Why HEXAKILL was a failure, and how to improve customs

LynXLytE·2/23/2014, 6:57:41 AM·16 votes·1,352 views

First off I applaud RIOT for starting to experiment with new gametypes. The community obviously has been asking for variety, however, the current Hexakill game is a failure for the following reasons:

Adding another person on the map for each team does not add any new element to the game, other than simply...another ally to rage, feed, afk, etc. In an environment seeped in meta, it's hard enough trying to get a 5 player team on the same page, **adding more players just adds more chaos. ** With the short lobby time, there is not sufficient time to plan any real attempt at lanes other than blind picking champions, and deciding where the 6th man goes. Where he ends up, the experience curve is skewed and the players do not understand how to adjust. You get lanes severely behind others and the potential for enemy snowballing it greatly enhanced.

If 6 players were the norm, then players could learn to adapt playstyles and have fun experimenting. However, with the brevity of these custom modes, experimenting only leads to headaches and then the mode is removed.

Those who have played the customs have also experienced the increased lack of interest in playing games out, as in more likely to AFK. Since there isn't really anything new to engage players in this mode, there is no reason to stick around. Basically taking it less serious than even a nonranked normal match.

The reason why the last custom mode (all same champs) was successful was because players felt something different and exciting about the mode. It was hilarious, even if it was completely unbalanced. People enjoyed the novelty of that element. However, hexakill does not bring anything resembling novelty to the table.

Players want customization, they want new exciting elements, they want boundaries pushed (100% cooldown reduction, ridiculous movespeed, crazy physics, new objectives, etc). Take for example the successful custom modes in games like Halo or COD...rockets only, knives only, zero gravity, infinite ammo, etc. These modes offer novel adjustments to game elements they are familiar with but extend them beyond the norm, making the gameplay laughably enjoyable.

25 Comments

Kaine2/23/2014, 7:55:34 AM8 votes

I prefer hexakill to rift actually...

I think being able to have two duo lanes sufficiently changes the game dynamic to allow almost every champion in league to be viable and opens up a vast amount of champions and combinations.

The game is far more aggressive but individual deaths impact your team less. I've won alot of 5v6's because the five that did connect stayed strong and played smart - Almost as many 5 v 6's as Ive won 4 v 5's in all the time I've played league.

While I am sorry you seem to have had a negative experience, I feel like you've had two of the games I myself had, where players treated the game as metaless or ARAM- You get all the new things you are looking for if you treat the game as both fun and serious.

League has never been about what any one champion or mechanic can do but what we can do WITH them together and adding another champion I have found makes a delightful mix.

######Edit:People were wondering about quantity of games. I have about twenty to thirty hexakill games at the time of this post.

ReyKingRex2/23/2014, 7:53:22 AM4 votes

I will agree that the lobby time is really short and 1 or 2 people usually slip through the role call and it's pretty confusing, but other than that I'm having a lot of fun. I've witnessed triple bot lanes, NO jungler, dual mid, no tanks, and other crazy team comps.

The meta gets so broken and I think that's the best part about it. It's UNPREDICTABLE, so much so that the variety you're asking for is offered in team comps you would never see in Normal. Every match is unique.

But broken meta aside, many of my games haven't really been one-sided. Surrender votes/raging have been much less likely and things can turn around very easily.

All in all, I'm really going to miss having someone with me in the top lane. Aatrox Tryndamere DUO OP

Tsiddique2/23/2014, 6:24:23 PM3 votes

I like it, but One For All will always have a special place in my heart. It was the first, and it was the best.

Alex Of Daventry2/23/2014, 6:18:58 PM3 votes

I find Hexakill really fun actually. I'm not that fond of the meta itself, and have 6 people just completely throws it out the window. The only meta thing I've seen is 1 jungler and 1 mid, which doesn't always happen either. The point of hexakill IS chaos. Just have fun with it and do what ever you want. Enjoy the disorganization.

Hirok02/23/2014, 8:17:32 AM3 votes

Unless you are in the lane with the 6'th guy, it feels just like a normal 5v5. That said, I voted slightly enjoyable because i'd still rather have 6v6 than 5v5. More people = more possibilities.

2top seems to be the norm, with either an adc or ap and a tank/bruiser, but I did see a 2 jungle match that was pretty funny. Might be a bit more interesting with some of those weird changes mentioned. Even something not-so-drastic could make a huge impact on team comps. For instance, 1/3 jgn spawn timers would make 2 junglers viable. Imagine playing with only shared vision of allied champions (no minions/wards vision), or where every champion gets an evelyn passive.

