Detailed feedback for 2018, and suggestions for 2019. @Riot.

Better Jungler··6 votes·3,267 views

Yes, this is Riots worse year i've seen in 8 years of playing, but Riots worse year is miles ahead of 90% of games out there currently. There is a TON to complain about. But moreso, there is a ton to appreciate as well.

The biggest things that make this year worse than others are not impossible to fix, and even fixing half of the annoyances will make the game tremendously better.

** My Background **

It is a genuine concern for people reading feedback to know the posters rank. I am gold 1, 60 lp, and have been in plat promos twice this week. so soon to be plat 5 hopefully. I've been playing league since early 2011, late 2010, and have seen most of its ups and downs. I main jungle, and have since season 3, where I started watching Nightblue3 and Trick2g to teach myself how to jungle better. I am generally very level-headed towards this game, and rarely hop on the bandwagons boards provides. I am constantly trying to improve at this game.

I will not list empty complaints. Instead, I'll do my best to make suggestions.

I included a TL:DR of my points below the next segment for people too lazy to read:P


In my opinion...

  • **The movement speed creep has been ongoing for 2-3 seasons now. Every champion is so fast, and terrain means nothing to half of the current meta. There is stealth mechanics everywhere that gives bonus movement speed and healing. Twitch Pyke Evelynn Rengar Kaisa Khazix Kayn Akali etc. **

With increased movement speed, ganks happen faster, become less preventable. The addition of blast plants make certain routes uncoverable. I think the best course of action here is to slow down on the release of hyper-mobile damage champions over the next year or so, and drive the meta towards less mobile champs. This will give the community a break from the constant barrage of 5 man ganks, roaming supports.

  • ** Coup De Grace, and the amount of executioners are too damn high. **

Pyke Urgot Evelynn Veigar Garen are just a couple of examples of fairly common champs with executes. Coup De Grace is taken on a massive amount of champions right now as well. I think the proper fix to this situation is to dial back the execution range from it's current place of 20-30% to 10% at maximum. The affected champs should be buffed to compensate. The reason this is a big deal is it lowers the outplay potential with some of these champs. Sometimes it feels cheap when you outplay an enemy just to get auto-executed from fog of war or an invisible enemy that had nothing to do with the fight.

  • The pull-back on community involvement via boards and reddit

I think this is mostly due to the recent issues at pax, but it seems Red text is much less common now than a few months back. There are ALOT of empty complain threads, but its unfair to ignore the good majority because of a vocal minority. The "Hot" threads right now are great suggestions with quality numbers and explanations backing them. Fair requests like more emote slots on the wheels, fixes for the client. I may not speak for everyone, but personally I'd rather see 100 red texts saying "this isn't a good idea because (rioter reasoning)" than not seeing a red text post at all. I think rioters need to get on Cactopus's (Bless-ed be his name) level of community involvement and shitpost with the community. Yes you get flak from people that want to dwell on past events, but the majority of us like to see you active.

  • Percent Health, True Damage, Lethality, Magic Pen

MOST of the champions in the game inherently have, or build something that makes defenses lesser than they're intended to be. I think there is a definite spot for this stuff in the game, but it shouldn't be the main factor for any champion. I think Defenses need to be more important to build. But I also believe they shouldn't be impenetrable once built. I know this sounds like I'm trying to play both sides of the field, but I think there is a better balance than Sion full build being unkillable by most champs.. but MasterYi full build making defensive stacks completely irrelevant. My only suggestion here would be to tone back the % health damage, and the effectiveness of MP/Lethality and compensate the champs in healthy ways. (flat damage nerfs would not be a good idea.)

  • **Low Skillcap needs to be Low Payoff. **

Champions like Garen Tryndamere Nasus need to have their effectiveness reduced, or their skill cap raised. Garen's ult on a "villified target" is capable of doing 50% of their health as an execute. He has plenty of ways to counter-play, but that's usually late game stuff, or specific champ select tactics. I understand that these champs are intended for people to learn the game with, but they are too forgiving, and too powerful for players that already know the game at a reasonable level. Nasus spends all game being irrelevant, and despite his score can come back with stacks and have a major impact on the game. I understand these are the complaints of low elo, but "low elo" (plat and under) is 90% of the playerbase. My suggestion to fix this is to add more depth to these characters kit. They are relatively one dimensional, but in an unhealthy way.

