Remember "Hide and Seek "and other "house rules" games? Rate this one

afmghost··3 votes·811 views

I call it "Hardcore Mode"

Rules:

  • All players have three lives. If they die three times, they are "out" and are not allowed to do anything except chat and watch from their spawn circle.
  • Game ends when a team runs out of players or if a nexus is destroyed.
  • Scoring an ace gives the respective team a win. The game has to announce the ace in the chat log for it to count.
  • Deaths prevented by guardian angel or a Zilean ult do not count as deaths. Only deaths that the game tallies up on the scoreboard count. That also means that yes, you lose a life if you're executed by a minion.

To make this a tad more interesting, here's the "Sudden Death Clause."

If it becomes a 1v1, Sudden Death begins. Once that happens:

  • Both players have to recall immediately, regardless of their location or situation. Deaths do not count until both players get to their spawn circle.
  • They get one last chance to shop before leaving. Once they leave, no more shopping.
  • The next kill wins, regardless of how many lives they previously had.
  • Destroying a nexus also counts for a win.

More notes about Sudden Death:

  • It can only happen if there are only two players with lives left.
  • Double Kills with an AOE spell can block Sudden Death if it kills the final two players simultaneously and causes them both to be out (for example, a Brand W that kills and eliminates the final two players ends the game instead of starting SD)
  • If a player is killed, Sudden Death cannot start if the killed player has a martyrdom passive (for example, if a Karthus loses his final life, and he gets a kill with requiem in the afterlife, causing the last player to lose his final life, it ends the game instead of starting Sudden Death). Only after such passives are done can Sudden Death start.
  • Just to clarify, a 1v1 means the other eight players have lost all 3 of their lives. If someone is waiting to respawn but has at least one life left, Sudden Death doesn't start.
  • If you're executed during Sudden Death, it counts as a kill for the other player. Try not to let that happen.
  • Deaths prevented by Guardian Angel and Zilean's ult do not count as deaths, just like earlier.
  • If one of the two players in Sudden Death get the kill using a martyrdom effect (both players having recalled and what not), the other player wins because they got the first kill. This is not to be confused with Sudden Death being about to start and the recently "Out" player getting a kill using martyrdom. This is after SD starts, being just the final two.

Any thoughts?

7 Comments

darreckpls1 votes

I like this idea a lot. I'm not sure how I feel about the sudden death part though. I like that no matter how many lives the players have in a sudden death situation the next kill wins. I feel this could create really rewarding comeback situations. I don't like the idea of the forced recall however. It makes sense in a way because it essentially creates a constant starting position for sudden death situations but I feel it will introduce too many situations that may feel unfair. For example say the last person on red side is defending his base turrets from one of the last two people on blue side. Let's say the minions are pushed up and the guy on blue side tower dives him and dies. The last person on red side is then going to have to immediately stop defending his turret from minions and recall to start sudden death. Depending on the situation this could cost him a base turret or even two. it could also get confusing due to the martyrdom rule. In the middle of a fight it can be really easy to forget that even though you just brought it down to a 1v1 you may or may not have to recall immediately depending on who the person who just died is. Overall I really like the concept though and I think the sudden death clause has a lot of potential

afmghost1 votes

{quoted}

I like this idea a lot. I'm not sure how I feel about the sudden death part though. I like that no matter how many lives the players have in a sudden death situation the next kill wins. I feel this could create really rewarding comeback situations. I don't like the idea of the forced recall however. It makes sense in a way because it essentially creates a constant starting position for sudden death situations but I feel it will introduce too many situations that may feel unfair. For example say the last person on red side is defending his base turrets from one of the last two people on blue side. Let's say the minions are pushed up and the guy on blue side tower dives him and dies. The last person on red side is then going to have to immediately stop defending his turret from minions and recall to start sudden death. Depending on the situation this could cost him a base turret or even two. it could also get confusing due to the martyrdom rule. In the middle of a fight it can be really easy to forget that even though you just brought it down to a 1v1 you may or may not have to recall immediately depending on who the person who just died is. Overall I really like the concept though and I think the sudden death clause has a lot of potential

