"Ionian Falls" A new league of legends map and gamemode! (1v1 and 2v2).
http://i.imgur.com/LLVrPxG.png
#“Welcome, to the Ionian falls”
#TL;DR
I will introduce a gamemode which is meant to make the old 1v1 on howling abyss more fun to play, and interesting at all times. three main points:
1v1 or 2v2, Your goal is to drop the enemy nexus like other gamemodes, and there are three turrets like SR (Third turret acts as inhibito and respawns)
Jungle camps. Yes, jungle camps. Unlike old 1v1's or 2v2's I want this to be more about thinking than just outplaying the opponent. Jungle (and recalling) will allow to think more over the game, as the camps will give useful buffs.
Altars to capture. The altars will give buffs depending on which one you take and how many you already have. All take 5 seconds to take and reveal you to the enemy, they all have a timer on how quickly you can capture them after they are taken (changes depending on the turret).
Hope this will give you the motivation to read the full text, and please accept that you do not know everything about the gamemode after this read; so please don't rage in the comments with only this information, we probably have done something about your issues somewhere in the text.
#Preface
Hello fellow league enthusiasts!
You might remember me from that 2.5 hour post that you didn’t read (yes that’s me). And here I am again, to bring you an even larger post (it’s actually shorter but I feel like a boss saying that)! I was hoping for the forums to be upgraded a little by now (a function that allows you to make expandable “spoilers” would make these long-ass posts a lot easier to read) but meh.
Once again I am sorry for the length of this post, but to completely explain the idea it is necessary. I reduced the amount of images, and removed some pieces of text. It is still shorter then the last version (yes Veigar, that was a short joke).
Just like last time I’ve added tags (these now read “ http://i.imgur.com/LnxcyU8.png ”) to make it possible for the ones that already read and still remember the last post to only read the things that have been changed. I also reverted some changes or removed some components. These can be found by looking for the “ http://i.imgur.com/daIXX9F.png ” Tags. Note that all images have been updated.
Before going any further, I would like to thanks the community for suggesting some really cool ideas. As you might have submitted some, you might find one on today’s changes ;). Also thank you for some RIOT’ers for stopping by (on EUW as well as on NA). It means a lot to me to know that you guys read these kinds of posts, even though the chance that they will put something in motion is really (really) small :).
#Introduction
Hello League of Legends community. My name is Willem “WillieTheWhale” Klok. I have been a League enthusiast since season 3, and on the go, have seen quite a few awesome events happen. One of which was “The snowdown showdown” Which basically was a 1v1 blind pick on the Howling Abyss. This gamemode might be the simplest, yet most fun game mode I have played (after URF ofc. ;)). But when I played it a few games, it got boring really quick, because you could just pick an adc, and you would win (by killing minions, outpoking your opponent, or taking the turret). The first time I got stomped by a Caitlin, I knew, this might be the hardest game mode RIOT had come up with, and it didn’t work.
I just accepted it, and moved on. But lately, I have felt a certain urge to do something more, with this game mode. Because the more the game (on Summoners Rift) has become more of a “team-game”, the more I wanted to play my own game, outplay my opponent, and not die to a gank when I did so. The only way to make that happen. Is in a simple, good ‘old one versus one. The game mode that does not seem to be possible to be balanced, the game mode that will ‘never work’. This game mode, is played on the “Mountain Temple”.
Welcome, to my map & game mode concept!
#House-Rules
Now, before we start our journey I want to kindly ask you a few things:
- A lot of work went into this, I think it would be polite if you reflect that in your comment. Feedback is very welcome. Just make sure its constructive feedback.
- If you happen to not like the concept, and down vote this discussion, don’t hesitate to share with me why. I have had a post on the NA boards the other day. The thread went from 4 to -3, only one person said what he didn’t like. Until this day, I still don’t know what there was wrong with that concept. I do not want to have this happen to me again.
Thank you so much for taking the time to read this discussion (at least until here <3). Let’s go!
