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/dev: New001 on competition beyond ranked

Riot··2 votes·41,920 views

/dev is a new, ongoing series where League’s key leaders and decision makers share their thoughts on the game, its development, and anything else that may come to mind.

Hi everyone, New001 here, lead producer on League. Over the last year, you might have caught wind of the direction we want to take League -- to make League a global sport that lasts for generations. But it might not be clear what this direction actually means to us, or what we’re trying to get at when we talk about the idea of “sport.”

One way of explaining this is to say that we want League to offer meaningful competition at all levels. And, from my perspective, we’re currently falling short there.


Missing links

Today, League can actually feel like a few distinct competitive experiences:

  1. There’s the 1-30 experience: here you’re just trying to understand basic concepts and learn the fundamentals of the game.
  2. Then there’s ranked: shit gets real, you have to focus on improving, pay attention to the current meta, and widen your champ pool.
  3. And of course, there’s pro play: the highest tier of competitive League, which can sometimes seem like a completely different game!

There’s even more to it than that, but I want to talk about a specific underserved experience between ranked and pro play. Many of us will never be good enough to perform at the Staples Center, in the Mercedes-Benz arena, or in Sangam Stadium, but that doesn’t mean we can’t have competitive teamplay experiences that generate the same heart-pumping adrenaline, and bring the coordination, intensity, and highs and lows of pro play to everyone who wants to experience them. This type of organized play is something we want to deliver to players -- something that bridges the gap between #2 and #3.


The Rumble experience

At Riot, we have a longstanding tournament called Riot Rumble. Rumble takes place twice a year, lasts for a few months, and hundreds of Rioters around the world participate. Participants break into tiers by MMR, teams form and compete for the ultimate prize: custom jackets (and more importantly, bragging rights).

During Rumble, the atmosphere in the office changes. Rioters reorganize their lives around the tournament. We get serious about our champion pools. We stay late practicing specific comps with our teams. On match night it’s not uncommon to hear screams of victory and defeat around the office. The morning after, epic stories about wiping at Baron are traded in the halls.

Rumble changes the core game experience. Pick and ban phase becomes about banning out specific team comps, strategies, and specific team members instead of just taking out champs that happen to be powerful (it’s infinitely more meaningful to ban out the opposing jungler because you did your homework than it is to ban Zed because he’s strong, and it’s satisfying to feel the respect when you get banned). Teams get coaches. You scout, scrim, and review tape.

Playing with the same group over and over helps you develop a team identity. You find out if you’re better at pick comps or sieging. You work hard to make your comms more effective over time. You have rivalries. You build meaningful relationships and grow as a team. In Ranked play, I want to be Doublelift; in Rumble, we want to be TSM.

In Rumble I’ve had incredible team experiences that have deepened my understanding of League in a way I don’t think I could get from Solo Q. I’ve built stronger relationships with my teammates, have learned how to scout and scrim, and have been exposed to a beyond-Ranked type of competitive experience that gives a taste of pro play despite my non-pro abilities.

When I look at League from this perspective, I see a gap between ranked and pro play. We want to fill this gap. We want teams to grow together, succeed together, and fail together, even in Bronze. Basically, we want everyone who plays League to have an opportunity to experience this type of intense, coordinated competition.


Moving forward

The intent of this new series of dev blogs is to share our thoughts on a more philosophical level (we haven’t forgotten about our promise to update you on Season 2017’s ranked changes -- that post is coming in the next few days). So although we don’t have any specific organized play features to announce right now, it’s one area we are actively exploring and where you can expect to see us invest more in the future . We think this could be an awesome new addition to the current experiences League offers, and we hope we can share these types of experiences with our most hardcore League players.

I’ll be around in the comments for a bit to answer questions.

228 Comments

stealthbonger42055 votes

i feel like you were just bragging about how much fun you have playing in a tourney without really explaining how this pertains to the player.

