Now when Odyssey is gone, here is my feedback.
I played this mode a lot, really a lot. Played over 200 games, finished all missions on 3 accounts and helped countless players to finish their missions. I completed the 2 augment challenge about 20 times. I really enjoyed this mode, maybe even more than Invasion which was this based of. I really enjoyed all the different augments and combinations and also the challenge that some missions brought.
The good stuff of this mode:
- augment system and augments themselves, lots of cool and fun to play stuff
- warp spell
- more level of difficulties
- cool skins and borders
- very fun to play PvE mode
- very generous rewards for missions
- finally missions that were challenging
- overally well balanced difficulty and usefulness of champions
- overally good clarity in gameplay (indicators for dashes, overall progress, minimap icons of special monsters etc.)
Still, there were many minor things that went wrong and playing this mode without full premade team was really awful experience full of trolling, toxicity and endless surrenders.
Please Riot, if you want to bring this mode or Invasion back or if you plan to make new mode similar to this consider these suggestions:
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First of all, create a way players can queve or team up for missions. The main problem of this mode was that majority of the player base played it only for the missions and their rewards. As such, they went into queve and demanded a team that matchmaking gave them to make their missions. If someone didn't accepted they forced team to surrender via griefing or afking. Yes this is mainly community issue, but how come nobody in Riot team didn't predict this? In furure, please add ways to queve up only for specific mission or another means to team up for it within game. 3rd party tools and services are not good option. Maybe and this would probably be the simplest way, create system-owned clubs that everyone can join without any limits.
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Make the game mode related informations more visible to players and also please more clarity into missions description. It was great you actually made few hotfixes but those not watching NA forums didn't find out about them. I also think you made some changes into difficulty/clarity of the Kayn target but didn't see this posted anywhere. Similarly the description for all ziggs/sona mission was unclear and brought lot of toxicity when I didn't pick the 5th ziggs because other players didn't know and didn't want to believe it could be a mixed team... (At least you hotfixed the description for augment missions as there were similar issue with players not knowing whether passive augment counts or not)
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Please allow us to earn experiences for champion mastery in these modes. I don't want ranks but just being able to get lvl 5 on champion I usually don't play would be nice, especially when we were locked into 5 champions only.
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Allow us to spectate players playing these modes (or it didn't work for me because of bug?).
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Also make it so this RGM is listed under Coop Vs. AI category as well (there might be players who play just that so they might missed it under PvP)
Now about the mode itself, there were some weird/badly designed things I would like to get adressed next time.
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Certain skillshots or areas of effects were invisible under limited vision effect. Some of the skillshots like the Tahm Kench like tongue, partially ornn Q and mainly burning zones were invisible for as long as player didn't have vision on their center/origin. This was super annoying to deal with and should be adressed.
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The voices between stages and voice lines of Kayn were random per player. I think that all players should hear the same it would be a bit more roleplay friendly that way ;).
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Please, make it so starting next stage will reset/refresh/replenish all cooldowns and passives. Some champions had their ulty cd resetted, some didn't etc.
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Consider reducing cooldowns on support items (by a lot). All active support items were very weak in this mode because of their ultra long cooldowns made for SR. Redemption, Locket of the Solari and Mikaels Crucible were almost useless. In my opinion even if all these items had quite low cooldown it would still be quite weak option due to the how much damage was major factor in this mode. But at least it would be option.
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Boss (Kayn in this case) patters were maybe too random. Many times the win/loss of the fight (because there was a time limit) was decided by RNG. Sometimes he was dashing nonstop all over the map even 30 times in row. Sometimes after he finished charging stage he did one dash and started charging again (not 100% reliable info, I don't remember exactly if he did dash or not but sometimes he was charging spirits in fast succession). There should be some hard limits and more obvious patterns. For example in Kayn's case it would be better if he had a low and high limit on how many times he will dash before doing something else.
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Maybe for next time rework %hp items and balance the boss so he can actually by killed without cheesy items. I think that the items with %hp extra damage are unhealthy into these modes where there is boss with 30k hp and should be reworked. It just makes them a must buy and reduces diversity.
Ok that's probably all, can't recall anything else.
Anyway, thank you Riot for very fun gamemodes, both Nexus Blitz and Odyssey made me stay in LoL despite I was very unsatisfied with changes in SR. Now please bring Nexus Blitz back asap and I also hope you will in some way use the ideas from Odyssey like Warp and Augments for next season.
[sg-syndra]