Problems and suggestions to improve league

Bewitching Zoe·11/12/2017, 1:07:44 PM·1 votes·252 views

The game has lost the last bit of fun it had. So I'm listing everything i have an issue with or bugs that i have found and possible solutions cause i like this game and even tho it makes me mad and so does riot i don't want (mostly the money i spent on it) to be for nothing cause i DO enjoy it.

As this post will be pretty long ill divide it up into different categories.

Classes

Tanks do insane damage while building pure defense or near pure defense making them a massive wall that you cannot ignore. They build a black cleaver to shred defense and maybe a hydra to deal ridiculous damage while being almost impossible to kill. Used to be a bruisers job to have a little beef for their damage now because of the insane damage ratios on every tank no one plays most bruisers unless they are exceptional.

Possible solution: Gut the damage ratios to below .5 percent. You wanna deal damage as a tank? Build like a bruiser. You wont be an unstoppable wall but you'll not be nothing but a wall either.

Bruisers/fighters: No one plays these outside of xin or his like for the utility and damage they bring, tanks do more damage and are tanks.

Possible solution. They would be fine if you brought tanks in line.

Adcs shred you so fast they rip apart anything that is not a tank in seconds.

Possible Solutions: Create items to counter crits for bruisers and tanks.

Assassins do so much damage there's no point in playing anything that is squishy and not an adc.

Possible solutions: This would actually be fine with more utility items to potentially stop being insta gibbed on mages.

Mages are pretty and flashy but boring once you realize there's no itemization paths for defense or utility without sacrificing most of your power unlike ad you become jaded towards them as they quickly become glorified supports.

Possible solution. Increase their base damage reduce their cooldowns or give more options in items for utility and defense without power loss.

Supports of every kind as a whole are not fun because for no reason riot has seen fit to make it so they get no credit. You just saved 3 people as Soraka? whoopdi friggin do the adc who woulda died 5 times over, that you kept alive will get all the credit.

Possible solutions: Add more damage potential and stop putting all your damn focus on kills. Add a clutch save thing that shows up like a kill.

Itemization:

Well i already touched on this but ill go more in depth:

There is way more options for tanks and ad than for supports and mages by like a lot. The items for support and mages are way too few compared to what ad gets. Also there's way less defensive options.

Tank items are fine aside from a lack of crit counter.

bruiser items are fine aside from a lack of crit counter.

I'm not saying gut crit im saying the ability to reduce crit damage would be a good way to balance an adcs shred. Get crit damage down by 50 percent and it is fine.

Adc items are actually perfect right now.

Assassins, are in a good spot right now i doubt they need anything other than base damage tweaking higher or lower and maybe survivability but item wise they seem good.

Mage items are a bit of a joke, they are bland outside of hextech items. Most people play mages to do burst damage or dot damage or combo abilities flashily. Add a few more damage and utility paths while making more sparkly effects. Mages are all attention whores and we all know it. We wanna dazzle and charm with lots of effects while melting your face. But we should have more than 2 viable defensive options. Maybe an item that steals mana or energy from the enemy or that absorbs their hp as mana? Effects that FIT a mage. Something that increases enemy cooldowns or causes confusing effects that make everyone suddenly look like someone on the other team for a full aoe disengage where everyone has to back off for 2 seconds or risk killing their own team. Maybe an item that absorbs damage and after 2 seconds explodes in a large aoe. So if you had your assassin dive in and blow up the enemy mage suddenly every enemy nearby takes half that if they don't back out for a second. Things that make you regret just dive bombing. Mages are magical and just wanna do magical things flashily while melting your face.

Why not improve support items and make it so they have more income to afford REAL items. You CAN use what people lock into and the champs they pick to improve gold output in a role based on starting items. You have locked jungle items why not a locked support item that makes it so that you have significant income based on your adcs farm the more farm they have the more gold you get for being nearby the more farm they have the more you get for harassing the more farm they have the more passive gold you gain? Why not incorporate exp into it to help you keep up? If a support is doing well and keeping their adc alive they should be rewarded. Same as if they are harassing properly. Increasing gains or items with built in quests like seekers armguard are great way to reward a good support. Did you ward this much by this time without spamming them pointlessly or dying or did your wards spot an enemy enough times? increased permanent ward placement limit ward sight and or duration! Enjoy! Did you harass the enemy a bunch without dying? Enjoy having a free sheen that builds into one of the items that builds into cheaper like the slightly magical boots. Get a coupon for 50 percent off your next purchase of an item for keeping your adc near full hp or giving them a clutch disengage. Rewarding a support for doing a good job creates incentive to both do a good job and play support.

Animations, minion, behavior, and pathing.

The problem with animations are the hit boxes. When you clearly dodge something it should be dodged. In all honesty this just comes across as laziness. Skill shots are the only avoidable kinds of attacks. It is called a SKILL shot you should have to actually land it. Match the hitboxes lol. Especially diagonal skill shots aimed down and left.

Hops and leaps and so on. They should count as movement AS you move not AFTER.

Minion behavior: I cannot count the times that i have suddenly found myself targeted by minions without having touched the enemy champion while behind my minions even without attacking them first, some champions abilities when used on other minions draw the attention of minions as well such as siphoning strike for Nasus. Please tune up your minions ai.

Pathing: At this point its a living meme. You get stuck on a minion and die i swear 50 percent of the deaths in this game are from this problem. You're running away and you use a minion as a shield by walking through the wave and suddenly you find yourself going back and forth over and over again for a few seconds.

