This game is in dire need of in depth PvE content.

PhearBunny··78 votes·17,179 views

Toxic competitive environment boiled over a long time ago. The game has felt more like a job than a game for a while. PvP balance is out the window. meta is gross. Summoners Rift is getting quite stale.

Just think.... You pick your favorite champion. Lvl 1-100, Level stays saved. You join games or "Dungeons" where you gain experience, items, keystone things(Like in the last pve thing we did). Playstyle wise itd be a cross between Diablo+ LoL. Give us a break from this toxic pvp disaster.

70 Comments

ØrnnToGetTrolleÐ65 votes

My autofilled junglers are already playing a lot of PVE in my ranked games

JeaneGreene11 votes

Underrated comment

ez mental boom3 votes

It has the most upvotes on this thread. How the fuck is that underrated? Why is everything people like "underrated?" Somewhat related, every single fuckin music video on youtube has a thousand idiots screaming "uNdErRaTeD1!1111!!!!!" when it has almost a million fuckin views or every review ever is 4/5 stars

PhantomSpirit1012 votes

You do know he/she wrote this like as soon as that comment was written right?

The Oasis2 votes

Shhh. We don't talk about that.

Daddy Ants10 votes

{quoted}

My autofilled junglers are already playing a lot of PVE in my ranked games

Same for the Nasus Top laners in my games.

HungryAngry2SPP6 votes

What do you mean by Top?

Does that imply there are other lanes too?

Eleshakai34 votes

Don't get me wrong, I'd love it if this game had more pve content... but what you're describing sounds like a great idea for a new game in the same universe, but an awful idea for just a game mode.

Z3Sleeper2 votes

I don't see a reason why they can't coexist within the same game.

That's like saying having Battlerite and Battlerite Royale being bundled together in the same game is an awful idea. I don't think it'd make any difference if they were or if some new PVE league mode was.

80% of the mode would be recycled assets from the current game anyway.

Besides, we can't let Riot Game become Riot Games.

Eleshakai1 votes

{quoted}

I don't see a reason why they can't coexist within the same game.

That's like saying having Battlerite and Battlerite Royale being bundled together in the same game is an awful idea. I don't think it'd make any difference if they were or if some new PVE league mode was.

80% of the mode would be recycled assets from the current game anyway.

Besides, we can't let Riot Game become Riot Games.

Honestly, a game mode like this would simply feel cheap if it were done using base League mechanics. Champions only have like 3-5 ranks of skills, loot only exists in like 3 tiers(basic components advanced components and completed items), etc... it just would feel kind of... hollow. And in order to make it not feel hollow, we're talking almost enough work that they might as well make it a standalone.

Given that, I'd rather it be a standalone ;)

Paroe1 votes

{quoted}

Honestly, a game mode like this would simply feel cheap if it were done using base League mechanics. Champions only have like 3-5 ranks of skills, loot only exists in like 3 tiers(basic components advanced components and completed items), etc... it just would feel kind of... hollow. And in order to make it not feel hollow, we're talking almost enough work that they might as well make it a standalone.

Given that, I'd rather it be a standalone ;)

Have you never heard of diablo 3? League of legends would need a few things for a PvE mode...

  1. A lobby with a semi-global chat where people can show off their skins and their favorite champions
  2. A shop system using BE where you can buy weapons and gear for your favorite champions
  3. Path of Exiles map system
  4. Maps would have various themes (league has no shortage of potential maps)
  5. Maps would have BE rewards, which can be spent on new champions or gear from the shop.
  6. Every champion would need 3 augments per ability.

Champions can be released into the "dungeon crawler" mode as theyre ready, as we already have at least 5 (yasuo, jinx, malphite, sona, and ziggs). It would take some work on riots part at the onset, but once it gets rolling you could do a LOT with it, including much more functional PvE events that are actually balanced.

Eleshakai2 votes

{quoted}

Have you never heard of diablo 3? League of legends would need a few things for a PvE mode...

