Current Problems in LoL, with Possible Solutions

badooga·1/15/2017, 7:04:33 PM·3 votes·811 views

EDIT: This post is about the actual game itself, fuck off with the autofill comments

The meta is a bit skewed at the moment. What the hell is going on? Well, let's see:

  • Tanks are killing ADCs, ADCs are killing assassins, and Bruisers and Mages are killing everyone.
  • Games are ending within 20-25 minutes, and are generally complete stomps.
  • Bot lane is constantly getting gangbanged within the first 6 minutes of the game.

Why is this happening?

  • Waaaay too much damage is available for everyone. This can be mainly attributed to the mastery system that we have now, but there are other factors that contribute to this as well (e.x. itemization).
  • Turrets are very weak, especially that of bot lane. Early game, backing to base means you will lose about 50%-100% of your turret's health.
  • The jungle is skewed in that its long respawn timers and higher individual XP gains promote heavy ganking early game.
  • There is a lot of gold available, moreso than other seasons. Not only does the weak state of turrets contribute to this, but Turret First Blood makes everything 10x worse in that regard.

So how should we fix this?

Damage Creep -Masteries just need to have all of their damage http://boards.na.leagueoflegends.com/en/c/gameplay-balance/MrKILxHs-an-analysis-of-what-damage-creep-is-and-what-has-caused-it-warning-wall-of-text

-While ADCs are indeed weak atm, it is because everyone else is able to burst them down quickly, which also explains the dominance of supports such as Janna that are able to shield and peel for their carries effectively. Here, I outline some itemization and champions for ADCs that I believe, when combined with the other changes here, that will reduce some of the burstiness of ADCs and will push them more towards being the DPS tank-killing class.

Other Itemization Changes: item 3071: Base AD should be reduced to 20, and each stack you get should give you 5 AD, so that at max stacks you have 50 AD as before. Health should be reduced to 270.

item 3748: Cleave should be changed to do 55 + 2% of maximum health to units behind the AA target, from 40 + 2.5% max health.

Turrets -Turrets should get a global increase in health by 20%.

-Like on the Twisted Treeline, turrets should have scaling AS as you go down a lane. More specifically, the scaling should be .83/1/1.3/1.75 as you go from the outer turret to the inhibitor turret.

-Turret first blood should be reduced to 250 gold total (125 gold locally, and 25 for each team member) from 400.

-Give fortification back to bot lane, but make the fortification for mid and top last 7.5 minutes, if you are really that worried about lane swapping.

-Increase the %max health damage they do to super minions to 15%, from the 10% it is now.

Jungle -Change camps to respawn at the same rate they did last season, and then adjust XP accordingly so that level progression is smooth. This will alleviate some of the bias towards fast clearing and hard ganking, and will allow power farming to be a valid thing to do if you are indeed behind.

-Reduce the level 1 damage on smite to 345 from the 390 it is now, still scaling to 1000 as the game progresses.

-LeeSin: Q cooldown needs to be increased by 3 seconds at all ranks, and he needs to have his wardhopping ability removed. Any further nerfs should be on the AD scaling of his ultimate (200%?!), as well as possibly changing his E to do physical damage as opposed to magic damage.

Other Changes -Lifesteal: See here.

-Support itemization: See here.

What's next? Obviously, these changes won't fix ALL of the issues we have in the game right now (e.x. bot will still be important early game as it has two players, as well as being right next to the dragon pit), but it should fix a good amount of them. For example, the increase in turret health will make it so that tanks cannot take top tower as easily as they can now, meaning that higher damage fighters that can take the towers more quickly may become more attractive. All in all, even if Riot only implements one of these changes, I believe it would still make a positive impact on the game as a whole.

5 Comments

Octavia1/15/2017, 7:06:46 PM1 votes

these issues are trivial compared with autofill

LegitBusinessman1/15/2017, 7:21:13 PM1 votes

Masteries and runes should be removed entirely. I understand with keystones they wanted to make more diverse options but let's be honest, no one does that. There's cookie cutter trees for almost every champ despite these changes.

Masteries should be 100% removed and the keystones should all be changed into items that have those attributes on them. This will help with the base damage / power creep issue in the game.

This all goes back to the design philosophy changes they adopted post season 4. In an attempt to make league more exciting to watch, they wanted games more snowballed. Since then, LCS is boring. Meta champ pool is smaller. Teamfights end in a few seconds, barely more than one skill rotation. This gives less time for people to make the kind of awesome outplays we're used to seeing.

WoonStruck1/15/2017, 7:32:40 PM1 votes

Sorry, but you misaddress the current issues of LoL. You're only looking at the symptoms, not the game-wide flaws causing them.

FYI, Support itemization is a symptom of the problem with supports. The support role and all of the champions intended to go there need to be reevaluated as a whole.