Adjusting League of Legends 101 -- Ten Suggestions For Improvement.
Here is a list of random changes, adjustments, and improvements which would make League of Legends more interesting, fun, and/or better balanced:
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Decrease attack damage per level on all champions. --> With the removal and rework of many AP items Attack Damage needs toned down across the board. --> It is currently much more powerful and impactful than Ability Power (generally).
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Shorten the range of all blinks, dashes, and teleport spells -- including Flash. --> Mobility is becoming more and more a standard mechanic and is harming the strategic value it has in the game. --> Flash and all "Blink" abilities should be decreased to 400 range. Dashes in general shouldn't exceed similar range.
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Remove Boots from the game entirely and instead give champions movement speed per level. --> Similar to point 2. Mobility is losing its strategic value. Right now boots are mostly a mandatory stat sink which are sold at later stages of games. --> Movement speed should not be tied to items, instead towards a purpose in a champion's kit. Champions who need more movement speed should acquire it from base stats and stats per level as opposed to getting it from items.
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Set a cap on movement speed, lifesteal, attack damage, and ability power. --> In terms of strategies and player specific play styles, having a scaling team composition is a tried and true method, but often creates frustrating and boring matches between players. The game needs a controlled number for when enough damage is enough. --> Movement speed is also a problem child in need of an upper limit, as projectile speeds do not scale. --> Generally no champion should be able to walk faster than a dash.
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Lower the amount of armor and resistances available on items. --> Items control too much of the balance in the game, which usually creates huge problems within the game. --> Tanks should be distinguished purely by their abilities and not the items they are purchasing. --> Items should be for effects and not statistics.
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Make Towers throw AoE Attacks instead of single target shots. --> This is a QoL suggestion which will make gameplay more interesting.
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Make Towers able to be upgraded with various effects for gold (regenerating shield, poison or burn damage, defensive auras, etc). --> Towers are one of the most important objectives in the game. --> Player's should be able to adjust their Tower's effect based on their needs (recover from an early death for example).
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Give all Towers Grievous Wounds. --> I do not personally believe Towers are weak, but I do believe that healing is too powerful against objectives.
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Give Baron and Dragon Grievous Wounds. --> Once more, healing should not be permitted against objectives.
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Rework Elder Dragon & Baron AI to be more intense. --> Turn them into true raid bosses which throw deadly attacks and AoE spells. --> Change them from a reward for a winning team into a high risk / reward objective that is more difficult and more rarely acquired. --> Similar idea to my suggestion for Towers, I don't think that Dragon and Baron are too weak but could use some QoL improvements.