Ewak67 votes

I think what he's trying to get at is that they want to give the players a riot rumble in a sense

DrCyanide36 votes

OK, but how's that going to pan out when ranked teams can barely exist due to different schedules?

The closest I've ever come to this type of experience was online tournaments, but Riot dragged a lot of organizations that host those out back and shot them when they stopped giving online tournaments prize support.

RiotNew00120 votes

Yep - that was more the intent for sure.

Casmpnk28 votes

Hi...um this might seem as a silly or pointless question but I was wondering if you see any potential gaps between even ranked and the 1-30 stage...I realize that it can be filled with tons of normal qs, arams, special events you throw, and even bot games, but even though I love the heck out of this game I unfortunately cannot dedicate enough of my time to actually pick up on the aspects of the game that I am struggling with.(Namely: Summoner's Rift). I have a young family that I am also highly dedicated to and I find it hard to balance time with them and time with League. The time I get to spend on LoL is very touch and go as of right now and I have to seize every opportunity I get with a vengeance. I also try to only go into 5s with a few players I've met through the game and we don't get to coexist in the game that often as our lives differ. I have been trying to practice like crazy regardless of these conditions and I feel that I am steadily getting better in those areas, but I wish there was a faster way to pick up on things. While I can't play League to help develop my skills I try to do things like watch other players, research things about the game I don't quite understand or further my knowledge of the things I do. Although these methods do help it is a rather slow process and I learn more from a physical experience than a visual experience. My whole point to this is have you guys considered maybe hosting training sessions or offering something for the in-between players so that you could catch them up to the competitive play style? Something like this would be excellent for people like me who can't just grind the game out until they are good. It would also break away from a lot of the more negative experiences of the game like toxic players and stressful emotions coming from often failing thus leading to straying away from almost anything "competitive" like. I realize a lot of this is probably just some rambling but I hope my message is something maybe you'll consider while looking for ways to further develop the game and truly make it a "competitive sport". Even tennis has "training camps".

RiotNew00133 votes

Actually this is a great question - there's definitely more we can do to ease the transition from 1-30 to ranked, and there's also quite a lot more we can do to help all players get better and improve at the game, regardless of what stage they might be in. No concrete features to mention here, but we do understand where you are coming from and think about this often.

Casmpnk9 votes

Thank you for your reply and time and regardless of how good I am or how often I get to enjoy league; it will always be a part of my life and I look forward to seeing what features you might implement in this way...who knows maybe by then I'll be better at the game and could help players like me.

addmorebacon2 votes

It would help 1-30 and low bronze, if you could do something as simple as adding new loading screen tips, with thing like "Its not a junglers job to can I constantly, some champs aren't designed to." Or "tp back to lane is a waste in most circumstances, save it for big plays" or something explaining wave stalling. I'm stuck in bronze, and I'm slightly annoyed that getting out of bronze requires you to get good at carrying, not at the game in general. I can land a 4 man ult with Amumu, and it always leads into something dumb like me ulting, one guy attacking the tank, everyone else running away from CCed enemies, then me dying and the entire enemy team getting away half health. Throwing an easy ace. I refuse to play Amumu until I get to silver at least. I just feel like if EVERY game I play, I look at my entire team and see bad plays everywhere, something should def be done about game knowledge at the absolute lowest level of play. Someone in bronze hasn't played enough to learn everything obv, but after that many games, it should be made sure everyone knows not to push lane madly 24/7 and how to plan out objectives. And that Shyvanna will never gank your lane if you push your wave to enemy tower as soon as minions spawn and keep it there until you blame her for your 10 deaths 15 minutes in.

FlameanatorX2 votes

http://www.leagueofgraphs.com/champions/stats/amumu/bronze

Notice that amumu's winrate is 53.8% in Bronze. Actually, when played jungle, it's 54.3%. And with just 10 games on him, it goes up to ~57%. That's easily enough to climb out of Bronze with him, unless of course your skill level simply places you deservingly in Bronze.

