How to fix this game?

HideSide·2/9/2020, 11:34:19 AM·5 votes·2,819 views

How would you fix this game?

25 Comments

Shiroyashayami2/9/2020, 11:38:04 AM4 votes

I would remove autofill because it doesn't work in S10 for some reason. In s9 I didn't get double autofill often but in S10 I do. Also I would lower the overall damage in the game because there are too many broken champions and outplays are something rare now. People just oneshot each other, there are basically no outplays anymore.

ProphetOfDraven2/9/2020, 11:42:42 AM4 votes

Make ADC a nonmandatory class.

Jng Account2/9/2020, 11:43:28 AM3 votes
  1. New client
  2. Autofill needs work(same amount of fills, facing each other ideally)
  3. Punishment for afking

Other thing I would like to see, but are unlikely to happen bcs they would be hard, if not impossible to create.

  1. Better detection/rate of punishment for soft inters(hard to distinguish from bad game/bad player)
  2. Better smurf detection(idk how, maybe taking their gold into account could have some affect, maybe it could help with softinters as well, not the math guy to really explain it)
  3. Quicker bot detection

I wont talk about balance since I think we all are kinda uneducated and heavily biased on the topic.

KmSneaky2/9/2020, 1:57:01 PM3 votes

-20% damage on everything

-60sec CD to teleport +20sec CD to Ignite

+2 sec on every ability +1 additional sec on dashes +20sec on every ultimate ability (except forgotten ones like Shen Karthus for example or characters with low CD ults on purpose like Anivia )

+50% Hp to turrets and/or remove the plate system

Bring back the old runes/masteries system

Make tenacity affect knock-ups to allow counterplay ( and btwOrnn's tenacity debuff increases knock-up duration so wtf ?)

Rework HP based true damage abilities/characters

Reduce any true damage source by an additional 10%

Stop creating new champions and rework the oudated ones instead for the next 1 or 2 seasons.

Actually nerf the champions Riot keeps broken just to sell skins.

Clockwork Mouse2/9/2020, 5:13:54 PM2 votes

I think the best philosophy Riot could take it making the game's damage balanced around 5v5s. If a 1v1 fight breaks out, no matter what characters are in the fight, they shouldn't be able to end the other player in under a second. An assassin or mage should be there with a team and their abilities should be just strong enough to have synergy with the other 4 players.

Annestria2/9/2020, 12:05:26 PM2 votes

This thread could fill a 500 page essay.

The short answer is its boned at least balance wise.

To many characters deal to much damage. Many of these characters who deal to much have their own built in CC.

Turrets are not enough of a deturret to deter diving. Especially to tanks and extremely mobile assassins.

the game is Woefully inconsistent. For example, Annie can hold on to her free stun all game if she so chooses.. Yasuo has like a 2 second window to use his tornado or it expires.. Unless Yasuo has Synergy with his team Which, thankfully most characters do have some Synergy. Yasuo doesn't have the ability to ult.. I just want them to pick one.. Ether Yas can hold onto his tornado like annie can her Stun.. or Annie loses it after a few seconds like Yasuo does his tornado.

I feel like Spell shields should not be on a champions abilitys or passive.. It should be reserved for Banshees Veil and Banshees Veil should be reserved for Pure Melee DPS like Darius, if the player so chooses to build it. Ether learn how to avoid the ability or trade flash for your life.

the game is to CC heavy and items that cleanse CC like Quick Silver Sash are to far down on build priority or are not even build priority. Do you know how many ADC's I have seen build Blade of the Ruined Kind/ Infinity Edge/ Or one of the 3 attack speed crit movespeed items.. rapid fire cannon, static shiv, phantom dancer? Almost every single one.. Do you know how many times I have seen Mercurials Scimitar built? One time.. and I was the one who built it. I was trying Marksman, was getting locked up, tried it and it made absolutely zero difference.

Sadly, it would take 2 decades for them to update every character before Yasuo if not longer. As the game goes on, the chracters will only get stronger and stronger.. they are better off starting from Scratch and watching the power scaling of League of Legends 2 TBH..

IainG102/9/2020, 4:54:18 PM2 votes

I'd start by reverting Runes Reforged and split it back into Runes and Masteries; RR was Masteries Reforged, and it added nothing. Masteries used to be picked optimal for your champion, and Runes were picked for the specific matchup (armour Runes into AD vs MRes Runes into AP, etc). You had cheesy shit like Crit Runes Gangplank; the guy who itroduced me to LoL had a full crit Nasus page. All of this disappeared when RR came in; you are often forced to choose between optimal for the champion and optimal for the matchup, often leading to either sacrificing laning phase or endgame for the other.

The issue with Runes was their cost, and how that kinda fucked over newer players, and there was an easy solution to this; make 'em free. Instead Riot decided to kick diversity in the teeth and begin the death spiral of snowballing damage that this game has become. The Community said this was what would happen, and Riot ignored them. I will also say this, not that the free solution wouldn't have led to the same place; the change to Runes has led to a huge increase in Smurfs and probably a slight-to-moderate increase in account selling...

