I love this fictional world Riot, I love the characters, the controls, the lore.. Please save me!

WiegrafOfValor·3/28/2018, 9:12:00 PM·4 votes·448 views

#I DON'T WANT TO STOP PLAYING THIS GAME THAT I LOVE SO MUCH BECAUSE OF YOUR PRIORITIES AND ADC BIAS, I OFFER YOU A COMPROMISE. PLEASE CONSIDER, IT'S ALL I'M ASKING. (TL:DR AT THE BOTTOM)



I'm here to offer you a concept of a permanent game-mode like ARAM and TT is, that would appeal to the old fans and could even have it's separated pro scene, all this without you having to create a second server or a different balance team/items/stats.

In this presentation I'll try to show you some concepts, starting by the core Idea of the game-mode, followed by the technical part to make it, and then I'll talk about the specific rules and by the end some optional content that you can chose to ignore.



#CORE IDEA OF THE GAME-MODE: MELEE ONLY ARENA, NO RANGED CHAMPIONS ALLOWED*

In short all I want is a game-mode using only melee champions, but I'm not asking for a silly rotation mode, I want to have the option to always play this mode and have players seriously trying to win the game.

I'll list some basic concepts to try to better convey what I have in mind;




#1. MAP: SUMMONER'S RIFT OR A RE-SKIN OF IT. It's no secret that SR is a master-piece tailored along the years to be the best version of the map modders made in Defense Of The Ancients mod. It promotes competitiveness while offering the best of perfect imbalance.

If I were to ask for a change, I would only ask for a RE-SKIN of it, to become a NOXIAN GLADIATORS ARENA, with a crowd, chains, weapons and a lot of blood. But gameplay-wise, size, layout I want it to be the same.



#2. CHAMPIONS ALLOWED: 73/140 Aatrox Akali Alistar Amumu Blitzcrank Braum Camille Chogath Darius Diana DrMundo Ekko Elise Evelynn Fiora Fizz Galio Gangplank Garen Gragas Hecarim Illaoi Irelia JarvanIV Jax Kassadin Katarina Kayn Khazix Kled LeeSin Leona Malphite Maokai MasterYi Mordekaiser Nasus Nautilus Nocturne Nunu Olaf Ornn Pantheon Poppy Rammus RekSai Renekton Rengar Riven Rumble Sejuani Shaco Shen Shyvana Sion Skarner TahmKench Talon Taric Thresh Trundle Tryndamere Udyr Urgot Vi Volibear Warwick MonkeyKing XinZhao Yasuo Yorick Zac Zed



#3. CHAMPIONS NOT ALLOWED: 67/140 Ahri Anivia Annie Ashe AurelionSol Azir Bard Brand Caitlyn Cassiopeia Corki Draven Ezreal Fiddlesticks Gnar Graves Heimerdinger Ivern Janna Jayce Jhin Jinx Kaisa Kalista Karma Karthus Kayle Kennen Kindred KogMaw Leblanc Lissandra Lucian Lulu Lux Malzahar MissFortune Morgana Nami Nidalee Orianna Quinn Rakan Ryze Singed Sivir Sona Soraka Swain Syndra Taliyah Teemo Tristana TwistedFate Twitch Varus Vayne Veigar Velkoz Viktor Vladimir Xayah Xerath Ziggs Zilean Zoe Zyra

#EXCEPTIONS & CONSIDERATIONS: Elise : Although it's a ranged champion, her play-style and overall thematic makes her a fun champion,and also not overbearing to lane against. Kayle : She's technically a melee champion, but her play-style is from a ranged champion, she'll just stack AS and on-hit damage items, and AA you from 500 units away while slowing you for a quick and awful ride back to not-fun-to-play-against-this-sht city. Singed : He's a melee champion with short ranged skills, and there's nothing specific that makes him ban worthy. I think he would just promote a boring non interactive gameplay, specially because he's too obnoxious to deal with using a team full of melee champions. Thresh : Ranged/Melee champion, capable of proc Targon, it's hands down one of the best and fun supports in the game, his ranged capabilities are very limited and would be a shame to take him out of this mode. Urgot : Urgot is a ranged Juggernaut with a unique play-style, I think he can offer a lot in this game mode, making him the only ranged champion you'll have to face in lane often a good and fun experience, specially with low mobility, no self peel and way less damage than a normal AD carry. Can you imagine bot lane (Urgot + Thresh VS Mordekaiser + Blitzcrank) I think it would be interesting, but maybe that's just me.

