Do you think League could learn alot from Fortnite/DOTA (the competition)...?
Riot is very adamant about not adding in any new maps despite almost a literal decade of disdain for the lack of map variety (or better yet the abscence.) Lets be honest, Barely anyone plays TT, and ARAM's community is small but there. I don't know how they expected to maintain their status as the most popular game on the planet with no content updates to really change up the way that you play the game, no real sense of progression, or customization. Let me just say I don't play fortnite or dota much. Lets get to it! https://zippy.gfycat.com/RingedTidyIlladopsis.gif
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We've had 4 total maps in LOL's history, being TT, ARAM, SR, and for those of you who never saw it, Dominion (which was basically just player vs AI because of the lack of active players.) We've also had quite a few rotating game modes every so often, which do add some variety to the game.
Heroes of the Storm has (I'm guessing here...) like 10 maps and the players are constantly receiving new unique and interesting maps.
Fortnite has a huge map to explore, and multiple (though similar) gamemodes.
Overwatch has plenty of interesting and different game modes that actually change the way you play the game and beautiful and varied maps that single handedly add in new play making opportunities and change team comps that perform the best on those maps.
Even Battlerite has added in a new game mode (battle royale) that plays completely differently from the 1v1 > 3v3 modes.
Do you know what we have?? Summoners Rift, **ARAM **(Teamfighting phase on SR), TT (Snowbally, smaller map sized, seemingly random meta SR), Dominion (Should have been permanently replaced with Ascension but was removed from the game entirely killing off a small but present portion of the community.) ** , and a rotating game mode every so often.
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League's constantly changing, (literally on a daily basis in the PBE's case) thanks to frequent updates and patches. While these balance changes, item changes/additions, new champions, and gamemodes help keep the game feeling relatively fresh, they simply aren't meaningful enough to even compete with the competition. Why? They aren't permanent, long term, or impactful enough as the dwindling playerbase shows. Lets look at:
** Fortnite's** latest changes: "Fortnite Season 5 Update's Patch Notes Detail New Vehicle, Map Areas, Rifts" https://www.gamespot.com/articles/fortnite-season-5-updates-patch-notes-detail-new-v/1100-6460343/
Dota 2/Overwatch is in the same boat, but has had larger and more meaningful updates. There's alot though so google if curious.
My personal opinion is that the fact most of the interesting changes aren't permanent, so any audience you may have reeled in with say, URF, falls off. The game also changes so often that actually pushes some players away, you could fall in love with
and then the next day he's a completely different champion. Or
and then she gets nerfed so many times you can hear her pleads for mercy in the dreams of your unborn children.
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Let's be honest, compared to Fortite and even Battlerite, Leagues progression system is a joke for Vets.
Fortnite players get the 10$ battle pass that gives loads of permanent content unlocked after completing objectives for a cheap price, tons of collectible and unloackable customization options, tons of interesting emotes, and more.
**Battlerite's **progression system mainly revolves around hero unlocks (assuming you didn't buy the character pass), tons of customization unlockables including victory poses, mounts, weapons, and skins (lower quality than league's skins by a longshot although to be fair LOL is much more profitable and can afford those designs), and missions that give relatively interesting rewards.
Overwatch's progression is similar to leagues in that it ( i think i don't remember i havent played in a while) revolves around character unlocks, unlockable skins, and loot boxes with MUCH BETTER drop rates, and unlockable emotes, skins, and more.
DOTA 2 has unlockable-purchasable: Map textures, weather packs, skins, announcer packs, mounts, courier skins, music ( i think) and more._ We have_ the SR announcer, and the "Meddler-and-Phreak-goofing-off" announcer.
League on the other hand has: 140+ champion unlocks, emotes you baciscally need to pay for because you more than likely arent going to get them with the loot boxes, skins you need to pay for because by the time you finish grinding skins you dont want so you can activate the one good skin you pulled from the lootboxes you could have bought the 10$ skin, a mastery system that adds no meaningful changes or additions to gameplay and basically is just there to make people feel good about themselves, and the blue essence feature which becomes useless for players that have all of the champions so you just stockpile until a new champ comes out. Granted, most of the champions are arguably well designed and can offer completey new gameplay. Oh! And you unlock
at level 7....
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[sg-miss-fortune]
Our Leveling system is a joke for veteran players. The loot box drop rates are so low they hardly hold any sense of wonder when getting them. AND we have to grind for keys by hoping our team likes us enough to honor us? We level up, maybe get a champion capsule or get some blue essence we can't even use because we can't buy skins, chroma packs (remember those???) , custom wards, or emotes with it. We can't even buy runes anymore thanks to the update and although the old runes weren't in the least bit interesting, they added some much needed depth to the game, some customization and wacky builds, and a use for the IP (now blue essence).
Although a completely different game ; **Persona 5's ** leveling system is a perfect example of well designed and interesting player progression. When you level up in P5, you can now fuse new Personas (think Poke'mon but instead of animals you get ancient and cultural mythos, and historical and biblical figures.) Leveling up becomes exciting because you can now make new additions to your team, gain access to new and better abilities, make new fusions, and fight tougher enemies.The combat system is similar to Poke'mon but has more depth) and negotiate (capture) with new Personas. Leveling up has meaning and a sense of actual progress.
--------------------------------- **TL;DR/closing statements: ** ---------------------------------
It doesn't help that champion itemization is about as linear as FF10 (Screw you FF113 was good). Most champions one or 2 similar builds. champions that could be build full ap/ad/tank/assassin/etc. would get nerfed or reworked. Sure they were unhealthy, but that feeling of build variety that champions used to have was what helped keep the game fun and fresh... So yeah... my hand hurts...
My opinion: Maybe slow down on the patches and skins, assess the game, make adjustments, make meaningful and high impact updates, add more gameplay variety with new, innovative, and varied maps that change the pace and feel of the game, new and interesting map mechanics (the blast cone)/objectives and permanent game modes (even a 3v3 rift mode would be nice. Or timed matches. Co- op vs A.I, or PvE, Battle Arena Modes. New maps with stage hazards or unique objectives! SOMETHING??), and more customization: (unlockable and EARN-ABLE content not RNG loot boxes) such as champion animations (like taunts or dances), mounts or pets, music packs, real announcer packs not the dev's trying to be funny, map texture packs, accessories, etc. I find it wrong to even call skins a type of player progression in League, when 9/10 times you will be paying for your skins. They could at least make chroma packs, 750=/< skins, and especially the damn emotes obtainable through missions or blue essence.
What do you think?