My Personal List of Problems With the Game Currently (Obvious Rant)

Tyre·2/18/2016, 3:09:41 PM·2 votes·540 views
  1. you still gain health and mana when you level up while you're in combat and from certain items and masteries(i'm looking at you catalyst and dangerous game) at least masteries are intentional, no one intentionally levels up in the middle of combat to save their own life
  2. you don't fade to stealth while in combat when walking into bushes
  3. dynamic queue doesn't take your summoner spells from the chosen ones in the last queue, but rather the last ones you had from the previous completed game
  4. minions do way too much damage, exhaust is incredibly powerful early on, any early aggressive plays in this game seem discouraged naturally
  5. RNG is still in the game (critical chance), while not as annoying as last season it's still in the game, might as well bring dodge back into the game
  6. aren't additions to the game supposed to be something to be happy about and enjoy? i can't honestly remember the last update/rework/addition they've done to the game that i've actually looked forward to playing with or enjoyed it at all when it was implemented, i dread every time something is announced because i know it's going to be a problem for x amount of time
  7. it takes so long to actually change things for some reason, there is no reason it should take 2 weeks to nerf something overwhelming, why the 2 week schedule? for a game this popular and fragile there should be daily or weekly, smaller patches to even it out
  8. what is the goal when you guys buff/nerf/rework champions? shouldn't the goal be to make the pickrate among every champion exactly even and based off of personal preference and maybe counterpicking rather than raw strength? it sure doesn't seem that way
  9. last but probably one of the most important ones, adding more stuff into the game when it's not balanced as is, it's like trying to mix yellow and blue to make green but repeatedly adding in a bit of red for no reason other than to add variety. i get it, i really do, you guys don't want the game to get stale, but you're trying to make a game both competitive and fun but failing in both categories, stick with one or the other

there are my opinions please post yours below /endrant

please inform me if i'm wrong, i'd love to change my outlook on the game right now

3 Comments

Paladin 0f Life2/18/2016, 3:14:01 PM1 votes

Holy crap this wasnt mean?

Definitely Bait2/18/2016, 3:26:51 PM1 votes
  1. Actually it is quite possible for higher skill players to actually manipulate the minon wave to purposely level as they're in the middle of a all in.

  2. Honestly the summoner spells really should be selected automatically by role. The rare times I actually do have to quickly leave the computer after locking in and end up running ignite as a jungler are quite annoying.

  3. Nothing wrong with this, it's basic mechanics if you don't do immensely more damage don't trade / all in when they have a bigger minion wave.

  4. Depends on the build.. But yeah rng is a bad thing in competitive games.

  5. This is purely subjective. Personally I did enjoy the poppy update even though she was considered weak for a long period of time. I also really liked Nemesis draft when it was released.

  6. 2 weeks is fast for nerfs.. I mean sometimes things that need to be changed stay for months or longer (Cough Rageblade, Lux's safety, Thunderlords, toxic champion kits, Yorick, Yorick, Yorick)

  7. This sounds easy in theory.. But the truth is there will never be perfect balance it just isn't humanly possible to design such a thing.

  8. It's literally to keep players interested. I mean how boring would be if new champions only came out all at one time during preseason every year? How would they drive up sales on rp? Not to mention seeing / finding new and interesting uses of things makes competition more fun.

Dedrius2/18/2016, 3:42:16 PM1 votes
  1. Dangerous game gives you mana and health on kill or assist, not leveling up, and there have been times that I have seen (or done myself) players flash out of a fight to kill a minion to get the much needed level up (normally for level 6) for the added ability damage and health/mana. Of course this probably happens more times on accident than on purpose but it makes thing more interesting to have to be wary of your opponent leveling up.

  2. Minions are only strong early and don't impact much unless you try to dive your opponent inside their own minion wave and exhaust is really only prevalent bot lane which shows that it is not that strong or mid and top would use it as well.

  3. Dodge is way different than Crit and was much more unhealthy for the game

  4. they want to make sure that it is not the community just complaining about something before they learn that there is a large amount of counterplay that has not yet been realized

  5. What you described was basically how Dota balances the game (everyone is OP and focus on counterpicks) and there are still a few heros stronger than others. Riot also wants to make sure that every game isn't decided in champ select.

Just my 2 cents on your points