#Table of contents
For this game-mode I want to make changes to a lot of things, to keep it balanced for any kind of champion. We will take a look at the following subjects:
- http://i.imgur.com/LnxcyU8.png General map layout
- http://i.imgur.com/LnxcyU8.png Map components
- http://i.imgur.com/LnxcyU8.png Themes
- http://i.imgur.com/LnxcyU8.png Game-mode settings
- Items
- http://i.imgur.com/LnxcyU8.png Queues
- Asked questions
I will (try to) have the top of a subject explain the general idea. The remaining part of the subject will get more in-depth (for it is a loooong post).
http://i.imgur.com/LnxcyU8.png #General map layout
http://i.imgur.com/LnxcyU8.png The idea of the map has not been changed. It has been turned 45 degrees clockwise, to eliminate the fact that the player on the right side would see a lot of mountain, and not a lot of his lane (clarity you know). The only thing that has been really changed from the map layout, is the middle. Here, an ‘altar’ is added. What this altar does I will explain later.
I will start off with the first layout concept, and from that we will build up to the eventual result covering mainly the layout, the components and eventually the art.
The first raw sketch is displayed below.
http://i.imgur.com/69oCQs3.png
http://i.imgur.com/daIXX9F.png I saw the map as some kind of platform that had been built onto the side of a mountain top. From the mountain a stream of water fell into some kind of well at the mountain-side of the battleground. It would flow underneath the battle area, only to fall from a waterfall. This could look amazing.
http://i.imgur.com/LnxcyU8.png On top of the mountain, we will find an old temple-like building. In the past, before the league of legends was born, Ionian warriors used to battle here. Not only to train, but also to entertain whomever showed up. But since the league of legends was born, is had never been used again...
http://i.imgur.com/LnxcyU8.png The temple if front-faced to the battle-area, and through the temple streams a water spring. Falling just in front of the altar, only to disappear under the battle-area, and re-appear and fall from the mountain cliff.
http://i.imgur.com/LnxcyU8.png Both sides of this river will contain a watermill. To this watermill goes a dried-out ditch, connected to the part where the water-stream disappears underneath the battle-area.
To give a raw indication of this, I made the following sketch:
http://i.imgur.com/Clndiec.png
(Note that lane-borders and the jungle wall have been given a more natural look. I also removed the baselines here).
http://i.imgur.com/LnxcyU8.png At the image, the bottom middle is the battle area. The blue areas above the battle area is where the water would fall into the well (top) and then drop from the waterfall (below). The ditches were given a blue-greenish color.
http://i.imgur.com/daIXX9F.png I thought it would be cool to not only have water drop into a well at the battle-ground area, but also have some small ‘streams’ fall into a smaller well at the jungle camps. I added those two.
http://i.imgur.com/daIXX9F.png Whilst making this, I couldn’t come up with a great idea to make the water come to flow other than having it just come from ‘somewhere’ on top of the mountain. So, what other substance can flow, and really comes out from the top of the mountain? Exactly, Lava. Could this be a reworked version of the magma chamber? Maybe. Judge for yourself.
Ok, so for the most part you are just seeing the lane with 3 turrets and a nexus. I assume you can imagine how this looks like, because it’s very similar to the top/bottom lane (except at the end of course). The 2 area’s that you might have a hard time imagining, are the jungle and the battle-area.
So, we can divide the map up into a few different compartments:
- Spawning area
- Nexus area
- http://i.imgur.com/LnxcyU8.png Battleground (a.k.a. midlane)
- http://i.imgur.com/LnxcyU8.png Jungle
- Lane
Let’s get further into those:
##Spawning area
The spawning area is practically the same as the one on summoners rift. It’s a platform, in the corner of the map. At the side there is a shop. The way this should look will be based of the chosen ‘theme’, which I will not get into, because I think the community should decide this.
##Nexus area
The ‘Nexus area’ contains the nexus (dah) and the nexus turret. Inb4 commenting “where is your inhibitor you crazy fool???”. Don’t. This will be explained later on.
