Detailed feedback for 2018, and suggestions for 2019. @Riot.
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.
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. **
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
full build being unkillable by most champs.. but
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
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
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
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
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..
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.
. 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
and build on-hit to shred them.