OTHER CHAMPIONS I CONSIDERED HAVING IN THE GAME-MODE: Bard Fiddlesticks Ivern Kalista Lissandra Orianna Rakan Sona Soraka IN THE END I THINK THEY WOULD ONLY BE USED TO BE A SUB-PAR RANGED CARRY SURPLUS, SO IT'S A SHAME BECAUSE SOME OF THEM COULD REALLY BRING SOME NICE AND FUN INTERACTIONS TO THE TABLE, BUT I THINK IT'S BETTER FOR EVERYONE TO LET THEM BANNED AT LEAST FOR NOW.



#4. THEMATIC: NOXIAN GLADIATOR ARENA, CHOOSE YOUR WEAPON! [BETTER EARLY GAME]

Every game-mode has to be some flavor that makes it different enough from vanilla SR to stand out on it's own. Therefore I think a Noxian Gladiator-like Arena would fit better with a all-out brawl with our favorite bruisers. Draven's voice actor could be the announcer, and the whole thing could be some kind of flamboyance execution.

The mode would not only have the map tailored to convey the brutality of the arena, it would also include on of the classic themes associated with gladiators in books, movies and series. The act of choosing your weapon to fight. Of course I'm not asking Riot to program animations and skills for several weapons for all champions, what I mean by that is a better and more interactive early game. By simply changing the starting gold and adding a few game-mode specific items to the game (easy peasy lemon squeezy!)


#PROPOSAL: CHOOSE YOUR FATE!


Early game is one of the most decisive parts of the game, falling behind or giving an early kill could ruin your whole experience for the next 20-40 minutes, and weird enough it's when you have the least control compare to the rest of the game. I aim to change that.

Currently you start with 500g, which often leave you with one of the following options:

item 1055 item 2003 item 1054 item 2003 item 1056 item 2003 item 2003 item 2031 item 1041 item 2031 item 1039 item 1036 item 2003 item 2003 item 2003 item 1029 item 2003 item 2003 item 2003 item 2003 item 3302 item 2003 item 2003 item 2003 item 3303 item 2003 item 2003 item 2003 item 3301 item 2003 item 2003 item 2003

AND THAT'S PRETTY LAME, SPECIALLY BECAUSE DEPENDING ON YOUR CHAMPION OR MATCH-UP YOU REALISTIC HAVE JUST ONE SINGLE OPTION.

#I PROPOSE TO RAISE THE INITIAL GOLD TO 800G, MAKING IT POSSIBLE TO START WITH THINGS LIKE:

item 1029 item 1028 item 2003 item 2003 item 2003 item 1001 item 1029 item 2003 item 2003 item 2003 item 2003 item 1036 item 1028 item 2003 (PHAGE RUSH) item 1036 item 1036 item 2003 item 2003 item 2033 item 1029 item 1056 item 1056 item 1033 item 1036 (HEX RUSH) item 3801 item 2003 item 2003 item 2003

#BUT WAIT THERE'S MORE!!!! WITH 800G YOU CAN HAVE ONE OF THE UNIQUE ITEMS EXCLUSIVE TO THIS MODE:


https://d30y9cdsu7xlg0.cloudfront.net/png/7005-200.png CHAMPION'S SHIELD: COST: 800G

**STATS: ** 150 HP 10 FLAT HEALTH REGENERATION PER 5 SECONDS.

PASSIVE: GENERATES A PERMANENT SHIELD FOR 100 HEATH. THE SHIELD REGENERATES FOR 20 HP PER SECOND WHEN OUT OF COMBAT FOR MORE THAN 10 SECONDS.

PASSIVE - FAREWELL: AFTER REACHING LEVEL 10, NEXT TIME THE PLAYER ACCESS THE SHOP, THE ITEM WILL BE REMOVED FROM THE PLAYER'S INVENTORY AND 800G WILL BE ADDED.