One of the key mistakes keeping people from improving their skill (in anything in life, but league too) is not focusing on their own mistakes and how to improve. I've been a terrible player all the way up to a Plat IV player in season 5, and the most important thing I ever did was adopt a mentality of focusing on noticing and fixing my own mistakes.

In my case I was simply able to move my focus to my own play, in other's cases they've need to do more drastic things like mute all other players in the game so they don't get dragged into debating who deserves blame for what, but the end result needs to be the same.

Hope I've been able to help you, and good luck with that Bronze Life, I know it's frustrating playing surrounded by dumb plays, I've been there. Try not to focus on the negatives too much, your brain actually remembers them more easily so you've got to be proactive about being positive. ;)

Dr Poro6 votes

What is your opinion on using the champion mastery level as a requirement for ranked?

For example, requiring mastery level 2 (roughly 2 wins) to play a champion in ranked. This means that players can't play a champion for the very first time in ranked and sends a message to new players that they need to have played different champions before trying out the serious business. I feel like Mastery has been around for long enough that most veteran players already meet these requirements and if they don't, they've been so inactive that they should get some warming up in normals first.

Second question; Is there a reason why we can't simply swap positions in draft pick rather than having to pick eachothers champs and then swap? I think we should keep the champ swap mechanic (it allows for flex picks like trundle), but it's really a hassle in SoloQ where you don't know eachothers' champion pool to start strategizing around pick order because you lose so much time discussing your champion pool and you're not 100% certain that your teammate will accept the trade (maybe he goes afk). I think pre-game strategy in soloQ will rise when it becomes easier to make these kind of teamplay decisions. The only downside I can imagine is that people will be less incentivized to buy every champion. Is this the reason?

MyGangPlankDaddy1 votes

Champion "Mastery" doesn't actually mean people are good with the champion/game. Just means they like to play that one a lot. Weather or not they're good or bad, really depends on too many other factors.

Dr Poro3 votes

Yes, but it shows that you have atleast played a number of games with that champion. I said nothing about having to be good with a champion, otherwise less than 10% would be able to play ranked.

MyGangPlankDaddy2 votes

See, the problem with not having enough time from 1-30 means people don't have the consistency to play much anyways, and more than likely belong in a low Elo anyways. The entire point of 1-30 taking some time means people should be learning game fundamentals (orb walking Kappa), however, this isn't the case. People stumble around in this stage and even in low Elo Ranked, now knowing what to expect or even real fundamentals.

boogers52 votes

I agree. In normal's I can go 30/7/8 but then I play ranked and barely make a 1/7/0. I am 0/5 ranked provisionals

Odinswrath23 votes

I feel like this should be leading into something. And my hope is Voice chat. It has to be done for the ranked experience to level up in this game and to be on par with it's competitors.summoner 12

RiotNew00128 votes

Voice chat is something we are exploring, agree it's an important aspect of competitive organized play.

Sup3rKamlGuru4 votes

just download curse its free and links to the game among others

Barrclaw4 votes

the problem is people have to go out of their way(not far, but still) to get curse voice, and barely any people use it. Furthermore people can be as toxic as they want and Riot has no way to moderate and you can't expect curse to want to moderate either.

DarkRitual5 votes

Discord solved that by having also allowing users to connect to servers via a normal web browser.

Barrclaw3 votes

That Still Leaves The Problem Of moderation

DarkRitual2 votes

If they allow for third party integration with their API, they don't need to. "Third party apps not moderated by Riot." Being a third-party app, they would be opt-in. If you don't want to join it, you aren't forced to. You can choose NOT to click that button on the overlay that joins your team's chat.

If they opened their API up to allow such things, it would help quite a bit as a starting point.