  1. A lobby with a semi-global chat where people can show off their skins and their favorite champions
  2. A shop system using BE where you can buy weapons and gear for your favorite champions
  3. Path of Exiles map system
  4. Maps would have various themes (league has no shortage of potential maps)
  5. Maps would have BE rewards, which can be spent on new champions or gear from the shop.
  6. Every champion would need 3 augments per ability.

Champions can be released into the "dungeon crawler" mode as theyre ready, as we already have at least 5 (yasuo, jinx, malphite, sona, and ziggs). It would take some work on riots part at the onset, but once it gets rolling you could do a LOT with it, including much more functional PvE events that are actually balanced.

It would also need hundreds if not thousands of items to be designed to BUY in that BE shop, some form of end-game progression, hundreds of monsters including various bosses/etc to fight(because otherwise we'd just be fighting lane minions endlessly), some form of pve balance which would require an entire team dedicated to it separate from the pvp balance team, etc...

You're VASTLY underestimating the amount of work it'd take to be feasible. And by the time they're doing all that work, they might as well go the extra mile to make it it's own game so they can make money off of it.

Paroe1 votes

{quoted}

It would also need hundreds if not thousands of items to be designed to BUY in that BE shop, some form of end-game progression, hundreds of monsters including various bosses/etc to fight(because otherwise we'd just be fighting lane minions endlessly), some form of pve balance which would require an entire team dedicated to it separate from the pvp balance team, etc...

You're VASTLY underestimating the amount of work it'd take to be feasible. And by the time they're doing all that work, they might as well go the extra mile to make it it's own game so they can make money off of it.

Are you silly? It wouldnt take "hundreds of thousands of items". You would be buying items for your cache that you could equip to your specific character - say youre playing clearspeed MF; You spend your first three items worth of BE on black cleaver, essence reaver, and berserkers greaves. Or say you want to play a thorns tank; You buy dead mans plate, ninja tabi, and thornmail on rammus. Or heck, say you want to play an assassin; You buy dusk blade, black cleaver, and ionian boots on zed or talon.

Even for monster variety there doesnt NEED to be much variety, do you know how many actual different types of enemies there are in a game like path of exile? Most of them are reskinned variants of an existing enemy that was made early on.

The computer controlled enemies already exist. Dungeon crawlers are mostly about wiping out hordes of enemies and getting the loot they drop. You VASTLY underestimate just how much framework already exists, its all a matter of putting a team behind it who can perform consistantly.

TBH id bloody love CT to be put on a dungeon crawler team. Call it "the summoners reliquary" or something and focus on the players having fun, with actual, doable challenges that arent just "this enemy has ten times your health and can oneshot you!".

Eleshakai1 votes

{quoted}

Are you silly? It wouldnt take "hundreds of thousands of items". You would be buying items for your cache that you could equip to your specific character - say youre playing clearspeed MF; You spend your first three items worth of BE on black cleaver, essence reaver, and berserkers greaves. Or say you want to play a thorns tank; You buy dead mans plate, ninja tabi, and thornmail on rammus. Or heck, say you want to play an assassin; You buy dusk blade, black cleaver, and ionian boots on zed or talon.

Even for monster variety there doesnt NEED to be much variety, do you know how many actual different types of enemies there are in a game like path of exile? Most of them are reskinned variants of an existing enemy that was made early on.

The computer controlled enemies already exist. Dungeon crawlers are mostly about wiping out hordes of enemies and getting the loot they drop. You VASTLY underestimate just how much framework already exists, its all a matter of putting a team behind it who can perform consistantly.

TBH id bloody love CT to be put on a dungeon crawler team. Call it "the summoners reliquary" or something and focus on the players having fun, with actual, doable challenges that arent just "this enemy has ten times your health and can oneshot you!".

Wait no... I didn't typo. That was hundreds IF NOT Thousands. For a D3 style game, you need at least hundreds of items.

Paroe1 votes

{quoted}

Wait no... I didn't typo. That was hundreds IF NOT Thousands. For a D3 style game, you need at least hundreds of items.

