TY Rito for Blitz mode, this is feels a lot more like what League should be.

LaserDeathBlade·8/18/2018, 9:51:43 AM·1 votes·689 views

**Things that are great: **

  • There's a good balance between solo-carry ability vs teamwork. Of course in the end team work makes the dream work, but the game mode gives enough power to the solo player that individual prowess feels rewarded.
  • Almost every champion is playable in every position, teamwork matters more than picking the OP champs
  • None of that boring stuff like "I got counter-picked in lane now I have to sit through hell for 15 minutes"
  • Almost any team comp is playable, finally we don't need to force players to play roles they don't want to play. You're free to pick what you want with no shame.
  • The game offers a lot of comeback mechanics that are FUN and don't involve "Hide under turret for 15 minutes and hope to scale"
  • Everyone gains gold and exp fast enough that in most games, every player will get a chance to hit their power spike.
  • The game still retains strategic aspects like vision, objective control, and rotations. I almost feel like it's macro-oriented than SR simply because people are actually motivated to play the objective, instead of hide and farm if they're behind. Nothing feels worse than giving up an early kill or being counter-picked on SR then not being able to fight for anything for the next 10 minutes.

**Things that are less great: **

  • Games can be incredibly one-sided, but I feel this is more to do with matchmaking being bad than it is with poor map design. IDK if the matchmaker looks at MMR at all, but even if it does everyone is in their placement matches so naturally some games will be stomps.
  • Damage is OP and Tanks are in a terrible position. Every once in a while you may get a team that has several beefy champions and the tanks might seem pretty strong, but their strength mostly comes from the fact that they do a billion damage (Master Yi, Jax, Irelia, Graves, Jarvan, etc). Damage is by far the most valuable stat in this mode, which is a shame because I feel like a brawl would be much more entertaining if there were roles other than 'damage dealer'.
  • I've only gotten Sudden Death a handful of times after a ton of games, and nobody liked it. Both teams put in so much work to survive until late game, they finally have all the items they want, then suddenly the game is just over in the most unsatisfactory manner ever. I don't think this mode needs a strict time-limit enforcement, it's already incredibly hard to survive until 18 minutes. To experienced players, Sudden Death ironically slows down the pace of the game because everyone knows they can't die after 16-17 minutes or they lose.

Things that should be adjusted IMO These are just my opinion, maybe I'm totally wrong but I've played this mode a lot and these things have felt weird to me

  • Juggernaut on battle-royale. Why does the juggernaut even exist? Some champions are way stronger with the juggernaut buff than others, it's kinda dumb when your team gets a buffed up Nunu who will be totally ignored and the other team gets a buffed up Graves who is now an unkillable meat grinder. We don't need the Juggernaut to encourage action, that's what the ring of fire is for.
  • Beat-the-Teemo: The buff should go to the team that does the most damage to it, not whoever gets the last hit. All the other objectives are a team effort, but smiting the Teemo puts a whole lot of pressure on your junglers.
  • We should have more flanking routes, that turret in the jungle doesn't make a whole lot of sense. The map is cramped enough, it's weird that this random turret blocks off so much of it.

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