Bugs:

Loading screen bug, I'm sure we have all seen a time where the loading screen fails to show up and all we have is a black screen that you cannot alt tab from. It isn't an every game thing and you can go entire weeks without seeing it but it pretty much ALWAYS guarantees a late start.

There is a bug with teemo where after you launch the projectile before it hits the enemy the timer starts on the blind.

Plenty of others but that is all i have for now.

The new player experience.

It is bad. Really bad. Absolutely zero effort has gone into this. You have Ashe building a thornmail. Your tutorial should have multiple types of champs explained, multiple roles explained, basic build paths explained, and a basic run down of each lane and what champions are normally used in them. After completing the tutorial give a reward of three free easy to use 450 champs to welcome them. Annie Garen and Sivir are easy to use straight forward champs that can be picked up and learned relatively quickly. This incentivizes learning more than one type of role and champ and starts giving people the option to specialize in the kind of champs they want to play. Give one free level up capsule for each easy mode bot game they play after the tutorial up to 5 games. Give a free 3150 champ of their choosing after they complete 5 medium difficulty bot games along with 1350 blue essence, and after playing their first pvp game a free 6300 champ of their choice as a reward for their dedication. The first win should give them an extra 450 blue essence and enough exp to level up one time. They should also have extra daily missions till lv 30 to give them bonus rewards like exp and blue essence that teach them the basics like warding and cs. Incentivize new players to LEARN THINGS AND STAY, that is the best way to grow your game.

This will NOT cost riot money or lose potential sales it will encourage people to stick around and buy things.

Now for the runes.

They are not fine but that is what a live test in a preseason is for. They said they would be adding more and tuning them so ill wait for that.

Now for the leveling system.

Yes they will likely tune this as well, but unlike with runes this has a direct impact on how you progress and grow your collection in the game right now so I will say something. They messed up when they tried to emulate hots leveling system. In heroes of the storm they have TONS of useless cosmetic crap they just throw out into your leveling up capsules. None of it is useful but you occasionally get boosts and heroes and you ALWAYS get mostly recolor skins but you do get skins and sometimes they are legendary skins. None of these have to be unlocked with arbitrary currency. You put the effort in to level up so you get rewarded. Time is also an investment.

Just increase the shards and add skin shards to leveling up it is not like getting a level is easy so you aren't losing anything but people will stop playing if they feel their effort amounts to nothing.

They also have a crafting system that uses shard like things that you get for disenchanting duplicate finds, you do not however get the option to disenchant things you don't want which is a good option that riot gives you. These can be used to buy anything. In all honesty it feels more rewarding even tho it is not unless you like the sprays and such because of the sheer number of stuff you have a hard time getting duplicates.

Now to fix this just add skin shards on top of champs shards not instead of and increase the experience gains for games. Losing should net you like 150-300 depending on game length winning should net you like 300-500 depending on game length and first win of the day should net you like 700-1000 depending on your level.

You could also add daily missions like in hearthstone and hots to get a bit of a boost and encourage keeping up on the basics of the game. Such as spot 20 enemies with wards etc.

Honor system and report system.

The current report system CREATES toxicity. You have people begging in all chat for reports instead of focusing on the game. Just cause it is punishable does not mean it matters. Make it so that false reports are punishable. Your system is automated so when someone makes a false report just cause they are mad then it DOES have real consequences. Reports are a serious thing, something you should not spam. This will fix the begging for reports in all chat and in team chat. No one will risk reporting for anything that is not serious. The game as a whole would improve. You cannot tell me that when you report that 2 8 for inting (Which is not inting by the way.) you don't add verbal abuse and negative attitude. False reports matter. If they didn't insult you or use hate speech or beg for the end of the game all game or sit under a turret and let the enemy kill them they did nothing wrong and should not be reported.

The honor system is pointless. It does not counter reports when you get honor, it does not give you anything. It just is a thing that sorta is there i guess and maybe you might every 5 years or so get a piece of a key or something maybe.

Intertwine this with the report system. If you are getting honored by a stranger it should give you good person points and reports should give you bad person points. This is why reports need to be curbed and forced to be more accurate. No more petty he or she didn't say please so I'm reporting them. My team didn't obey me so I'm reporting all of them. Reports are serious and have real consequences.

In my idea you have 10 good points = 1 bad point. Basically you can earn 1 good point for being honored by a stranger or 1/2 point for 2 different friends in the same game honoring you. You get reported (accurate reports only) you get bad points. Basically it takes more effort to be in the positive than it does the negative. If you get no honor you get no points. On the other hand say you have 500 good points and decide to be a dick nonstop thinking i got 50 games i can be an asshole in before i get punished. You start getting (ACCURATE ONLY) reported a lot in a row theres escalation. Get 5 reports in a row and suddenly 20 good points are worth 1 bad point. Keep doing it and it keeps getting worse from there. 6 reports (again accurate reports only) and you're at 30 This decays at a 2 month rate so be careful.

But this system would remove the begging for reports the problem where if you play too much you get punished easier and incentivize most people being nice the majority of the time.

You can have infinite honor with increasingly good rewards.

As a closer I just wanna give a few ideas for general improvements. Like Limit the number of times you can vote for surrender to three total for the entire team. The same person cannot ask more than once INCLUDING EARLY. So many games my team isn't that far behind and if they just focused they'd win. You should incentivize learning not giving up.

Release Zoe NOW RIOT D:<.

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