But youre not making a D3 style game - youre not making a new game at all. Youre rejiggering existing resources and creating new maps which you can then run.

Youre also not doing the whole "play through the story from level 1" thing - youre basically starting at the end game of generated, repeatable content (Rifts for D3 and Maps for PoE). You dont NEED "longsword of longswordness" in five different flavors at varying levels to drop randomly, you just need what already exists within the shop.

Z3Sleeper1 votes

I got an idea:

Monsters can randomly drop items but they all drop gold based on their value guaranteed.

Out of combat you can upgrade those items with gold or outright buy items with gold and sell items you picked up.

And the best part, you can trade items between teammates (by dropping them).

This would be a per instance thing so it'd reset every run.

Paroe1 votes

{quoted}

I got an idea:

Monsters can randomly drop items but they all drop gold based on their value guaranteed.

Out of combat you can upgrade those items with gold or outright buy items with gold and sell items you picked up.

And the best part, you can trade items between teammates (by dropping them).

This would be a per instance thing so it'd reset every run.

Without permanent growth it would be, at best, a minigame you could port to mobile.

I think the system should be BE, where you purchase champions, purchase items for your champions, and purchase ability upgrades. Being able to purchase stat points would be good too, you would essentially have an almost infinite BE sink like that. When you beat a map boss, you get BE, and when you kill an enemy you get account XP.

Account level could let you access higher-tier maps, such as bilge water (harrowed) T10 for level 100, where monsters all have 6 items and are level 40.
This being said, it would ALSO be neat to level up your champion using BE. Perhaps +1 level per 2 account levels, up to level 50? Would give another BE sink.

Further, you could upgrade and buy maps to run using BE... Perhaps even apply modifiers that transforms BE into OE or makes bosses drop hextech key fragments for a high cost. Event missions could drop event crafting materials too, maybe the RP mission bundles could come with reusable, daily-use limited maps? Would bring a community together for sure.

Z3Sleeper1 votes

I was thinking growth in game would be via upgrading abilities and augments.

Maybe a rune system too that's shared among all your champs so you can level them up easier as you unlock more runes with your primary character.

The items could totally just be one and done things each run. Afterall, there isn't much room for item growth given current items and playing without items feels kinda bad.

Paroe1 votes

{quoted}

I was thinking growth in game would be via upgrading abilities and augments.

Maybe a rune system too that's shared among all your champs so you can level them up easier as you unlock more runes with your primary character.

The items could totally just be one and done things each run.

But taking away the feeling of growth, unless youre playing a roguelite, defies the conventional reason people play ARPGs like PoE and Diablo 3 in the first place. Youre talking about making a binding of isaac in 3D where you start with up to 6 upgrades and earn minor stat boosts the more you play.

Also, that would be a completely different game. Not a rejiggering of existing assets.

Z3Sleeper1 votes

#AUGMENTS

Are the real growth. Not items. Do you think "WOO I UNLOCKED BLACK CLEAVER!!!" is a good feeling of growth? I wouldn't think so. "My Lux E pulls in enemies now!" that's a feeling of growth.

Stat growth = no bueno. Item growth = stat growth.

The real systems of growth would be both augments and new runes that add bonuses to stats or special effects.

Paroe1 votes

{quoted}

#AUGMENTS

Are the real growth. Not items. Do you think "WOO I UNLOCKED BLACK CLEAVER!!!" is a good feeling of growth? I wouldn't think so. "My Lux E pulls in enemies now!" that's a feeling of growth.

Stat growth = no bueno. Item growth = stat growth.

The real systems of growth would be both augments and new runes that add bonuses to stats or special effects.

I think augments being purchasable for BE for every champion, and then upgraded while in a map would be an idea worth pursuing. Would stop people from making a crackerjack item build and just bumrushing the boss.

Anyway... youre missing the point on why people play an ARPG like diablo and path of exile. It isnt to start new every time, thats just frustrating. Its to grind and be rewarded for grinding with permenant (or in the case of gear, semi-transient) upgrades. Constantly being rewarded feels good.