ACTIVE: CREATE A BARRIER THAT INTERCEPT AND BLOCKS INCOMING NON-TURRET PROJECTILES AND BASIC ATTACKS REDUCING THE DAMAGE TAKEN BY 50% FOR 1.5 SECONDS. USER IS SLOWED BY 50% MOVEMENT SPEED AND 25% ATTACK SPEED WHILE THE EFFECT IS ACTIVE. (COOLDOWN: 15 SECONDS)

LIMITATIONS: LIMITED TO 1 CHAMPION'S ITEM. CANNOT BE PURCHASED AFTER REACHING LVL 10.


https://cdn4.iconfinder.com/data/icons/video-game-items-concepts-line-art/128/weapon-longsword-512.png CHAMPION'S BLADE: COST: 800G

**STATS: ** 15 AD 10 FLAT HEALTH REGENERATION PER 5 SECONDS.

PASSIVE: WHILE BELOW 25% MAX HEALTH, BASIC ATTACK DEAL 15 BONUS TRUE DAMAGE TO CHAMPIONS.

PASSIVE - FAREWELL: AFTER REACHING LEVEL 10, NEXT TIME THE PLAYER ACCESS THE SHOP, THE ITEM WILL BE REMOVED FROM THE PLAYER'S INVENTORY AND 800G WILL BE ADDED.

ACTIVE: YOUR NEXT BASIC ATTACK, IN WITHIN 2 SECONDS, IGNORES 50% OF THE TARGET'S ARMOR. (COOLDOWN: 40 SECONDS)

LIMITATIONS: LIMITED TO 1 CHAMPION'S ITEM. CANNOT BE PURCHASED AFTER REACHING LVL 10.


https://cdn3.iconfinder.com/data/icons/glypho-miscellaneous/64/bow-and-arrow-512.png CHAMPION'S BOW: COST: 800G

**STATS: ** 15 % CRITICAL RATE 10 FLAT HEALTH REGENERATION PER 5 SECONDS.

PASSIVE: BASIC ATTACKS AGAINST MINIONS BELOW 50% MAX HEALTH CRITICAL STRIKES FOR 50 + (150% AD) PHYSICAL DAMAGE.

PASSIVE - FAREWELL: AFTER REACHING LEVEL 10, NEXT TIME THE PLAYER ACCESS THE SHOP, THE ITEM WILL BE REMOVED FROM THE PLAYER'S INVENTORY AND 800G WILL BE ADDED.

ACTIVE: CHANNELS FOR UP TO 5 SECONDS, INCREASING IN RANGE OVER THE NEXT 4 SECONDS (RANGE 600-1600 UNITS), USER CANNOT MOVE DURING THE CAST. UPON RELEASE, SHOTS A PROJECTILE THAT DEALS 15% MISSING HEALTH AS TRUE DAMAGE ON THE FIRST CHAMPION IT HITS. (COOLDOWN: 90 SECONDS)

LIMITATIONS: LIMITED TO 1 CHAMPION'S ITEM. CANNOT BE PURCHASED AFTER REACHING LVL 10.


https://cdn3.iconfinder.com/data/icons/medieval-weapon/64/Medieval_Weapon_Icon-06-512.png CHAMPION'S SPEAR: COST: 800G

**STATS: ** 25 MOVEMENT SPEED 10 FLAT HEALTH REGENERATION PER 5 SECONDS.

PASSIVE: BASIC ATTACKS GAIN 25 BONUS RANGE AND DEALS 10 BONUS MAGIC DAMAGE.

PASSIVE - FAREWELL: AFTER REACHING LEVEL 10, NEXT TIME THE PLAYER ACCESS THE SHOP, THE ITEM WILL BE REMOVED FROM THE PLAYER'S INVENTORY AND 800G WILL BE ADDED.

ACTIVE: DEALS 15 + (25% AD) AS PHYSICAL DAMAGE IN A LINE (450 RANGE), RESETS AUTO-ATTACK TIMER. (COOLDOWN: 40 SECONDS)

LIMITATIONS: LIMITED TO 1 CHAMPION'S ITEM. CANNOT BE PURCHASED AFTER REACHING LVL 10.


https://png.icons8.com/metro/1600/winter-boots.png CHAMPION'S GREAVES: COST: 800G

**STATS: ** 10 ARMOR 10 MAGIC RESIST 25 MOVEMENT SPEED 10 FLAT HEALTH REGENERATION PER 5 SECONDS.

PASSIVE: AFTER BEING DISPLACED OR STRUCK BY A CROWD CONTROL EFFECT, GAINS IMMUNITY TO DISPLACEMENT AND CROWD CONTROL EFFECTS FOR 5 SECONDS.

PASSIVE - FAREWELL: AFTER REACHING LEVEL 10, NEXT TIME THE PLAYER ACCESS THE SHOP, THE ITEM WILL BE REMOVED FROM THE PLAYER'S INVENTORY AND 800G WILL BE ADDED.