Barrclaw3 votes

If players are choosing not to use the API all together as opposed to muting people on a per game basis then we are back to the original problem of not as many players as possible using the voice chat. WE have gone through a circle of points but have come back around to the same outcome. Not to mention that the only way Riot could use these third party programs as a replacement for built in voice chat is for them to encourage players to use them. At that point Riot can't avoid at least looking like they are in the wrong when people are inevitably assholes through curse voice/or discord. All in all nothing comes close to a a proper built in voice chat. Any third party program simply can't compare.

redfeenix29 votes

As long as its not forced on us.

Just partner with discord or something, why invest in making a brand new solution from scratch?

VęX11 votes

YES, then people can opt into the voice chat.

Tormentula2 votes

Idk, it might be handy for 5s but personally I'd just mute everyone. League community in-game is, and you cannot deny this, the most comparably toxic community in a losing situation during games (or even winning sometimes) and I'd hate to hear people in voice yelling at each other. The only people I want to know well enough to voice chat with are the ones I invited, atleast we know we have a syngery and we understand mistakes happen but not often with each other.

If you're playing league on a computer I see no condition where that same computer can't run skype, discord, curse, or any other communication system as well, if the PC can't handle those how is league running. (admittingly my computer slows with curse but not skype)

Plus reportable situations and moderation would just be a pain on riot, how do you report voice coms when chat logs are recordable for both the player and the rioters for support evidence (the player messaging riot support for unbans or bans with chat logs) and easy filtering to find where the toxic behavior started.

chronicbomber4204 votes

honestly i dislike talking to people on league a lot while playing in the game, i have had a few fun games but majority of the time i play with voice chat we do worse and it ends up with people complaining. Another problem is if only certain people have the voice chat others get left out and tend to be ignored because you don't hear them and have to read what they say instead. My last point is that older people don't want to hear younger people and younger people shouldn't listen to adult conversations. This is just my opinion but the people that think they need the voice chat aren't good in general and think that if they get an extra advantage they can do better with voice chat or that's what i think when someone wants the team to get in their voice chat.

Nonachantv5 votes

can we just agree to disable this in plat.. i REALLY dont want screaming Draven "hehe xd run it down mid like tyler1" or some dumb stuff like that [slayer-jinx-unamused]

Washed Up Morde7 votes

Riot said they wanted to make this feature a completely option-able thing, so you can just turn it off

ValiantDogFood3 votes

Voice chat I feel would lower toxicity, people are less comfortable saying things than typing. I for one am much more savage on the keyboard than in speech.

DrCyanide17 votes

Over the last year, you might have caught wind of the direction we want to take League -- to make League a global sport that lasts for generations.

I keep seeing these statements, but I feel like you need to specify what you mean.

There are two types of "generational" games: Pokemon style and Sports style.

Pokemon style is what League looks like it's currently aiming towards. People are introduced to the game with X pokemon/champions, they get into it, they play, then Y new pokemon/champions later they leave for a while, never to come back. Any thoughts they have of coming back are mostly nostalgia, and counteracted by Z new champions that came out since they last left. It's too much to really get back into, so it's abandoned.

Sports style is what has been described by Rioters in some other articles, with fathers teaching their sons about the game. Real world sports are pretty resistant to change, staying constant enough that the father doesn't have to go and read a manual on what changed in the last 10 years. The positions aren't reworked, the balls don't change, the field/court doesn't change, these things are static. Could you imagine how confused someone would be if they went back to playing Baseball, they step up to bat, and the enemy team had 3 pitchers, first and third base were flipped, there were only two strikes allowed, and you were out if you didn't skip between bases? Yet similar changes happen in League every class update or preseason.

If League wants to take on the "sport" title for real, then there needs to be a way for someone to walk away from the game for years, come back, and between champion select, the loading screen, and "minions have spawned" get caught up on what their champion wants to do, what their allies champions want to do, and what their enemies champions want to do. Even if all those champions were released after they left the game, that should be the standard League holds itself to.

You can assume players will remember they need to last hit, take towers, kill inhibitors, kill the nexus. That's the core of the game. You can assume they'll remember that Summoner Spells, Items, Runes, and Masteries exist. You can't assume they'll know anything else about the game, because everything else about the game changes too frequently. You need good in game documentation that's very simple to digest.