What you suggest is not only extremely shallow, but it doesnt work in the ARPG format. Especially not one in which theres no story and youre just at the end-game of generated content. Something similar to what you suggest is... I think it was called Rakshasha? It was a roguelike ARPG a couple years ago based on hindu mythology. You leveled up each run, you got random gear each run, and you got random augments each run that led to a different class and playstyle.

But that wouldnt work in a league of legends based ARPG unless it was specifically a different game - since were discussing something to be added to the base game, that doesnt jive. In a league of legends ARPG, to make it as simple as possible with an audience draw, you need some things. 0) It needs to tie in to the game at large, or be its own game in the first place which defeats the purpose.

  1. A shop, using the existing shop items.
  2. A generated content system (Maps from Path of Exile. Would take investment, but would pay out in the end and are infinitely expandable).
  3. A reason to do the content in the first place that doesnt take away the value of the existing game.

By tying in; A) The global account system B) The global currency system C) The global cosmetics system And D) The normal gameplay You create a game mode which is separate and at the same time dependent on the rest of the game, ensuring that no player will be able to SOLELY play on the extra game mode, increasing longevity of the game as a whole and giving players a much needed reprieve from the normal game that uses the same skills AS the normal game.

By using the account level system as a content lock, you ensure that players wont be able to power farm from early on. By locking shop items behind the content lock, you ensure that theres progression for a long time. By using the existing currency system to buy gear and upgrade your champions, you create a sink for it that feels good to players. By giving constant rewards, you give players a sense of satisfaction that helps combat stagnation and keep players from getting jaded.

You need to use as much of the existing assets as possible in order to cut down on costs, so that the initial investment is as managable as possible. Once the required assets are done, and the infrastructure is created, the game mode will act as a sink and reprieve, making players play longer and be less toxic in general.

Z3Sleeper1 votes

{quoted}

By using the existing currency system to buy gear and upgrade your champions, you create a sink for it that feels good to players.

That's my point. Locking items behind progression doesn't feel good. It feels like you're playing half a champion.

Leveling and items should be per instance. Runes and augments should be permanent.

You'd always start at level 1 with some gold on a run. By the time you reach the end, you have 6 items and are level 18.

Now you start a new run. Except now you have new augments and runes to use while the difficulty has also increased.

So on and so on. There's no feeling of lack of progression there at all. The progression you are gaining is massive as opposed to mundane +10 AD from a Longsword.


Tell me, what felt better in Diablo? Acquiring a chest piece with 5 more armor on it or unlocking a new skill?

How about getting a new non-legendary weapon vs unlocking a new rune for your skill?

How about increasing your stats with the prestige system (idk what it's called, been awhile) or getting a legendary weapon that grants some crazy quirk?

The answer is simple: small stat gains from equipment and inversely being statlocked behind those unlocks does not feel good. It feels like your average "ok i got a little more stats".

So instead of focusing on that aspect at all, we can skip it entirely for a more instance based game. One where your power is determined by your augments, runes and team rather than if your items have +10 armor on them vs +20.


And there's more to the items than just being there. Runes could have unlocks such as "Increases all bonus AD by 10%" or "grants 1% cdr for every 500 mana you have and this bonus goes beyond the CDR cap".

There's still a ton of interesting progression you could have.


On top of all that. The main reason items are such a core part of Diablo is because much of the game is simply statchecking. Riot has proved already they can create a PVE environment where statchecking isn't a core factor.

With statchecking out of the way, the need for pure stats is gone.


To increase the game's lifespan, you simply need a ton of runes and augments and new champion introductions to the mode (heck, even skins can act as separate champions with brand new augments) and keep adding new difficulties as players reach the highest point.

In the meantime while those difficulties are being unlocked, players can level up other champions. There's 140+ champions, it's gonna take awhile. You probably don't even need new champ skin alteration additions.