ACTIVE: REMOVES ALL CROWD CONTROL EFFECTS AND GAINS 15 MOVEMENT SPEED EACH 0.5 SECONDS FOR THE FIRST 2 SECONDS, THEN LOSES 15 MOVEMENT SPEED EACH 0.5 SECOND FOR THE NEXT 2 SECONDS (0 - 15 - 30 - 45 - 60 - 45 - 30 - 15 - 0). (COOLDOWN: 90 SECONDS)

LIMITATIONS: LIMITED TO 1 CHAMPION'S ITEM. CANNOT BE PURCHASED AFTER REACHING LVL 10.


https://d30y9cdsu7xlg0.cloudfront.net/png/937041-200.png CHAMPION'S PLATE: COST: 800G

**STATS: ** 20 ARMOR 10 FLAT HEALTH REGENERATION PER 5 SECONDS. 100% BASE HEALTH REGENERATION

PASSIVE: WHEN OUT OF COMBAT FOR MORE THAN 20 SECONDS, REGENERATES 4 HEALTH POINTS PER SECOND.

PASSIVE - FAREWELL: AFTER REACHING LEVEL 10, NEXT TIME THE PLAYER ACCESS THE SHOP, THE ITEM WILL BE REMOVED FROM THE PLAYER'S INVENTORY AND 800G WILL BE ADDED.

ACTIVE: RECEIVE 50 HEALTH AS A TEMPORARY SHIELD FOR 1 SECOND, IF THE SHIELD IS BROKEN REGENERATES 50 HEALTH OVER THE NEXT 5 SECONDS. (COOLDOWN: 15 SECONDS)

LIMITATIONS: LIMITED TO 1 CHAMPION'S ITEM. CANNOT BE PURCHASED AFTER REACHING LVL 10.


https://d30y9cdsu7xlg0.cloudfront.net/png/440119-200.png CHAMPION'S AXE: COST: 800G

**STATS: ** 15% LIFESTEAL 10 FLAT HEALTH REGENERATION PER 5 SECONDS.

PASSIVE: DURING THE NEXT 2 SECONDS AFTER RECEIVING DAMAGE FROM A ENEMY CHAMPION, YOUR NEXT BASIC ATTACK WILL HEAL YOU FOR 5 + (5% MISSING HEALTH). (10 SECONDS INTERNAL COOLDOWN)

PASSIVE - FAREWELL: AFTER REACHING LEVEL 10, NEXT TIME THE PLAYER ACCESS THE SHOP, THE ITEM WILL BE REMOVED FROM THE PLAYER'S INVENTORY AND 800G WILL BE ADDED.

ACTIVE: CONSUME 10% MAX HEALTH TO INCREASE BASE AD BY 25 FOR THE NEXT 4 SECONDS. (COOLDOWN: 60 SECONDS)

LIMITATIONS: LIMITED TO 1 CHAMPION'S ITEM. CANNOT BE PURCHASED AFTER REACHING LVL 10.


https://d30y9cdsu7xlg0.cloudfront.net/png/57483-200.png CHAMPION'S BELT: COST: 800G

**STATS: ** 400 MANA 10 FLAT HEALTH REGENERATION PER 5 SECONDS.

PASSIVE: BASIC ATTACKS CONSUME 15 MANA TO DEAL 15 BONUS MAGIC DAMAGE, DAMAGE IS DOUBLE AGAINST MINIONS. EVERY TIME THE USER SPEND MANA IT GENERATES 1 CHARGE OF MANA DUST, WHICH IS STORED ON THE FLASK ON THE CHAMPION'S BELT, UP TO A MAXIMUM OF 100 MANA DUST.

PASSIVE - FAREWELL: AFTER REACHING LEVEL 10, NEXT TIME THE PLAYER ACCESS THE SHOP, THE ITEM WILL BE REMOVED FROM THE PLAYER'S INVENTORY AND 800G WILL BE ADDED.

