Changes to Help New Players

Lvl100 Zigzagoon·11/28/2013, 11:31:14 AM·9 votes·928 views

These are some suggestions I’ve drawn up for improvements to new players’ League of Legends experience. Please tear them apart. (Also feedback on my post itself is appreciated, i.e. formatting/wordiness)

  1. Aggressive Champion Price Restructuring
  2. Last-Hitting
  3. Masteries
  4. Playing with High-Level Friends
  5. Suggested Ability Rank Paths
  1. Aggressive Champion Price Restructuring

Magic: The Gathering separates it’s card rarities from common to Mythic rare. Mythic rare cards aren’t just the most powerful, but the most complex, while common cards rarely have multiple mechanics tied to them. They know that new players will have access to primarily common cards, and therefore simple ones. This not only creates a progression in power for players as they acquire new and better cards, but a progression in complexity as they acquire a basic understanding of the game before they have access to more complex mechanics.

Garen

League can follow a similar method with it’s champion pricing. Garen’s price reduction to 450ip was a godsend for new players: I almost always tell my friends to pick him up. His theme is obvious, his skills straightforward, and executing his skills is easy. However, this trend does not extend past him.

Many of the 450ip champions are relics from the beginnings of League and priced accordingly rather than by their complexity or design cohesion. Specific problem champions include Ryze, with his unintuitive scaling; Kayle, with her hybrid nature; and Poppy, who is a mess.

I would suggest not only the reduction in price of champions that are particularly healthy for new players, but also the increase in the price of problem champions. This way players would be able to easily afford a well-rounded play experience while saving up for that super-cool eye-catching champion, while staying away from “trap” champions like Poppy who can potentially ruin someone’s early impressions of League.

I would suggest at least one champion for each traditional role reduced to 450ip save Garen, who is already a great introduction to both the tank and bruiser playstyles. My main criteria are:

Simplicity of design and theme - If the champion’s abilities and playstyle take more than a breath to explain in total, they are too complex.

Simplicity of Mechanics > Execution: While priority is often placed on simplicity of execution (i.e., targeted abilities > skillshots), I find that simplicity of mechanics is more important. For example, new players tend to prefer Lux over Ryze (in my experience). Champions like Ryze may have targeted abilities that are easier to perform, but the reduced range that accompanies these abilities requires far more tactical knowledge and knowledge of your opponent to execute properly.

Fits the play patterns of new players - I find that tanks and long-range mages are the best at this because new players tend to fit two major categories: too aggressive and too cautious. Both make mistakes. Aggressive players will enjoy the mistake mitigation of a tank like Garen or Singed, while cautious players will enjoy the mistake prevention buffer that the range and CC of mages like Lux provide.

Champions I would put forth for aggressive price reduction: Graves Caitlyn Singed Zac Lux Sona Ziggs

  1. Last-Hitting

To a new player, Last-Hitting is almost always an unwanted burden. More experienced players recognize the strategic positioning and trading involved in gaining more CS than your opponent, but to a new player, all they see is an arbitrary restriction on when they should and shouldn’t attack a minion. To exacerbate the problem, new players don’t have access to runes and masteries, so it’s actually mechanically harder for them to last-hit than it is for level 30s.

To aid not only in new players’ last-hitting capabilities but also to help them practice last-hitting “correctly” (as in, not with bonus damage to minions, which would misrepresent “real” last-hitting), I suggest that for new players, minions with low enough health to be last-hit should be highlighted in some way. This will teach players to gauge what minions can be last-hit without giving them any statistical power, and free up their mental space to focus on learning the more exciting parts of League of Legends.

  1. Masteries

Learning about masteries and building pages is a daunting task, and when you have less than 10 points to spend, it’s hard to notice the impact that your masteries have. I suggest a special set of masteries intended to let players cover their weaknesses as players as they learn. For example, a special mastery set (that potentially locks players out of the “normal” masteries, is restricted to players below a certain level, etc.) can allow for mechanics such as the above-mentioned last-hit marker to be available to new players but only if those players feel they need the training wheels. This would also allow other new-player aids, such as turret range indicators, to be more flexible in how a player utilizes them, and available outside of bot games.

  1. Playing with High-Level Friends

One of the responses I often get when I ask my low-level friends to play League is “but I don’t want to play with level 30s.” They want to play on an even playing field and hate bringing the team down. Plus, they are at a mechanical disadvantage, as runes and masteries mean they have lower stats than their opponents, so the pessimistic observation “they magically do more damage than me” is actually true. The solution would be for me to play on a smurf, but then I wouldn’t gain IP or Honor and wouldn’t be able to use my champions, runes, and masteries.

For me and many other players, champions and IP gains are the most important reasons to not smurf. The MMO Rift employs what they call a “Mentor” system, where a player can de-level themselves to help their friends quest, in exchange for increased rewards. League can employ a similar system: give players the option to de-level themselves, barring their access to high-level runes and masteries while still allowing their access to champions, and increase their IP gains slightly. Players can be displayed as “Mentors,” which will give other low-level players in the game someone for team guidance and any questions they might have about League.

This also allows for matchmaking to take into account the player’s true matchmade rating instead of their smurf’s, which should allow for more evenly matched low-level games instead of “who has more smurfs” (whether or not that happens often, it should happen less). You could even allow players to request games that don’t have mentors in them, if they truly want to just play with unskilled players.

  1. Suggested Ability Rank Paths

In DoTA2, suggested hero builds don’t just include items, but also skill rank paths. So, every time a player levels up, the game tells them “you should probably put a point into Q” etc. This is hugely beneficial, especially if the new player doesn’t have a friend with them who has played their champion before. Many new players fall into the trap of split-leveling their abilities as well, which is natural when you aren’t sure where your champion’s power lies, but is almost always the “wrong” thing to do in League.

