Macro-Management Game Mode

Shadowphoenix·12/10/2017, 8:25:36 PM·2 votes·292 views

I've been trying to think of a game mode that focuses on helping players learn and practice important strategies and techniques for a while now, and I think I've got a good idea for how to do it now. Whether this would become a rotating game mode or a core game mode (like aram) would be up to the developers and the community (that is if they even make it).

GAME MODE: WINIONS

This game mode takes place on Summoners Rift, and works the same way as the Normal Game Mode except for the following changes.

New Objective mechanics:

Tower Invulnerability:

All towers in the game will now be invulnerable to any damage dealt to them by all champions (except for the Demolish rune, which will just have a large reduction in damage).

This is the core of the game mode as it makes the focus of winning placed on having minions and other non-player entities do all of the damage on the towers (hence the game mode name), and puts more focus on macro-management.

Tower Shield Generator:

All towers grant allied champions within their sight range a shield that slightly reduces the damage they take from enemy minions.

Minion Might:

All minions deal slight bonus damage to enemy champions (the bonus will either be the same or slightly less than what the towers shield the champions for).

New Items:

_Alliance Sigil: _

This is a consumable item that is used on a tower. Once consumed it places two effects on all towers in that lane for several minutes. Effect #1: When an allied champion is within 1300 units of the tower, all minions within a 1300 unit radius of that tower deal slight bonus damage to it. Effect #2: When the champion that used the item is within 3200 units of the tower, all minions within a 1300 unit radius of that tower deal slight reduced damage to it. Note: Only one effect can be active at a time, and the second effect will activate and turn off the first effect if the conditions for the second effect are met.

The focus of this item is to reward people for rotating lanes.

Shepherd's Staff:

This item gives a small amount of bonus gold for last hitting enemy minions when there is no other champion (enemy or ally) within 3000 units of your champion. The bonus gold given is increased slightly when your creep score is 30 points or more below the highest creep score in the game.

The focus of this item is to reward people for farming side lanes (especially when they are behind on farm). There would also need to be some way to balance it so that people can't abuse it by taking kleptomancy with it.

Item Add-Ons:

Vision Confidence:

All allied minions deal a small bonus amount of damage to towers for every ward on the map that is your team's. This does not apply to zombie wards or ghost poros.

This added effect is focused on rewarding players for placing wards consistently through-out the game.

Power to Control:

When you destroy an enemy ward that was disabled by a Control Ward you gain a stack. All allied minions within a 1000 unit radius of you deal a small bonus amount of damage to towers per stack.

This added effect is focused on rewarding players for removing enemy wards.

Minion Supporter:

All support items create an 800 unit radius around your champion. All allied minions within this radius deal slight bonus damage to towers.

This added effect is focused on rewarding support champions for having support items and focusing objectives (because some of them don't do this, at least not focusing objectives, and instead focus on playing damage champions that roam rather than actually supporting their partner).

Tell me what you think of this game mode, and constructive criticism is always welcome. If you would like to see Riot make this then please spread the word about it.

2 Comments

420 grams12/10/2017, 8:34:14 PM1 votes

Seems boring as this would take forever. Team comps would just be someone to stand in front of the minions tanking all the damage while someone else wave clears