##Battleground
http://i.imgur.com/LnxcyU8.png This is where the magic happens (MTV Cribs pun intended), literally. The early stages of the game will take place on this part of the map. It is very comparable to the middle lane. A few differences are that there are no ways out of the lane (into the river on SR), but there are brushes one can hide in. The distance between those two turrets is supposed to be around as much as the distance between the turrets on the top/bottom-lane on SR. Also, the mysterious altar has been added. Placed between the two bushes and half into the mountain wall.
To give a better image of the size were talking about, I’ve added minions for red-side (squares) and for blue side (circles). I’ve also added the inner and outer center circles. Those represent from where the melee and the ranged minions would be attacking.
http://i.imgur.com/daIXX9F.png I have not yet decided if there should be a wall on the bottom-right (where the waterfall comes from under the battle-platform). Maybe it could be like an instant execute? Unless you were hit by your enemy of course, then het just gets the free kill.
http://i.imgur.com/LnxcyU8.png The end of the lane (before the cliff of the mountain) will contain a not-too-high wall that will prevent our dear champions from falling off the map. Although it is visually not that high, it will act like it is a wall on SR (one that even Rek’Sai can’t go underneath).
http://i.imgur.com/LnxcyU8.png ‘The mysterious altar’. This might be the biggest change to this version. In the middle there is now another altar. This altar can be captured by both players, and will cause the water-stream to go from ‘neutral’ to their side. Causing it to put the dried-out ditch to fill with water, and power their watermill. What exactly this does will be discussed in the map components section.
##The jungle
Now this is the most interesting part. After proposing the concept to you guys, I got the question: “Why is there a jungle on a 1v1 map?”. Well, I want the game to be based around player skill. With this I am not only referring to the potential to outplay one other. The player also needs to make tactical decisions. When to back? Can I do a jungle camp and have enough HP to return to my lane? I need 100 gold, a jungle camp would help me to get that item, but I will lose on some turret HP, is that worth it? By adding a (small) jungle to the map, you add a lot of tactical outplay potential, as well as a more dynamic environment.
The jungle is some kind of round-shaped area with the altar in the middle. There are 3 camps, an entrance from the players side, as well as the opponents side. This also Is a platform, a little higher than the rest of the map (just like the fountain is a little higher).
http://i.imgur.com/daIXX9F.png No longer there is some kind of smaller well at the side of the jungle. This due to the addition of the mid lane-altar and its components. This leaves space for things like statues or other creative solutions.
##The lane
Unlike the last design, there are now 3 turrets on each side. The second tier turret has the exact same stats as the 1st tier turret.
http://i.imgur.com/LnxcyU8.png #Map components
The following components are a little different from the ones from SR (with the same name). I will try to explain what they should be doing, why they do it, and the effect they can have on the game.
http://i.imgur.com/cPUlPyc.png
- Tier 1
- Tier 2 turret
- Tier 3 turret
- Jungle altar
- http://i.imgur.com/LnxcyU8.png Mid lane altar
- Neutral camps
http://i.imgur.com/LnxcyU8.png ##Tier 1 turret
This is the turret you will find on the battle ground. I do not want to get into detail about the numbers representing health and armor. I think we should start off with the outer turrets from SR. The effects however, I want to get a little more into.
http://i.imgur.com/LnxcyU8.png Ally buff, Healing: Within the turret range, allied champions gain +50% BASE health regeneration. I changed flat 50% to 50% base-regeneration. Because there are those champions with those passives that will make the 50% seem unfair (Garin, Mundo).
Why: I want to give melee’s a chance to be able to defend their turret, without having to sacrifice their HP bars for it. I do not want to give them a shield like the tier 2 turrets in summoners rift used to have, because the ranged champions that will poke you down under turret just need to have that advantage, because that’s why you would pick them.
Self buff, tough skin: the turret takes 30% less damage from ranged attacks.
why: Same story as with the ally healing. I don’t want ranged champion to be able to win the game by ‘just pushing’ without giving your opponent the chance to gain the items to even do something about it. But, I don’t want to hit them too hard because once again, you pick the ranged champions for a reason.
Self buff, Reinforced armor: Gains 200 armor and magic resistance when no enemy minions are in range for attack. (same as on SR)
why: Face-tanking a turret is fine if you just need to get that last hit, but not if you are going to straight up push without minions.