ACTIVE: CONSUME ALL CHARGES OF MANA DUST STORED IN THE FLASK, RESTORING MANA EQUAL TO THE CHARGES, IF AT FULL (100 CHARGES) RESTORE 10% MISSING MANA AS WELL. (COOLDOWN: 60 SECONDS)

LIMITATIONS: LIMITED TO 1 CHAMPION'S ITEM. CANNOT BE PURCHASED AFTER REACHING LVL 10.


https://png.icons8.com/metro/1600/doctor-fate-helmet.png CHAMPION'S HELMET: COST: 800G

**STATS: ** 20 AP 100 HP 10 FLAT HEALTH REGENERATION PER 5 SECONDS.

PASSIVE: WHEN BELOW 50% MAX HEALTH, GAINS BONUS ARMOR AND MAGIC RESIST EQUAL TO 25% OF THE USER ABILITY POWER, UP TO A MAXIMUM OF 50 ARMOR AND MAGIC RESIST.

PASSIVE - FAREWELL: AFTER REACHING LEVEL 10, NEXT TIME THE PLAYER ACCESS THE SHOP, THE ITEM WILL BE REMOVED FROM THE PLAYER'S INVENTORY AND 800G WILL BE ADDED.

ACTIVE: LAUNCHES A COLD GAZE UPON THE ENEMY, SLOWING THEIR MOVEMENT SPEED BY 30% AND SILENCING IT FOR 1.5 SECONDS. (COOLDOWN: 45 SECONDS)

LIMITATIONS: LIMITED TO 1 CHAMPION'S ITEM. CANNOT BE PURCHASED AFTER REACHING LVL 10.


#THE POINT OF THOSE ITEMS IS TO GIVE LOW BASE STATS WITH IMPACTFUL PASSIVES AND ACTIVES, SO PLAYERS HAVE MORE AGENCY OVER HOW THEY WANT TO PLAY THEIR EARLY GAME. ALSO SINCE THEY WILL GET REFUNDED THEIR 800G AT LEVEL 10, BY BUYING THOSE ITEMS THEY ARE DELAYING THEIR CORE ITEM BY QUITE A LOT IN EXCHANGE FOR A BETTER EARLY GAME, BUT ALSO THEY COULD NOT GO FOR THOSE ITEMS AND CHOOSE TO HIT THEIR POWER SPIKE EARLIER, IF THEY MANAGE TO WIN LANE AGAINST ANYONE USING A CHAMPION'S ITEM.



#5. TECHNICAL DIFFICULTY: LOW

Everything proposed is already on the game:

OTHER GAME-MODES HAVE DIFFERENT STARTING GOLD COMPARE TO SR.

BLOOD MOON SHOW US THAT IT'S NOT ABSURD TO ASK FOR A RE-SKIN OF SR FOR A NEW GAME-MODE.

WE HAVE EXCLUSIVE ITEMS TIED TO GAME-MODES, AS WE CAN SEE IN ARAM FOR EXAMPLE.

BLOOD MOON ONCE AGAIN SHOWED US THAT IT'S POSSIBLE TO LIMIT THE ROSTER OF CHAMPIONS FOR NEW GAME-MODES.

NO CHAMPION WOULD REQUIRE BALANCING CHANGES AT ALL.

MOST OF THE PASSIVES AND ACTIVES FOR THE NEW ITEMS ARE BASED ON MECHANICS ALREADY IN THE GAME, AND WOULDN'T REQUIRE A ABSURD AMOUNT OF CODING (I THINK).



#6. NEW RULES!

To increase the fun aspect, and add to the gladiator fantasy, I would change how gold are split between the killer and everyone else that participated on the kill.

#KILLING A CHAMPION WOULD ALWAYS GENERATE THE SAME AMOUNT OF GOLD REGARDLESS OF HOW MANY CHAMPIONS WOULD BE INVOLVED (300G BEFORE THE 15 MINUTE MARK, 600G AFTER THE 15 MINUTE MARK) THAT WOULD BE SPLIT EQUALLY WITH EVERY CHAMPION THAT ASSISTED THE KILL. BUT THE BOUNTY WOULD BE COLLECTED ONLY BY THE KILLER.

1 CHAMPION = 600G 2 CHAMPIONS = 300G EACH (600G TOTAL) 3 CHAMPIONS = 200G EACH (600G TOTAL) 4 CHAMPIONS = 150G EACH (600G TOTAL) 5 CHAMPIONS = 120G EACH (600G TOTAL)

#THE GOAL WITH THIS IS, FIRST TO REDUCE TOXICITY MAKING IMPOSSIBLE TO FLAME SOMEONE FOR KSING YOU BECAUSE YOU WOULD HAVE RECEIVED THE SAME AMOUNT OF GOLD REGARDLESS, SECOND IS TO REDUCE THE AMOUNT OF GOLD GENERATING THROUGHOUT THE GAME, AND LASTLY PUNISHING 3~4 MAN GANKS AND ADDING VALUE TO SOLO KILLS.