Red Pheonix9 votes

While I don't see league not having patches that keep on changing it in the future I wish they really would have like a changelog accessible on every champion so you can see what they have changed about that ONE specific champion over the course of the game honestly most of the work has already been done it just needs to be put into the client itself already that way new players and even old players don't have to constantly search for this information its all right there for you to view and study. I'm sick and tired of not being able to see THE ACTUAL raw stats of a champion not some stupid bar that means literally nothing compared to an actual number. why do I have to go to a third party website just to see the raw stats of a champion cooldowns and stat growth. If you want this game to be taken more seriously provide this important information on your client itself honestly this is way overdue and should have already been in the game long ago. why can't I look at the previous patch notes without having to go online to look for them why can't you have all of this VITAL information for new and old players alike on your actual client...

ThiccNugg3 votes

I agree but if you go to the wikia page and look up a champ and [slayer-pantheon-thumbs] find the history tab they have this, just in case anyone's interest was piqued!

Jouralto5 votes

The Pokemon analogy here is perfect. I've been an avid player of Pokemon since the first games through Gen 6, and when someone who only played the first games talks to me about the new stuff, it's a completely different field, even if they were competitive.

The underlying base stats were changed. New Pokemon were released that do what some older Pokemon did, but better. New moves were released that made old moves insignificant, or old moves were changed to be far more useful than they were. Types were added AND the type chart changed (for those coming from Gen 2+). Double Battles becoming the main competitive battle type, complete with moves that affect more than one Pokemon. Add all that up and more, like Mega Evolution and breeding, and the guy from Gen 1 usually just looks at me and goes "see, this is why I stopped."

Even though the core gameplay is the same (send out a Pokemon, decide whether to attack or switch, watch turn play out, repeat 2+3 until battle ends), enough has changed -- and looks like it will continue to change -- that someone who is competitive now might have no idea how to even start forming a competitive team of Pokemon by Gen 8 without reading a dossier from third-party sites.

That said, League suffers from a similar situation. Someone who played even as little as a year ago would have to learn everything the new champions can do, read over champion updates, and look over patch notes, most likely on the wiki.

And to everyone relegating champions or patches as a comparison to new players in socially accepted sports, I'd like to remind you that every champion has a player behind it. The champion in League of Legends is the right outfielder's mitt, the basketball, the cleats. They are tools for players to use to demonstrate their skills.

Likewise, patches to objectives are like rule changes. In 2016, football moved the line of scrimmage for extra point kick attempts after touchdowns from the defensive team’s 2-yard line to the 15-yard line, to reintroduce excitement and drama to the "free points" of post-touchdown kicks. Players missed 8 more kicks than they had the previous football season, and this was seen as a positive change.

However, then you have all the champion changes. Someone who regularly played Yorick comes back from a hiatus of even a few months, and his baseball bat is bent at the tip. Then you find out the pitcher throws soup cans now. The shortstop can now also throw a soup can immediately after the pitcher does, and you have to hit both to run the bases. The sprinklers can come on during the game, and if they do, you have to crab-walk on the field.

And none of this is listed anywhere in the client. You can look at the patch notes, but that could result in several days worth of reading if you were out for a couple of months. Champions page's in the client are a joke: vague stat information, extremely bare-bones skill descriptions (which don't even include COOLDOWNS), lore (I'm cool with lore, keep it, but it's not helpful for gameplay), and tips. The tips can be useful, but generally, they're just figured out from playing as/against the champion in the first place. If nothing else, I would add the stats you can already see for abilities on the Abilities tab (such as base damage, cooldown, duration, and scalings if they want to be nice), champion base stats to the Overview, and a Patch History tab so players can easily see the changes to a champion from prior editions.

