Game Design Input by a Fan and Fellow Developer
Edit: This Thread was made prior to employment
Preface I am "Beluga Whale" - NA. I have played Moba's for 5 years, and developed/lead the design and balance on two separate Indie Mobas (Rise Of Amon, Aeon Of Storms/Storm Of The Imperial Sanctum. This thread is meant to serve as my own take on Game and Champion Design, which I will try to keep relevant to the latest patch. As always, I'm open to any and all discussion and criticism.
Current Patch 5.4 Game Design Overview
For this patch's Design Overview, lets talk jungle. With the 5.4 Patch, there was a huge outcry about jungle changes and direction. Why don't we back up a bit and look at what exactly the jungle should be about, and what separates it from lanes.
The jungle should be essentially a higher risk area with great diversity compared to the safety and role definition of laning - where towers and friendly minions helping you out, and your general location on the map dictates what you should be doing (ie, mid roams, etc). The jungle should be the very scare areas in the map where you fight over vision and and try to predict your opponents movements and actions, and anything goes. Note, none of these design goals preclude any specific role! It is not necessarily a "place for tanks", a "place for gankers", or "a place for carries" - it can be all three, and more. However, each of these roles need specific catering in order to be viable. This is why we currently see a meta where one role is favored so highly over others - at the moment bruiser/fighter junglers like RekSai, Vi, J4, and Lee. How do we solve this issue?
One possible solution is to create greater diversity in jungle camps. Riot has begun this already, with the varied smite buffs - but it can and should be taken further. Lets direct our attention to this quick Jungle Datatable.
Based on each camp's stats, I've come up with 4 main stats:
Difficulty Score - the DPS*[Averaged Effective Health] of the camp/10000. This should serve as an estimate of how hard it is to take the camp. The 10000 Denominator is arbitrary, and just makes the numbers more legible.
Bounty/Exp
Bounty/Difficulty Score
Exp/Difficulty Score
So you may be asking what the purpose of each of these stats are, and how we can use them for improving the jungle's design:
By adjusting these ratios, we can diversify jungle camps to allow for multiple roles - who each need different things from the jungle.
For example, it doesn't make sense that the Raptor camp, which grants a buff that allows you to make aggressive invasions - also has the highest difficulty scores outside of Red and Blue. How can you play aggressively when you are at your weakest? Instead, it should grant a below average bounty/dif, average exp/dif, and have a below average difficulty score. This means that the camp can be taken quickly by all junglers, but is only worth taking from a bounty perspective if you then utilize the buff successfully - meaning invading, ganking, or otherwise establishing map control. Thus the raptor camp is now a favorite of the counter-jungler/early ganker -> granting enough experience to not be behind exp wise, while still being easy enough to kill that you are quite healthy and ready to fully utilize the buff it grants.
Another possible tweak -> Lets examine a carry jungler who scales better with Gold than Exp who should be weaker early game due to his scaling. The wolf camp already grants a very powerful defensive "ward", yet for some reason is also one of the weakest camps. It would make more sense for it to have an above average Difficulty, above average Bounty/Diff, and below average Exp/Diff. Thus it is risky for the jungle to take this camp, but it grants him lots of gold and some defense against invasion.
By better defining each jungle camp, we can foster a much more role diverse jungle.
Current Patch 5.4 Direct Tweaks This section is not necessarily connected with the Game Design Overview, and is more of a "random concepts" kind of thing.
For the most part, I feel most champions are not generally considered viable due to meta rather than any significant imbalance. Outside of those champions, these are individual champion tweaks that I feel would be interesting, and do not necessarily have anything to do with game design. This is not a complete compilation.
Aatrox W - Slight Rework -> Healing changed from 1-3x at 50% break point to 0-400%, depending on his current Health. Just a finer resolution R - Slight Rework -> Deals 10/15/20% Target Current Health as Magic Damage to all enemies in 500 radius, granting 30% Weapon Speed for Each Enemy Champion hit, up to 120%. Aatrox also gains 175 Weapon Range. Lasts 12 seconds.
Higher resolution on W just allows more leeway. R Change fits his theme from his Heroic Passive/Q/W and lore -> turning fights around when all hope seems lost. It will make him weaker as a 1v1, but much stronger in team fights - especially losing team fights - helping with one of the primary issues Melee AA Heroes face (snowball one way or the other too hard).
Brand R - Rework -> Fires a giant ball of fire at the target. After impact, the fireball attempts to bounce back to Brand (similar to say, Gnar Q). If Brand catches it, he cooldown is lowered by 75% and half the mana cost is refunded. Hitting a enemy currently Ablaze grants Brand a movespeed buff for a short duration.
Brand thematically/Heroic Passive...ly is a mage who wants to "burn" down enemies, not blow them up. This change would give him slightly less burst, remove the RN Jesus, and give him a reliable way to re-proc his Heroic Passive - assuming he can position well enough to catch the fireball - offering a more compelling gameplay aspect. Brand would need to catch his ult multiple times in a fight to reach even damage with his old ult, but masterful brand players could even exceed the old ult's damage.
Fiora Q - Can no longer dash twice W - Successful parry now refreshes Q CD and immediately grants Fiora her E (without putting it on CD) E - No longer resets on Hero Kill/Assist R - Reworked -> For the next 2/2.66/3.33 seconds, Fiora becomes immune to all CC. During this time, she cannot attack, move, or use abilities (except W). Instead, every .66 seconds, she dashes 300 Units in the direction of the Player's Cursor, dealing Physical Damage to all enemies she passes through.
Fiora's unique kit aspects are her W and R. Thus it makes sense to push more of her power into her W - adding significant skill leeway in her kit, allowing her balance to be a lot more lax. R, from a game design perspective, is fairly terrible - another RN Jesus press to (hopefully) win does not offer compelling gameplay nor does it give much leeway for the rest of her kit. The only thing that makes her Omnislash appealing is how it looks visually. So why not just allow the player to control it? Personally I think that would feel awesome.