And on top of that, you can have a PVP mode that allows these augments and runes, even a new ranked mode for it (a TDM mode, not a summoner's rift type mode).


Riot got it right with Odyssey, all we need is for them to take that concept a step further. That's it.

Shazzbot691 votes

{quoted}

But youre not making a D3 style game - youre not making a new game at all. Youre rejiggering existing resources and creating new maps which you can then run.

Youre also not doing the whole "play through the story from level 1" thing - youre basically starting at the end game of generated, repeatable content (Rifts for D3 and Maps for PoE). You dont NEED "longsword of longswordness" in five different flavors at varying levels to drop randomly, you just need what already exists within the shop.

actually dota 2 and the original warcraft 3 had a d3 mode called war chasers that was fun and still possible.

Z3Sleeper1 votes

Oh I think you're just taking it too far. I think all we want is something slightly more than Odyssey.

I don't want a fully fleshed out Diablo: League of Legends. I just want something PVE to do with ramping difficulties and permanent progression.

You probably don't even need permanent itemization puchases to make this happen either. All purchases could just be augments for abilities, taking out the randomization factor of the Odyssey system. To keep the grind alive, Augments would require certain Mastery (level, w.e) on the champion to unlock for purchase.

I want it to be a progression system, not a random loot drop RNG system. That way the difficulty is easier to balance out for everyone.

Edit: Nvm grinding for levels, I think just completing X difficulty unlocks X augment tier is better.

Eleshakai1 votes

{quoted}

Oh I think you're just taking it too far. I think all we want is something slightly more than Odyssey.

I don't want a fully fleshed out Diablo: League of Legends. I just want something PVE to do with ramping difficulties and permanent progression.

You probably don't even need permanent itemization puchases to make this happen either. All purchases could just be augments for abilities, taking out the randomization factor of the Odyssey system. To keep the grind alive, Augments would require certain Mastery (level, w.e) on the champion to unlock for purchase.

I want it to be a progression system, not a random loot drop RNG system. That way the difficulty is easier to balance out for everyone.

Edit: Nvm grinding for levels, I think just completing X difficulty unlocks X augment tier is better.

Based off of what the OP is talking about, it'd get SUPER boring after a few days of play for most people because there's nothing to work for except level.

Again, I feel like there's definitely room for more PvE and I'd love to see it... it just has to be done right. Unfortunately, what the OP is suggesting is either going to be EXTREMELY shallow - ie. a whole lot of grinding meaningless mobs and getting nothing to show for it(which will get boring really fast) - or going to require a LOT of work that'd be better put into a new game entirely.

Paroe1 votes

{quoted}

Based off of what the OP is talking about, it'd get SUPER boring after a few days of play for most people because there's nothing to work for except level.

Again, I feel like there's definitely room for more PvE and I'd love to see it... it just has to be done right. Unfortunately, what the OP is suggesting is either going to be EXTREMELY shallow - ie. a whole lot of grinding meaningless mobs and getting nothing to show for it(which will get boring really fast) - or going to require a LOT of work that'd be better put into a new game entirely.

You under estimate what the ARPG crowd loves. Path of exiles mantra is "run a hundred maps get a payout once".
Diablos gameplay at the end-game consists of "run hundreds of rifts, get a single set piece upgrade once".

ARPGs are designed around the grinding crowd, and giving people rewards each time you finish a map... People would go crazy for it, even more so if you got BE per map boss kill and there was map variety so you had eye candy to look at.

Eleshakai1 votes

{quoted}

You under estimate what the ARPG crowd loves. Path of exiles mantra is "run a hundred maps get a payout once".
Diablos gameplay at the end-game consists of "run hundreds of rifts, get a single set piece upgrade once".

ARPGs are designed around the grinding crowd, and giving people rewards each time you finish a map... People would go crazy for it, even more so if you got BE per map boss kill and there was map variety so you had eye candy to look at.

I AM an avid ARPG player. While I've never liked the menu simulator style PoE goes for, I loved D2 and D3, as well as things like Darksiders 2 among others.