Note that the tier 1 turrets do not heal themselves.
##Tier 2 turret
This turret you will find in lane. It is almost the same as the tier 1, except that this one does not give you health regen. Reason for this being that the early game is over. If you had a hard time staying alive you have had the time to itemize for it.
Self buff, tough skin: the turret takes 30% less damage from ranged attacks.
why: Same story as with the ally healing. I don’t want ranged champion to be able to win the game by ‘just pushing’ without giving your opponent the chance to gain the items to even do something about it. But, I don’t want to hit them too hard because once again, you pick the ranged champions for a reason.
Self buff, Reinforced armor: Gains 200 armor and magic resistance when no enemy minions are in range for attack. (same as on summoners rift)
why: Face-tanking a turret is fine if you just need to get that last hit, but not if you are going to straight up push without minions.
Note that also the tier 2 turrets do not heal themselves.
##Tier 3 turret
Self buff, tough skin: the turret takes 30% less damage from ranged attacks.
why: I don’t want ranged champion to be able to win the game by ‘just pushing’ without giving your opponent the chance to gain the items to even do something about it. But, I don’t want to hit them too hard because once again, you pick the ranged champions for a reason. (just like at the Tier 2).
Self buff, Reinforced armor: Gains 200 armor and magic resistance when no enemy minions are in range for attack. (same as on summoners rift and same as the tier 2)
why: Face-tanking a turret is fine if you just need to get that last hit, but not if you are going to straight up push without minions.
Self buff, Recovery: Every 5 seconds not taking damage, this turret regains 2% of its missing health.
why: One push that heavily damages your turret should not cost you the game. Therefor even after it took damage, managing to defend the turret should be rewarded.
Self buff: Immortality (kind of) When this turret is destroyed. The enemy minions gain 10% bonus movement speed. But the turret will respawn in 4 minutes.
Why ;_; : Well. I don’t want the game to be like that whenever your inner turret is down, you will have to worry the rest of the game of your opponent back-doring. But I do want to reward the opponent for taking the turret, and giving him an extra boost to finish the game asap. You can see this turret as a combination of an inhibitor and a turret.
http://i.imgur.com/LnxcyU8.png ##Jungle Altar
http://i.imgur.com/LnxcyU8.png Jungle altars can only be captured after 1:40 minutes (when the minions reach the battle area).
Once I opted for the idea to make this concept, someone sent me a video of a fragment from smite. In the video you could see a control mage just wave-clearing for days, under his turret. The game got dragged on and on until his opponent surrendered (or something, can’t remember). Moral of the story: don’t play smite. Just kidding, what I meant to say was don’t allow that to happen here. We know there is an item to do that against mages, but I want to have a more accessible way to make that happen. However this is not the only reason the altars are here.
The altars are somewhat like the ones on the twisted tree line: Having one gives you a few bonuses, but having two gives you a few more. Here you can read the bonuses each of them give.
First altar (buffs after capturing one altar)
After capturing for 5 seconds, this altar cannot be recaptured for 1 minute. After this one minute has passed, the opponent can re-capture the altar, revealing its location for the capture time.
Self buff, advanced movement speed: While the altar is captured you gain 25 bonus movement speed.
Why?: Well, I want your own buff to be worth getting, whiles not giving you any bonus combat stats. Reason for this is that when you lose your own altar you don’t lose on damage, causing you to fall even further behind.
http://i.imgur.com/LnxcyU8.png Self buff, monster hunter: While in the regarding jungle, you deal 25% bonus damage to monsters in the jungle the altar is placed in. I changed it to the regarding jungle to clear up the explanation, which was kinda vague.
Why?: This one I would like to see in the twisted tree line as well. Because this way, you make it less easy for an opponent to ‘sneak-steal’ one of your camps without having you notice it. He instead has to capture the altar to take the camps to a lesser cost, but you will notice when he does so. In general, the first altar is meant to make it able to get your second altar buff. Because this one does give you a more game-breaking advantage.