  • **Champions with high skillcaps should be rewarded more **

This one pains me to say, because I am a Yasuo hater. But due to my last point, I think its fair to say if you're putting in more work, you should be more fairly rewarded with in game strength. Champions like LeeSin Yasuo Rakan Azir AurelionSol are perfect examples of champs that usually fare pretty well at average skill level, but SHINE BRIGHT when played by someone that's mastered them. I got destroyed by an Azir yesterday, and wasn't even upset and the incredible things he was making his champ do. I know you want to downvote right now, but when you get insec'd by a q ward W flash R from LeeSin you understand that that lee sin just did something incredible difficult to accomplish something blitzcrank could've done with a q. Also. personally, and perhaps because I havent really tried to learn her.. Elise is fucking hard to learn, and doesn't have a great payoff for doing so.


TL:DR

  • -Movement speed creep has gone on too long. Make slower champs next year, make meta favor less mobile champs to give us a break from hypermobile champs
  • -Make less executions, tone down the %'s on the current executions, compensate champs appropriately.
  • -Riot needs to be on Cactopuses (Bless-ed be his name) level of community involvement via boards and reddit. Most of us appreciate you.
  • -Make defense penetration and health % builds less effective, but compensate the champs that rely on it in healthy ways.
  • -Low skillcap champs need to be low payoff. Make their kits deeper. No One dimensional champs.
  • -High Skillcap champs need to be rewarded.

There is more I could put down, but I think if most people have tuned out by now, or will shortly.

Let me know what you guys think in the comments, but challenge yourself. No empty complaints, make suggestions you think would help the issue.

Thank you all for reading, Boards Jesus, Better Jungler.

7 Comments

Volibears Keeper2 votes

What do you mean by defensives/health %/true damage? it's hard to understand what you think needs to be changed.

Otherwise I think you have some good points that will probably be downvoted to hell because you said yasuo and lee sin were high skillcaps.. Boards downvotes anything that says something NOT negative about those two champs.

HaIlMonitor1 votes

I mean statically speaking hard to play champs usually have higher winrate in high elo because they can do more stuff then the average champion. Lee sin, Nid, Elise, Riven, Cam+ are all those kind of champs. For some reason though Yasuo doesn't meaning his skill cap isnt that high (he is super popular so it gives the majority of players a reason they suck at said champ) or he somehow is a high skill "pubstomper".

I think its the first one.

Better Jungler1 votes

Yasup falls in with yi in my opinion. Where the champ really shines in lower elo because people dont play around his weaknesses.

Thats not to say you cant be successful as yi/yas, but its much more rare to see. (Yassuo, and cowsep)

Better Jungler1 votes

I knew that one was going to cause issues when i wrote it.

I think defensives like armor and magic resist offer a good amount to the table, but are sometimes meaningless against an on hit build.item 3153 item 1416 item 3124 . But i also dont think those types of builds are bad for the game. I would like to find a better balance between "tanks are unkillable" and "if they have tanks, pick MasterYi Nocturne Jax and build on-hit to shred them.

I think the answer to this is to lower the effectiveness of lethality / magic pen, lower the % of x health (max, current, Bonus) damage, and compensate those champs in ways that make sense. Such as giving yi a passive that procs slightly more often, and shreds a bit of defensive stats from the tank. (Think of if his passive shreds 20 armor off the target. Stacking to 10 times) so if yi is able to get those autos off, the tank will die grsdually faster as the fight goes on.. but its not how it is now where he hits r e and autos 15% of his targets health every time he swings.

Hope that makes sense.

Daddy Ants1 votes

While Tanks exist, True damage needs to exist.

I remember the days when True Damage was a niche that only a few champions had Vayne Twitch MasterYi Darius Chogath Fiora

Now a days it's

For 3400 Gold you too can have 10% of your critical strike damage converted to True damage.

For 1 keystone rune slot (which is free) You can have 20% of all your damage converted to True.

HaIlMonitor1 votes

I dont think because anything exist that another mechanic needs to be around. ADC's already shreded tanks with out true damage comming from a source (or two with like Yasuo/yi) Often times these mechanics can become a slippery sloap where now if true damage is too good, buff tanks. If its not, buff true damage. Then Non-tank/true damage dealers can slowly pushed out.

Better Jungler1 votes

I agree. I just think there is a better balance point that we are not hitting between true damage. %damage. Penetration lethality, and defensive power in armor/mr.

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