I Eat Gurls2/25/2014, 2:42:40 AM2 votes

I really enjoyed hexakill and most of your logical "points" are invalid because you ALWAYS have a 50% 50% chance of winning.

ninjanomikz2/23/2014, 10:48:24 AM2 votes

I like hexakill it's pretty cool. However 3 things need to happen.

  1. one it needs its own map Either adding an extra lane or having more jungle would be awesome
  2. Distribution of exp and gold. If I try to do trilane exp gets so nerfed.
  3. This shouldn't be tempoary, it should be a permanent mode.
Flannel Mannel2/23/2014, 4:52:34 PM2 votes

I enjoyed it. I wish they'd leave some of these game modes on permanently actually. And not just Hexakill, the 1v1/2v2 mode and the One For All mode too. Variety is great for this game. And I haven't taken Hexakill as seriously as regular 5v5 normals, simply because no meta has had the chance to emerge yet. Nice, relaxed, fun game modes are awesome though :)

ModCaptainMårvelous2/24/2014, 5:22:53 AM2 votes

Personally, I feel the biggest problem isn't Hexakill itself but the map. Unlike Showdown (Which had a perfect map for it) and One-for-all (Which works on ANY map), Summoner's Rift is very balanced for 5v5 engagements and buffs specific for a 5 man team. It doesn't much take into account an extra person nor does it offer enough viability for a second laner. Top or midd seems to be all that works. (Haven't seen a trilane).

As such, hexakill is a mode that needs it's own special map more than others. Not to say it's a bad thing but it definitely feels it more than the other modes in my conscious.

The7thKing2/23/2014, 9:54:56 PM1 votes

Hexas a failure, just leave it at that, its too chaotic and i ask when i play, whos idea was this?!

Crunk2/24/2014, 1:07:55 AM1 votes

It felt like a more gold starved, slowed down version of summoner's rift. I want the novelty modes to be quicker. Summoner's rift is the longest and most "serious" game mode and hexakill just feels like a harder version of SR.

RightClickMan2/23/2014, 7:13:03 AM1 votes

I agree in that it's about the same, all considering, as a non-ranked, normal match. I treat it as such normally and, even with the potential being there, have not seen any innovative uses of the new matchup yet. Any suggestions? We still have time left!

Letler2/24/2014, 3:05:05 PM1 votes

My hexakill experience has been fun.

Yes the games tend to be onesided but they are very entertaining.

Trivia Boi2/25/2014, 1:23:19 AM1 votes

Honestly, I feel hexakill was a good concept in theory, but the execution wasn't that good.

  • Putting Hexakill in Summoners rift doesn't change much at all. For example, its like adding a 4th player to a 3 player racing game. Sure it sounds good in theory but it doesn't change much

  • Hexakill just doesn't feel like a creative idea like all for one and showdown did. The two previous game modes were radically different then classic 5v5 summoners rift but hexakill seems like it took a very safe path and didn't really deviate away from classic.

  • Hexakill I find is only a tool if you want an extra friend to play with you which you couldn't do in 5v5. Otherwise it could just be another two possible people that could rage/afk/feed and ruin the game for everyone else

Way they could fix the idea- Don't put Hexakill on a 5v5 map, if you put it on a smaller map like Twisted Treeline which has been already made it would change a lot more than if it was on SR. I'll use the same kind of analogy I used previously. Hexakill on Twisted Treeline is like having a 4 player fighting game, suddenly implementing a mode where you could have 8 players in the same game. It creates a much more different and more hectic experience which I was hoping Hexakill to be.

Tldr- Hexakill was a good idea but it should've been on Twisted Treeline.

xZrathX2/23/2014, 1:51:34 PM1 votes

I would like 2 know, of the 6 votes that said "very enjoyable" How many games they've played of Hexakill? I know my first like 3 matches I LOVED! it but, then it just dropped off like a ton of bricks for me, and I HATE! the mode now, sooo boring, and one sided. I am very let down, I did not play the 1v1 or 2v2 too much, i hated that mode as well.

I Miss the first mode they had out, name is slipping my mind right now xD I really wish they would make that a perm mode. Every1 else seems to want it as well so, I don't get wht they don't just make it perm if we all want it......ALL FOR ONE :P just came to my mind when I said "we all want" rrrofl