Second altar (buffs after capturing two altars)
After capturing for 5 seconds, this altar cannot be recaptured for 1 minute. After this one minute has passed, the opponent can re-capture the altar, revealing its location for the capture time.
Self buff, monster hunter: While in the jungle, you deal 25% bonus damage to monsters in the jungle the altar is placed in. You already should know why…
http://i.imgur.com/LnxcyU8.png Self buff, empowered minions: Minions take ~ 20% reduced damage from AOE attacks and ability’s. Additionally, your minions also gain 25 bonus movement speed. 20% seems like a lot, but 25% was just too much
Why?: This makes it easier to push the last turret, the main reason for this buff is to prevent certain champions from instantly clearing waves. It’s an unknown minion buff, therefor testing needs to be done to get it balanced.
Since the effects are relatively unknown, I’m pretty sure there will need to be some tweaks happening.
http://i.imgur.com/LnxcyU8.png ##Mid lane altar
The mid lane altar can only be captured after 1:40 minutes (when the minions reach the battle area).
The mysterious altar that I mentioned more than once now, is placed at the side of the battle-area. It is an altar that works like the ones on the dominion map. When the game starts it will be in a neutral stance. After that, it can be captured by both players. The capturing will take 5 seconds. To re-capture the altar. The altar must first be put into its neutral state again (5 seconds) after which it can be captured for another 5 seconds. When capturing, the regarding player cannot attack and becomes immobile (just like on dominion). This is to prevent dominant champions to force their opponents away from the altar.
What it does? After the player has captured the altar, the water stream will be re-directed to the regarding players his ditch. Through this ditch, the water will flow towards the water mill, and putting it in motion. As long as the watermill is turning, the regarding player receives 1 gold per second (testing required).
Of course this could have been a creative way to buff the minions, but I think that the jungle altars already do this job.
http://i.imgur.com/LnxcyU8.png #Neutral camps
As for the jungle camps, I want them to give a tactical and a combat buff. I chose to use camps from the SR, BUT: they give the buffs when you kill them. Smite has been removed from this game mode (find out more about this under “Game mode settings”).
I chose to use the wraiths (tactical advantage) with their buff that has decreased range. Reason for the decreased range is the range of wards and the size of the map being smaller (find out more about this under “Game mode settings”).
I think the other buff should be the gromp buff. It gives you a significant advantage when being up against a ranged champion as a melee, whilst not being ‘useless’ for ranged champions. I think their combat stats should equal those of the ones on summoners rift, the altar buff should somewhat compensate for the absence of smite. Besides that, the amount of gold you earn from them should be slightly more, you gain more passive gold, and to keep the camps worth the effort their reward should be larger.
I think the wraiths should be like the wolves, not necessarily regarding the way they look, but mainly because there should only be 3 units to be able to fit in a spot.
http://i.imgur.com/LnxcyU8.png It would be the easiest to have the third camp to be one of the remaining ones of the Summoners rift. Since I kind of like the easy way, but don’t like the buffs, I’ll just make my own!
http://i.imgur.com/daIXX9F.png The idea is to copy the golems, or whatever they are called now…
http://i.imgur.com/LnxcyU8.png I forgot whom suggested it, but an awesome idea for a new jungle camp would be something like a tree. Yes. A tree. I think a buff like +100% base health regen would be a good buff to start off with. This is yet another thing that needs to be tested to be considered ‘good’. Mr. Tree (were not gonna call him that, do we?) could like something like this (from lord of the rings):
http://i.imgur.com/wpnuuec.jpg
I think he should not deal that much damage, but be pretty beefy and slooooow.
#Themes
http://i.imgur.com/LnxcyU8.png The theme should be entirely Ionian. Beautiful, peaceful and perfect. (the first idea was to have two different sides).
Wohoo, we got to the most exciting part of this concept: numbers, and, erm…, more numbers! Feel free to skip this part, just know the main changes I want to make are the following:
- Faster EXP and gold gain
- Decreased ward range
- Shorter death timers
- Spawn timers
- Removal of certain summoner spells
You can scroll down if any of these interest you. Please do read this if you don’t like any of these changes already, because I’m going to get into the reason why I think these changes should be made.
