RPG like Elder Scrolls due to its potential in depth Lore possibilities and races involved here. It would be highly profitable and appeal to more players than the current League of Legends, since more gamers play RPG's than they do League of Legends or Moba's in general.

(Voting In The Link Below) https://www.strawpoll.me/18357327/r

(Alternative RPG game build for League of Legends new Lore direction, breaking its current limitations holding it back! The Link below provides more details for the RPG potentially highly profitable build!)

12 Comments

Zero Shingetsu7/23/2019, 4:28:24 AM2 votes

A crossguard on a katana, though?

... Wait, that sword has two edges!

TakaDama7/24/2019, 3:05:55 AM1 votes

Ok, so you started off with a good argument about poor matchmaking, especially in lower ELOs, then make a terrible argument about how League of Legends doesn't employ 'smart tactics', somewhat redeem yourself by referencing how some aspects of this game are forced, and then take a nose dive by proposing an MMO for league which, while not inherently a bad idea in and of itself given the extensive lore, makes this whole post seem like a shameless way to get players to drop the MOBA genre and go to the MMORPG genre.

So I'll start with my biggest issue with your post: tactical and strategical apitude, contrary to your definition, is not having several options at your disposal, but rather your ability to make use of the options that you do have as either an advantage for your team or as a disadvantage for the opposing team. This can range from controlling the minion wave, providing vision for your team and denying vision for the opposing team, counterpicking and counterbuilding if necessary, and even ganking a lane as a jungler if the opposing jungler is ganking another lane.

In fact, having a vast variety of options actually negates the value of most of the options, regardless of the genre. Mortal Kombat: Armageddon is a major offender in this regard; largest roster of the series to date, but was so poorly balanced that only a handful of characters were actually viable. Another is Magic: the Gathering, specifically eternal formats like Legacy; out of the thousands of individual cards available, only 100 or so are actually viable in tournament play.

While League is rapidly approaching this threshold with each new champion release or rework infringing upon an older champion's design (for example, Aatrox rework and Sylas being compared to Riven), condeming the entirety of the genre for this is just assinine.

Now, on to more positive matters; yes, having certain traditions such as the top-jungle-mid-bot-support composition enforced officially restricts creative and meta-dependent compositions, which is something DOTA 2 allows for that League doesn't. However, things don't just unexpectedly happen, or rather, if they aren't expected, players can adapt to them, either during the game they encounter this peculiar phenomenon or over the course of several games as they revise their overall strategy. And that is what makes a great strategy game; the ability for a player or team to adapt to and even outthink and thus outplay an opponent, where every decision, no matter how limited the options are, has some weight on the outcome of the match.