Interesting thoughts, but the thing with this game is that unless you're not in bronze, a 15 kill score cap turns the game into a lightning round. Trust me, I'm in elo hell and it sometimes seems like there are more kills on the board than seconds on the clock. And the martyrdom rule is so martyrdom effects still have a chance to do something. The other player can try to recall, but I want to allow the recently dead player to use their kit to their full potential. This also shouldn't be an issue in terms of the remaining players' actions because a recall takes 8 seconds, and Karthus gets 7 seconds of afterlife. As for KogMaw and Sion, their passives last much shorter, so the confusion shouldn't be too bad.

darreckpls1 votes

{quoted}

Interesting thoughts, but the thing with this game is that unless you're not in bronze, a 15 kill score cap turns the game into a lightning round. Trust me, I'm in elo hell and it sometimes seems like there are more kills on the board than seconds on the clock. And the martyrdom rule is so martyrdom effects still have a chance to do something. The other player can try to recall, but I want to allow the recently dead player to use their kit to their full potential. This also shouldn't be an issue in terms of the remaining players' actions because a recall takes 8 seconds, and Karthus gets 7 seconds of afterlife. As for KogMaw and Sion, their passives last much shorter, so the confusion shouldn't be too bad.

I definitely agree that martyrdom passives should be allowed to take effect. I also don't believe it would cause much confusion but i thought I would bring it up since it could definitely cause some. I also agree that most games probably won't end in a nexus being destroyed, that was mostly just an example to highlight that the stop everything you are doing and recall rule could cause situations that would seem unfair. I should have mentioned in my previous post that the problems that I saw in it weren't necessarily things that would ever be a problem, but rather things that could potentially happen and ruin a game here or there

afmghost1 votes

{quoted}

I definitely agree that martyrdom passives should be allowed to take effect. I also don't believe it would cause much confusion but i thought I would bring it up since it could definitely cause some. I also agree that most games probably won't end in a nexus being destroyed, that was mostly just an example to highlight that the stop everything you are doing and recall rule could cause situations that would seem unfair. I should have mentioned in my previous post that the problems that I saw in it weren't necessarily things that would ever be a problem, but rather things that could potentially happen and ruin a game here or there

Here's an idea.

If you're on your side of the map, you have sixty seconds to clear out a tower (or try to) and recall. If you're on the other team's side, you have to recall without passing go. Also, if you go out of your way to get the kill while the other player is trying to recall (or clear), not only does it not count, but the attempted gold swipe will be for nothing as that player is no longer allowed to b or shop. I can see a player killing another before recalling to pull off a fast one and get a little extra money, and that sounds too cheap to go unaccounted for. Obviously, if there were DOT effects used before SD started, there's nothing you can do except hope, but this is for diliberate gold swiping.

darreckpls1 votes

{quoted}

Here's an idea.

If you're on your side of the map, you have sixty seconds to clear out a tower (or try to) and recall. If you're on the other team's side, you have to recall without passing go. Also, if you go out of your way to get the kill while the other player is trying to recall (or clear), not only does it not count, but the attempted gold swipe will be for nothing as that player is no longer allowed to b or shop. I can see a player killing another before recalling to pull off a fast one and get a little extra money, and that sounds too cheap to go unaccounted for. Obviously, if there were DOT effects used before SD started, there's nothing you can do except hope, but this is for diliberate gold swiping.

There ya go. That fixes everything

Mecha MaIphite1 votes

If they die three times, they are "out" and are not allowed to do anything except chat and watch from their spawn circle will probably proceed to troll and run around anyway, ruining the game for everyone else.

ftfy

in all seriousness it sounds like it could be a lot of fun

afmghost1 votes

[{quoted}](name=Mecha MaIphite,realm=NA,application-id=3ErqAdtq,discussion-id=oW9q4YKv,comment-id=0001,timestamp=2017-03-28T01:38:19.939+0000)

ftfy

in all seriousness it sounds like it could be a lot of fun

Yeah, that's a problem with every game with a set number of lives.

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