The key is that there's something you can find that is unique that will enable your playstyle. Something out there to find that could be today or could take too weeks, but every kill has the chance. And alongside that, the fact that you're constantly getting loot of some form.

In order for that, you need enough loot that you can be constantly finding SOMETHING interesting, but not always the something you want. Additionally, it's built off the concept that loot is interesting enough that finding stuff you don't want for this character may lead you to a new character or a new playstyle instead.

Paroe1 votes

{quoted}

I AM an avid ARPG player. While I've never liked the menu simulator style PoE goes for, I loved D2 and D3, as well as things like Darksiders 2 among others.

The key is that there's something you can find that is unique that will enable your playstyle. Something out there to find that could be today or could take too weeks, but every kill has the chance. And alongside that, the fact that you're constantly getting loot of some form.

In order for that, you need enough loot that you can be constantly finding SOMETHING interesting, but not always the something you want. Additionally, it's built off the concept that loot is interesting enough that finding stuff you don't want for this character may lead you to a new character or a new playstyle instead.

Why do you need loot when you have 100+ different characters to choose from, and over a hundred different items to optimize with?

Eleshakai1 votes

{quoted}

Why do you need loot when you have 100+ different characters to choose from, and over a hundred different items to optimize with?

Because you need a specific motivation to actually play. Otherwise its really no different than doing practice mode.

Paroe1 votes

{quoted}

Because you need a specific motivation to actually play. Otherwise its really no different than doing practice mode.

And BE or crafting materials isnt motivation? Fleshing out your item pool isnt motivation? Were really not talking about a fully built independent ARPG here. Were talking about making non-event PvE game mode using league of legends as a base.

Eleshakai1 votes

{quoted}

And BE or crafting materials isnt motivation? Fleshing out your item pool isnt motivation? Were really not talking about a fully built independent ARPG here. Were talking about making non-event PvE game mode using league of legends as a base.

I know, and I'm saying that that specific design would prove to be a waste of time that most would tire of quickly.

I agree, there's absolutely room for more PvE in the game. However... I just think you're wrong about how long a game mode like you're describing, if they didn't put the effort to make it special(unique items, monsters, long-term scaling, etc.), would entertain people. And, if they're going to go to the effort to actually give it real longevity, might as well just make it its own beast.

Tin of sardines1 votes

don't worry, they had a good opportunity to get the sweet S, but: https://youtu.be/FTelGrsm5ek?t=385 as you can see, they don't have a fighting game, despise having brought one.

Lord Zeta 13136 votes

I would say just make a new game around that idea

i actually had an idea about a horror/adventure game based around the eturnum skin line. imagine the possibilities

UnHeardGh0st4 votes

Upvoted, cause now I want this to be a thing :3

Actin3 votes

Riot is more concerned with hiring outside consultants to tell them how sexist their company is than balancing the main game, and you expect them to create a full blown Diablo clone?

Onandaga3 votes

The least they could do is at least add a few more permanent game modes, instead of just this temporary event BS. Dota 2's custom games modes like IMBA, 10v10 or even just ability draft put league to shame.

ignyte2 votes

they tried that with a game called Master x Master

PvE moba with PvP modes.

sure there were other problems with the game itself and it eventually had to be shut down(blame the publisher really, NC Soft isnt known to be a trustworthy publisher.

but in reality i think they should be seperate. i don't believe this game needs more PVE.

Sire Hippington2 votes

I have to agree with Eleshakai here. A lol-PvE modeWhere you can raid dungeons or go on mission, ideally with different options geatred to wards varieing group sizes and time commitments, that offer permanent rewards, potentiall in the form of augments, would be really great, but not as an gamemode or additional content for lol, it needs a much bigger scale than those half assed things. But as second big project for riot besides LoL, that idea would have alot potential. Runterra would be a very interesting univers for many games, and lol as a moba has very limited ways useing it asides from putting single characters into the spotlight.

Nyarlathοtep2 votes

Meta exists in pve environment too you know.