If you've read this far, I appreciate your time and any feedback you choose to give. Thank you.

7 Comments

Mikemort12811/28/2013, 5:35:54 PM4 votes

In someway or another I agree with your ideas on how to help improve League. When taking on the idea of changing up the ip costs of champions to better fit first time players I would have to agree that they should focus on a line up of more tanky and aggressive champions. I personally experienced both play styles of over-aggressiveness and overly defensive play when I first started to play. Though, I would agree that champions like Kayle Kayle are complex in the way that you can build them, they are not out of the question when looking at first time champs. Again from personal experience my first champion was Kayle and I learned to play her fairly easily until I bought my second champion BlitzcrankBlitzcrank( Who at the time was a 6300ip champ). Also, even though it would be interesting to have beginner masteries, I think that the skills that would be available in them are things like that are best fitted to stay in Player vs Bot games as additional training. If anything, maybe instead of masteries that make the range indicators and minion highlights visible, they are just visible to new players up to a certain level in game.

On the point of last-hitting, I really like the idea that you suggest that they make some kind of highlight system. It would be a great feature to add to the Player vs Bots game type in addition to the resent tower indicators that they added. I would have loved to have that kind of feature when I first started playing.

The idea of having a "mentor" system in league would definitely be interesting to see and if used correctly could be beneficial to new players. It would also be a nice way to keep people from playing smurf accounts to play with lower level friends.Tthough it could still cause problems due to skill differences. Mentors may not have a rune page in this mode but, that still doesn't change the fact that they have played 1000 games with a specific champion compared to the 25 games that someone on the other team that may not have found a champion or two that they like yet. Not saying people would play this way mode just to abuse it, I'm just saying it could cause problems just based on compared time played.

On the last point of having suggested skill paths I strongly agree with you. Of all the things that I love about Dota2 it is the way they do their suggested build system. In their method of suggesting builds for players they have their default game suggestion and then you can change it to a list of community rated player builds that have a short summery of how it works, its sets their suggested item build as your store suggested build, and it does a highlighted suggested skill build every time you level up. I mean I'm not saying that they should add all of this but, the idea of having a highlighted skill build that players can use would be a great addition. In addition to this they could also take another idea of Dota2's and have a page similar to the Summoner spells page that had all the in-game items so people could look at and learn how each one worked ahead of time.

So overall, I love the suggestion that you are bringing to the table and I agree that they could in a lot of ways strongly improve the early stages of learn the game for new players.

Sorry for the long post.

jwf99911/28/2013, 2:24:21 PM2 votes

I like the changes you suggested, but for the minion hit marker make it only for bots and not pvp games. I dont really like the masteries idea but i do think there should be a tutorial in the shop explaining what the different items do (lifesteal, crit...etc.) but otherwise, great ideas!

Hycissard11/29/2013, 12:41:34 AM2 votes

Very well written first of all. I agree with your ideas and think that new players will benefit more from this type of system change. I do also think that new players should have more tutorials as far as masteries and runes. When I first started, I sort of just bought the ones that looked good and used the same ones on every champ. Along with your champion reduction in IP, I think there ought to be a tutorial of saving money for either more expensive champs or for runes, as runes are far more important than a specific champ. All in all, a very good suggestion.

Liarra11/28/2013, 2:33:13 PM1 votes

I think that Garen is a great idea for a starting Champion, but I also recommend Sivir Sivir and Master Yi MasterYi Although they are slightly more complex, they are both easy to get the hang of. Master Yi also forces players to understand how gear can affect your playing ability.

I think that, in order for newer players to have a better play experience, Battle Training shouldn't be optional. It should come immediately after the first tutorial, and then have it guide you through the main interface of the game, showing you where your runes and masteries are. I didn't find mine until almost level 7.

Finally, I think there should be a third tutorial, which can be played by the Champion of the players choice. This will be a strategy guide, showing the player the basics of Lanes, map marking, and communicating with the team. Have the AI talk at specific intervals, asking for help, giving suggestions, etc.

I see so many people come into games not even knowing what the Lane names are, and I realize that the tutorials aren't teaching enough. Some players are helpful enough to explain these things to others, but not all of us. I'd hate to see people leave the game just because they can't understand basics like that.

With those few adjustments, I think that Riot would be able to give newer players a much better experience, and older players a much better team.

Ptarlorr11/28/2013, 5:24:54 PM1 votes

I completely agree with points 1,3,and 4. Some of the cheaper champions can be really hard to use and master. I somehow friended a lv 30 summoner through the chat room system when I was about a 6. He invites all his lv30 friends and me to a match where I do horribly. If they could de-level, with your reward system, that would be really neat. Masteries were confusing, and I think a simplified mastery tree for 15s and below or something would really help. Last-hitting is a simple trick I think lots of players will pick up pretty fast, provided other players are nice enough to inform them of it. And as skill rank paths, that could just be an added bullet on the champion's skill page.

Of course, my first goal in League was to look at all the champions, decide Quinn looked cool, and save up for a complex first champ purchase, so what do I know?

guienapig11/29/2013, 6:23:57 AM1 votes

i love the idea of making easier to play champs cheaper like when i first started the game i was like want to play mage champions so i` m OK here is ryze and all i did was but where as like veiger or jax are much easier to play and poppy is just horribly hard to learn and play especially as a beginner

ThePoorPeople11/29/2013, 9:53:18 AM1 votes

I'm loving this whole post, particularly the portion concerning the Mentor mechanic. I'd love to see how these changes would look if actually implemented into the game, to be perfectly honest. I don't see much of a problem with any of this, really.