Ideas to make the mid-game more dynamic

Randomonium·7/15/2017, 7:41:27 PM·1 votes·238 views

We've all been there before. You've taken down the outer towers and have a decent lead going into the mid game but no matter what you do you can't seem to crack those inner towers. You've already taken drake but baron is far to strong to consider taking at the 20 minute mark. So all you're left to do is farm lanes and hope the enemy team walks over a ward in their jungle so you can get a pick. Its kind of boring and I feel like League's mid game could use a tune up. And for those who say that's just because I'm bad and I don't know how to accelerate a gold lead keep in mind that this happens at the LCS level too and makes LCS games stall out and become more boring as well.

Here's my first idea: Make it so that baron does not spawn until 30 minutes Rift Herald despawns at 30 minutes if not taken If Rift Herald is killed before the 20 minute mark then at 20 minutes a more powerful Rift Herald spawns (we'll call him the Rift Harbringer) Rift Harbringer has more HP, deals more damage, and turns faster than Rift Herald making it impossible to solo (most likely will take 3 team members to take) If killed, the Rift Harbringer can be summoned just like the Rift Herald. Because he has more HP he can take down inner towers easier than the Rift Herald. If the Rift Harbringer is not killed by the 30 minute mark then he despawns to make room for Baron

The point of adding the Rift Harbringer is to make the mid-game more dynamic and give people a powerful objective to take which allows them to crack into that inner line of turrets. It doesn't take a lot away from the game since Baron is rarely taken before the 30 minute mark.

My second idea is to make the drakes less RNG. What I mean by this is make very desirable drakes like infernal and mountain spawn more often in the mid-game to make the mid-game more interesting. For example: 0-17 minutes: 65% chance ocean or cloud drake spawn (35% chance mountain or infernal spawn) 18-35 minutes: 65% chance mountain or infernal drake spawn (35% chance ocean or cloud drake spawn)

The obvious downside to these changes is that it will hurt scaling champions. However, these changes would also allow justification to buff those scaling champions if they become unviable.

1 Comments

DeathBurst7/24/2017, 1:03:05 PM1 votes

I'm not convinced, for a variety of small reasons, but basically it all boils down to one big question: is the disruption generated by such a change worth the potential gain? I really don't see it, but maybe it's just me.