HideSide2/9/2020, 7:06:04 PM2 votes

Downbots running rampage? :D

HideSide2/10/2020, 11:41:26 PM1 votes

I am really glad that my thread was of some use but I should make it clear that ADC right now are in state: "Oneshot them or be killed alongside of your whole damn team." So, adcs shouldnt die so easily but they also shouldnt have so big impact via huge sustained dmg as long as you cant get to them and shut them down. Adcs, shouldnt be strong 1v1 since they are the strongest in teamcomps and thus there wouldnt be any trade off, but they shouldnt die as fast as they kill others, but that is due overall state of the game. Adcs, are in everygame because of team composition, they are The Carry, because how they work, not because of being just OP, so you cant shut them to make theirs pros ( in term or pros and cons) irrelevant, since its their single pro that makes them appear almost in single team, and that is sustained dmg, combined with support's peel. If this became irrelevant then they wouldnt be picked at all since they also have cons, like every other classes, its just that any other class doesnt have to be paired with support nor is as efficient when paired with support, nor have safe use in every game. Range, Sustained dmg, sustain itself, support that peels you and set ups the situation to be always perfect for sustained dmg to shine above all other kind of dmg applications.

Clockwork Mouse2/9/2020, 5:00:00 PM1 votes

I would nerf all damage across the board. A fight should last long enough that you have the ability to outplay someone. Levels wouldn't be some impactful for starters. A level or 2 ahead shouldn't make it so the enemy can't play the game anymore If an assassin or a mage jumps on you and uses all their abilities when you are at full HP, it won't kill you, and they should be punished for going all in and misjudging the situation. I would try to balance an Assassin's damage so that they can pop an ADC at around 60% HP when the assassin is ahead by an item and a level. There would no longer be items in the game that do damage like gunblade. No abilities would give damage for building armor, MR, or HP. A tank is not meant to be doing damage, they are meant to be tanking.

HideSide2/9/2020, 7:42:39 PM1 votes

What about these things?

  • Hitboxes and animations ( When you miss hook, you are not supposed to CATCH enemy! Hitbox indicators also suck a d;ck... Some champions have big problems just because of length of their animations in comparison like aatrox and some champions dont have them but should have like katarina and some champions like Illaoi deal dmg "before" their animation, how it at least seems - I know that she has double animations : Frist bubbles and then tentacle hit but that is fkin disgusting )
  • DMG - glass cannon effect ( I dont have to say anything here, right? )
  • Overloard ( Too many champions with unneeded mobility and too much CC in the game. The duration of CC post 3 sec should be halved. If someone was supposed to be CCed for 5 sec he will be in reality CCed for 3+(5-3):2=4 sec )
  • Skill floor, skill cap and skill success point - how does it influence balancing of each champ ( some champions have breaking point where they start to be successful even lower than is skill floor which is difficulty to use kit correctly: Riven, Aatrox )
  • Abuse (overall like abuse of items as well as abuse on lane) and counterplay
  • Scaling (Some champions are too strong in early, some champions are strong whole game, some champions should not scale so well and some champions are more suited to be strong in different phase of the game)
  • Masters of all ( not Jacks of all trades, but literally Masters of all trades like Jax, Riven again and Kayn)
  • The way how champions get tuned ( Riot has nice guidelines but sometime their decisions are like: "You know what? Lets do this! I wanna see outcome.")
  • Items and Runes ( Some items should have better spot - special items should be better at their specialization in comparison with other items and some items should be just adjusted to the class using given item the most via gold efficiency or simply buff or nerf if needed)
  • Bounty system, golds, snowball and avalanche effect ( Bounty does not work intended way. Works only in one out of 5 case scenarios that may happen in the game)
  • Matchmaking ( Matchmaking should not work: The best with the worst against 2 good players in order for teams to be balanced, but instead giving me someone that is equally good with me)
  • Ban hammer and toxicity ( They can and should give a reason as to why players should not be toxic beside ban threat, which does not work and should ban INTENTIONAL griefers instead )

I have quite a lot to say to each category of problem. For example bounty system that doesnt work as intended becasue of logic on which it is based sucks as hell. There are few situations that may happen:

  1. The fed player can go 1v9 and his team is good enough to win even without his help.
  2. The fed player can go 1v9 but his team isnt good enough to win without his help.
  3. The fed player can not go 1v9 and his team is good enough to win even without his help.
  4. The fed player can not go 1v9 and his team isnt good enough to win without his help.
  5. The fed player can not go 1v9 and his team does not win even with his help.

In 1. case bounty system logic doesnt work just because its impossible to make use of them, because fed player always get help from his team. So, it doesnt work. in 2. case bounty system logic works but only when enemy team manage to kill the fed player, which depends whether his team can help him or not. So, whether they work as intended here depends solely on matchup. Also, it may gut the ability to carry the fed player's team... ( depends how much he is fed and what champion he is) in 3. case bounty system logic doesnt work because of the same reason as in 1. case. In 4. case bounty shouldnt be because it guts the ability to carry your team. In 5. case bounty shouldnt be because it guts the ability to carry your team.

In summary, bounty works only when they dont gut any ability to carry his team or are still able to obtain which is in 1 out of 5 cases and it also still depends on situations. (In 2. case - does his team do something for him? Can enemy even kill him? In 4. case - does the fed's team win a lot with him? Does he need to have big impact? Does he actually need to be fed? Do enemies need his bounty to turn around the game when he helps his team?)

ZephyrDrake2/10/2020, 1:59:14 AM1 votes

I would remove the boards completely.

Fella Air2/10/2020, 7:54:07 AM1 votes

why all the downvotes lmao