#LET'S SAY YOUR MID LANER GOT KILLED BY THE ROAMING SUPPORT AND JUNGLER, THAT MEANS THE ENEMY TEAM WILL ONLY GET 600G OF THAT, AND EACH ENEMY PLAYER WILL HAVE 200G FROM THAT KILL, MEANWHILE YOUR TOP LANER MANAGE TO KILL THE ENEMY TOP LANER, THAT MEANS HE NOW SITS ON 600G, IN THE END BOTH TEAMS WILL HAVE THE SAME AMOUNT OF GOLD LEAD, BUT THE DIFFERENCE IS THAT YOUR TEAM GOLD THIS GOLD IN JUST ONE PLACE, WHILE THE ENEMY HAVE THEIRS MORE EVENLY SPREAD OUT, BOTH OF THOSE HAVE THEIR OWN ADVANTAGES AND WEAKNESSES.




Thank you for reading everything, all I want is to keep playing this game and having fun with it. Even if the ranked isn't made for me anymore, and even if the PC bangs and Chinese corporations decided that their vision of LOL is in a total opposite direction of what I enjoyed for so many years.

I don't want to quit this game, I like everything but the balance state of it. I really wish we have a third option, and I'm hoping this could be it. A separated gamemode, that doesn't interfere with your vision for LCS or Tencent directions, a side note for us, your oldest and dearest players.

I know we can't compete with ADCs nerf-shield, and at this point I think the balance team isn't going to change how oppressive they are because someone high up the ladder must have said they can't touch them.

I really hope someone will read this, this is my last breath. I really don't want to quit this game.




TL;DR: I'M PROPOSING A MELEE ONLY PERMANENT GAMEMODE LIKE ARAM IS, I BELIEVE THERE'S A LOT OF FUN TO HAVE WITH MELEE VS MELEE FIGHTS AND MIXING A RANGED CHAMPION JUST MAKES A LOT OF THEM UNPLAYABLE OR HAVING TO RELY ON SPECIFIC STRATEGIES THAT TAKE AWAY SOME OF THE FUN THEY HAVE.

MY CONCEPT IS OF USING THE SR MAP, BUT RE-SKIN TO BE A NOXIAN GLADIATOR ARENA, RUN BY DRAVEN AS A PART OF A SPECIAL TYPE OF EXECUTION, LIKE 2 TEAMS OF 5 PRISONERS FIGHT TO THE DEATH, EXACTLY LIKE A GLADIATOR'S ARENA. ALSO PINCHED SOME STARTING ITEMS CONCEPTS AND OTHER MECHANICS TO STOP SNOWBALLING WHILE MAINTAINING THE COMPETITIVE ASPECT OF THE GAME.




PLEASE DON'T FORGET TO VOTE ON MY POLL AT THE END OF THE POST, EVEN IN YOU DON'T AGREED 100% WITH MY CONCEPT, YOUR OPINION MATTER TO ME. THANK YOU!

6 Comments

TheZacStreetBoys3/28/2018, 11:26:26 PM1 votes

I haven't even read a quarter of it but I'm already upvoting just because you put Urgot in and not Kayle. Urgot isn't a ranged champ, folks, and Kayle isn't melee.

M00ndanc33/28/2018, 11:39:57 PM1 votes

The only problem I see is that those special starting items you proposed all cater towards bruisers and tanks and only provide scaling benifits for AD. I think if you want this idea to work you would need a special item for ap and you would need to find some way that would prevent bruisers (who dominate any melee match up do to def/att hybrid and sustain- able to fight assassins because of def scaling and able to fight tanks do to most having a "tank killer ability" and sustain. but all in all I like the concept I just think that even though its melee only theres no real incentive to play anything that isn't a bruiser since at no point can a tank or an assassin fight a bruiser successfully and you removed most of what shut down bruisers (mages that are good at cc and kiting).

Total Eclipse3/29/2018, 3:41:15 AM1 votes

I didnt read your special items yet, but I do truly love the idea. Im just saying tho, theyre not gonna do it. Riot has never honored a good idea like this. I like it tho, good shit. Imma check out your items later.