Concise Reccomendations to fix the Game (vote)

Whisper87·1/8/2018, 4:02:22 PM·1 votes·190 views

In light of how much discussion is going around about the snowbally and/or "broken" state of the game right now. I've decided to eschew one of the longer posts I've been doing and list just a few concise points that from my viewpoint could quickly and easily see big impact.

  1. Re-instate catchup xp FROM KILLS ONLY - removing this in general was good because Riot was correct that usually it actually was a win harder mechanic or when it actually did function correctly it felt broken. However, to slow the snowball we need to reward players for making good proactive plays or punishing bad ones even when the odds are against them. And an added bonus is that games might be healthier because people won't be able to afford acting like monkey when they get ahead.

  2. Replace some up front damage from secondary runes - Rather than trying to rework the keystones, just remove a few of the runes on the ladder that add raw damage and replace them with utility options. So maybe in the Domination tree you could replace Cheap Shot and Sudden impact with a mobility and situational option (an idea might be extra movement speed when nearby a low HP target, or maybe small bonus damage when fighting someone who is far from their team). By targeting secondary runes, it becomes not just a snub to assassins, but to anyone who might use those runes in Tier 2.

  3. Allow stacking damage from turrets to stack higher - This would again gate the snowball by not allowing players who are ahead to play like monkeys (especially when considering the Triumph rune in tower dives). Tower diving needs to be a viable option in order allow teams to play proactively and either get a lead or close a game. So by not straight buffing the damage of the turret, but rather just making it more punishing later on, you don't make tower diving any more difficult than it already was, it just becomes more punishing when you screw up.

0 Comments