TL;DR: I agree with DrCyanide. Everything would be acceptable if the changes were listed in a simple format in the client. As it stands, there is no reason for a player to EVER open a champion's information in the client, because it provides nothing useful to improve a player's performance.

EDIT: wth when did I write a novel

Covert Ops Gnar13 votes

Riot, I really HATE how you stopped sponsoring community-hosted tournaments. I used to play in tournaments all the time, I have Triumphant Ryze, it was lots of fun meeting new people, and I won tons of RP.

I wish there was something along those lines. Solo queue ladder is for try-harding, normals is for messing around and trying new things, and then there was tournaments, where I could focus on my team-oriented competitiveness and making acquaintances through the community.

I feel that a huge part in teamplay was taken out when those were stopped. I wish something like it would return.

xSilentNightx12 votes

"Then there’s ranked: shit gets real, you have to focus on improving, pay attention to the current meta, and widen your champ pool." - Riot Games

"Shit gets real" True Until someone pulls a teemo support.

MaddogMedinaJoe11 votes

do you think there could be a system where you can keep leveling up like to level 100 or higher, and just have it so ranked is unlocked at level 30?, I've been playing for almost 4 years and have over 3000 (just normal not including any other game mode, or ranked) games played and I'm still just level 30 feels kinda bad.

Cuchulainn0110 votes

You're not level 30, you're max level.

MaddogMedinaJoe3 votes

what if there was no max level........

YungHoss5 votes

Why does it matter if you are lvl 30 or 3000. It doesn't really determine anything about you except the fact you put more hours into the game. Which that in itself still doesn't really matter so there is no point in going beyond 30.

MaddogMedinaJoe10 votes

why does it mater that I've spent weeks of my life playing the game, i think the people that make the game and work hard to keep this game fun, and enjoyable, after years of play, care about rewarding the people that have been playing the game the longest. i'm just asking for a way to show that I've been here awhile, i'm not asking for something dramatic like a free skin or some advantage, i just would like the satisfaction of always being able to have a goal.(like the next level, being i don't play ranked) and when people see my level they would know I've been here for a wile.

Dani W6 votes

Ok i would feel you if... ...Champion Mastery wasn't a thing. I like the idea of unlimited XP gain and Riot did that adding that feature, but i don't think that is why you are getting down-voted which is dumb.Alistar

MaddogMedinaJoe5 votes

Mastery level shows your skill with just one champ, i know people who have level 6 and 7 mastery on champs, and they arn't even level 25. and yeah have no ideas where the dislikes are coming from, just expressing my feelingsAmumu

Vanescere 10 votes

I fell in love with this game a long time ago. The first name I made was a joke and I didn't think much of it at the time. Then I got out of Bronze and into Silver. Soon after that I reached into Gold and thought I was hot shit. Then, all the way to Platinum Division I. It was an awesome feeling to have come so far. My point, is I've spent quite a bit of time climbing the ladder, and I don't believe you need to be Challenger for someone to care about what you have to say.

I had an idea, and I hope Riot would consider something like it. The Ranked system we have right now, I feel, is at its most unfair. Often times some party of however many is making or breaking your day, and you're just kind of caught in the middle. Before, there could, at worst, only be a duo. Yet, now that number is unlimited, all the way to Five. But you're in... solo...queue. My point is I often feel like I'm the only one "solo," and it makes the climb even harder when your own performance matters less and less. I play out of my mind a lot. I can carry really hard and do a lot of great things, but if you don't win it's all for nothing.

But I can lose a game and still get an S rating on how I did. So, why not have a system where you accumulate points based on how well you play. I know it'd probably be difficult as the system has already gone through so much change. My idea is the number of LP you would get could be determined by what you contributed to your teams win/loss. So, if you have a situation when you play out of your mind great, you should be rewarded for your advanced play. Say that person gets 18 LP. On that same team, a trundle top lost his shit and fed 22 kills. So even though that adc played out of his mind they still lost. That trundle should lose...35LP. My point, is that it's about how you're playing the game and what you're contributing to your team. When you operate under the black and white of just winning and losing in a queue which is supposed to recognize individual performance, shouldn't your performance matter? We conflate this with saying "get good, and if you're good you'll win" and yes, most often times that is true. You will win. But how many games can you think where it only took one person's shitty performance to cost you the game. YOU didn't do anything. You grouped with the rest of the team waiting; and that one moron cost all of you a win. I think I'm rambling but the point remains the same.

