Encouraging Aggressive Play

dreadedcape·2/12/2018, 7:42:44 PM·2 votes·248 views

So heres the thing i UNDERSTAND that passive play shows patience and experience and a play, look at the way a d5 toplaner to a d1 top and challenger NA to a LCK top-lane players the calculation and resource management is so different and its on the player to become that good to play around everything.

But if i may be silver, this shit is sickeningly boring not only pro play but solo que in general has become a slog with the small windows where aggressive play is a viable option in all elos rather then just those who are so mechanically and generally calculated play.

Rather then just whining id like to propose changes! (unlike most politicians)

Rewarding forward dashing - sounds weirdly specific but hear me out, Graves e got changed to where if he dashes at someone he is granted armor to reward his aggressive play now apply this to champions like lucian,fiora,ezreal,gnar others that are slipping my current sleep deprived mind. YES, before you mention it sudden impact is a step in this direction and hella props to rito for coming up with it BUT its the only that rewards the first move plays. *idea for a rework to predator ? Champions that use any kind of gap close gain 20 percent damage reduction and 2x damage to shielded targets, if the target is slain the bonus is doubled. its unrefined to put it lightly but the idea is multi kills are viable and the make assassins actually be able to snowball THROUGH shields, the counter play being of course cc, and the boots active Cooldown and it remains active as long as there in combat so if they chicken out of going for more then one they don't just keep the bonus.

Id love to expand more and be more specific with ideas but first id want to know if anyone wants to hear them before i just ramble on for 50 paragraphs to get ignored by the community leave thoughts positive or negative it'll help to improve my righting <3 [vlad-salute]

5 Comments

Whisper872/12/2018, 9:45:56 PM1 votes

I do agree that damage mitigation in general is a bit strong right now, but I don't think it's a good idea for them to encourage constant fighting.

Huge swathes of champions would be indirectly nerfed. In order for tanks, fighters/bruisers, and carry top laners to all remain viable, some matchups have to be able to neutralize the lane.

LOL is a supposed to be a cerebral game. If you want to play murder bridge you should look towards like fighting games.

Any time you emphasize laning you also indirectly nerf macro decision making and map positioning.

A lot of windows to fight in lane are determined by junglers. In order to enable more aggression in top lane (or any lane for that matter) you'd have to hit junglers pretty hard. Which I'm sure they'd love. To allow junglers to have impact without pressuring lanes you'd have to bring back control style jungling, which can be boring at times and is usually either super oppressive or super underwhelming.

Alternative Idea: I think the best idea is just to revert some of the changes that have increased game pace. This would expand the window a bit for those who are choosing to try and win game through lane. Right now that window is just a tad too small. Rather than trying to make those good at lane aggression even better at lane aggression. Let's just make it so that it is more impactful when you choose your windows and take advantage of them, with the slower pace you might even find more windows in the early game to go agro.

Sorry to burst your bubble bust historically online games take a big hit from the community when they start catering to casual players. You can already see it a lot in the LOL community, and games like World of Warcraft and Destiny can certainly attest to the same thing.

ZenithEevee2/19/2018, 11:04:10 PM1 votes

Reminder that Aggressive play is already rewarded more than passive. Poking out enemies decrease their XP and Gold gains, And sometimes you can get a kill or just zone them out completely

Its just that it has an equalizer (Ganking) To make it Risk/Reward.

Unrefõrmed2/19/2018, 11:07:53 PM1 votes

Playing aggressively is so easily punished because people play aggressively at the wrong times. Aggressive play is about punishing mistakes hard, not running at your enemy and taking billions of minion damage