Śhunpo5 votes

Yeah, and it doesn't matter as much there.

Nyarlathοtep2 votes

Yes it does. Sure not as much as in a pvp environment but still it matters.

A Good Death3 votes

as much

IainG101 votes

Try playing an out-of-meta build in Guild Wars 2 or WoW, and see if you get a raid group.... (no, WoW Raid Finder does not count, because of how much it lowers the difficulty for pick-up-group play)

Mokiller52 votes

Give us a break from this toxic pvp disaster.

Ummm... we just had the Odyssey event and it lasted a good while. You realize that was PvE content right? How many more breaks do you need lol.

Karunamon2 votes

{quoted}

Ummm... we just had the Odyssey event and it lasted a good while. You realize that was PvE content right? How many more breaks do you need lol.

Emphasis on "event". He's talking about a permanent mode, something that you can work on and know your progress means something. The only thing that even comes sorta close to that is TT, which is just SR with fewer lanes and even less balance.

Alternatively, they could make the bots not suck, or give us doom bots permanently, or let us set that difficulty in customs, anything.

macspam2 votes

For real, I was excited when I heard about Odyssey because of the PVE factor and augments. But the fact that you can only play 6 champs or whatever, and that the entire game mode consists of 4 or so 'dungeons' that you grind over and over again, made it very meh.

And this is going to sound kind of condescending maybe. But Riot has like 2500 employees, right? And only one game that is extremely static. So, why don't they make a legit PVE game? One with cool plots that tie in with the lore, unique items, and so on ....

The reason they don't (and why they take away all the rotating game modes) is because they want to make League as legit an esport as super smash bros, or rocket league. Not saying it's not as popular (though it probably is less popular than smash) , but still, there's this veneer of legitimacy they're trying so hard to keep. And yes some people find esports cool and a lot of people like them, but is that really going to keep the company/game afloat? People only care about league esports when they play the game and have fun. But it's not like rocket league or a shooter where the dynamics of the game should be kept simple because it's so self explanatory. League is very complicated, and so it people especially only stay interested if they play the game and have fun. And when the game is so static, it doesn't do that for a lot of people.

Shazzbot691 votes

At least with dota 2 modders can make PVE content. Honestly what league really needs is to let the community make content, so we are not always stuck with regular game or whatever rito decides we want to play.

Carnicore1 votes

I feel like they got really close with Odyssey, after prototyping with Star Guardian Invasion. Their 3rd or 4th PvE mode might possibly be good enough to be a permanent gamemode.

Witchy Wench1 votes

{quoted}

Toxic competitive environment boiled over a long time ago. The game has felt more like a job than a game for a while. PvP balance is out the window. meta is gross. Summoners Rift is getting quite stale.

Just think.... You pick your favorite champion. Lvl 1-100, Level stays saved. You join games or "Dungeons" where you gain experience, items, keystone things(Like in the last pve thing we did). Playstyle wise itd be a cross between Diablo+ LoL. Give us a break from this toxic pvp disaster.

They won't do this but I WISH they would.

IainG101 votes

I agree that the game needs some form of permanent PvE option, even if it's just a rotation of Event PvE modes (as long as one is always active). Not sure I agree with OP as to the nature of the PvE mode (don't get me wrong, their idea is cool, it's just too much of an ask for a first major attempt).

Odyssey especially is some of the most fun I've had in LoL recently; just a shame it was mostly ruined by the train wreck of a mission system (seriously Rito, I know that PvE and Missions are not really your thing, but how even you couldn't see the issues with the Odyssey Missions before release I REALLY cannot comprehend.....).

Beyond that, the Star Guardian mode was fun (apart from that one street level if it was filled with ranged mobs, that was just bullshit), and Doombots was a legitimate challenge. Even with just those mode rotating and lasting a week each would be a nice outlet for the stress of The Climb (especially since the rungs are greased at the moment), and with a few more modes it could easily round out into something more popular than TT (or Dominion, when that was a thing).

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