In a five premade--ahem, Ranked 5's, winning should matter, that's what it's all about; it's league at its most insane. But in Solo Q, you shouldn't be judged by the people around you, and in this season I feel the least impactful. I feel the game is pre decided and I just have to go with it. We developed a way for someone who doesn't know you to gauge how good you are with given champions, so why not extend it a little further to have that be reflected in ranked; by your performance. This will even go as far to combat a lot of behavior problems with the game. People want to play great to get their S Ratings and tokens... Imagine if you could instill that same drive into everyone in the Ranked queue. You can, and I think you should. Riot was definitely onto something with that and I think it could really make the game better if they kept with it.

Thanks... sorry this was long.

Firefishy21 votes

The issue with a system which links your own performance with how many points you gain or lose is that it will artificially favour certain playstyles and punish others. For example, I have a friend who is a mechanical god, but he always plays entirely for his own score and never in the best interest of the team. He has often cost us games with stupid decision making and selfishness, but a system which accounts for score would punish his teammates and reward him for his bad play.

Alternatively, if someone were to play a more supportive style, they may have a major positive effect on the game, but would not be rewarded as much.

ocampony9 votes

So, from a strictly competitive view, is Graves now a stronger champion than Gragas because Graves stopped smoking and Gragas hasn't?

Tormentula4 votes

Graves vapes

Gragas Drinks

Actually lore wise a lot of champions are alcoholics or atleast had a beer, wine, or two mentioned: Yasuo AsheElise Chogath (gent) Tryndamere Vladimir (blood alcohol, yes, no?)

Thats all I can think of.

Øwl8 votes

This might not be a bad place to bring back up sandbox as a potential option. features that are designed with teams in mind will certainly encourage more teams to form. That being said, of course sandbox has a lot more potential than that, and I understand there have been reasons in the past for leaving this kind of thing out. But, going into a game and being able to specifically practice midgame, late game, csing without waiting the first minute or even without actually "waves," things like this open up the chance for learning and developing macro game that currently is incredibly inefficient to practice. half an hour of scrimmages to recreate the mid game or late game situation your team struggles with, when these are players putting in insane amounts of time. I just think this has the potential to do two major things. one, encourage learning macro play, which in lower levels you kind of imagine as occurring mid and late, when team fights occur, you know, after laying phase, and so on. the second, is it creates a way of effectively practicing solo skills, whether with mechanics, finding more effective ways of putting vision control to use, etc. I'm sure I'm beating the dead horse here, but a sandbox mode with options to start with X amount of gold, and x amount of cdr, x level, etc, opens up so many opportunities for both solo players and team players. Features like this would help drive and encourage team play more, and this conversation is a good time to revisit this, knowing teams often complained in the past about not having access to something easy to use to do this stuff. thoughts?

Bravera8 votes

Your mentioning tournament play actually gave me a great idea... tournament draft!!!

So you go into tournament draft, you can pick up some friends or go at it solo... You start at the first bracket, and if you win you move onto the next bracket, where you will face a team of players who also defeated their first bracket...

You can either pick up new team members or continue with the team members you already have(and earn a teamwork bonus for playing multiple games with them)!

Working your way to the top bracket, lets say 6 or 8 wins in a row?

If you just so happen to beat the tournament draft! Well great rewards would await your pallete.

I believe this would accomplish multiple things, briding that gap between ranked and competitive gameplay, creating a stronger community, keeping players interest, and rewarding players for teamwork...

Just think about how amazing it would feel to win a tournament draft!

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