##Faster EXP and gold gain
I think that we need to give a fair chance to every kind of champion. So when you are playing a late-game carry like Nasus, when you play your game well enough and manage to get your 4 full items, you deserve to win. This will need a lot of work, because it should not be too easy to stall until that ‘endgame-fantasy’. Therefore, the numbers below only give a slight indication of what the new numbers should be. These numbers are based of [base-value]’s which are the values that apply on summoners rift.
Value of minions and monsters [base-value] + 20% Value of turrets [base value] + 0% Value of kills [base value] + 10% Passive gold gain [base value] +10% Shutdown bonus [base-value] + 15% Starting gold [base-value] +0%
Reasoning behind these: killing the enemy turret already gives a load of advantages, since you are now able to take the enemy altar. I want to have a fair game and allow the opponent to be able to recover from turret loss, therefor I think the amount of gold gained should not be higher than it already is. Farming is one of the skills, that if you manage to do correctly, you should be rewarded. Getting kills is also one of these skill-things. But, its slightly easier to pull off, due to the lack of jungle presence. Passive gold should be higher for champions that have a hard time farming and getting kills early on. But it should not be too high, because farming under pressure is also a skill that needs to be rewarded if done correctly. Coming back from an opponent that has a lead over you, is even more important now, because there is no one to help you do it now. So pulling this off should be rewarded even more, allowing to let a player get back into the game.
Something that has nothing to do with the above is the starting gold. I think this should be the same for every game mode (except for ARAM), simply because there are items that can give you a huge mid-game advantage that should not be able to be bought at level 1 (Yes, I’m referring to you ryze Tear).
##Decreased ward range
The range of wards, trinkets and the wraiths buff have been reduced by 50% (cast range is unchanged).
Another change, that I would really want to see in the twisted tree-line. As for now, wards are not peaceable since they give too much information due to the size of the map. So, RIOT came up with these ‘poof-vision’ trinkets. But you take away some really important advantages away from certain champions such as lee sin, or other champions that are allowed to have some kind of escape/gap closer just by having a ward. I think this one is really important. The 50% is very random though, once again testing needs to be done.
##Shorter death timers
Although some of you might disagree with this one, death times should be reduced by at least 30%.
Reason behind this one is very simple: there is no team to cover the base when you die. Normally, you can get a turret, dragon or baron off of an ace. In this mode, same thing applies. But I’m afraid that due to there only being two turrets, one can most definitely end the game after a minute or 10 when there is only one turret left. This problem is insanely hard to tackle, and might result in having to add another turret between the two current ones.
##Spawn timers
This is a good place to put that the ‘home guard buff’ you currently get at a higher level should apply at level two here. Once again due to the fact that there is no team left to defend your structures when you die. Together with the shorter death timers, you should be able to defend your base more easily. The spawn timers I think should be the same as in Summoners Rift. Also the movement speed bonus should apply on this map. The time before the match start is not only to allow some mind-games before minions are present, but also allow players to not have to make a mess from their bathroom because they have to hurry :).
##Removal of certain summoner spells
It’s pretty obvious, but here are the summoner spells that should not be available in this game mode. These are the summoner spells that should be available.
- Barrier
- Cleanse
- Exhaust
- Flash
- Ghost
- Heal
- Ignite
#Items
As for default, we take the items that are available in Summoners rift. Some items might need to change (I’m really thinking life steal items), some other items will be removed. I will not get into the changing of items, because testing is definitely necessary to do this properly. I will, however, cover the items that should be removed from this game mode. The items are:
Guardian Angel Omwhecker Zz'Rot Portal
I think there should also be some items that take away some advantages from your opponent. I could come up with two. I don’t think this is the only items that will be needed to balance out the game, but it gives an indication of the path I want to walk.
http://i.imgur.com/nI91tYq.png
##Aegis Shard
Built from Chain vest (800) and Kindle gem (800), combining cost: 600 total 2300 400 Health 50 Armor
Unique passive: 10% Cooldown reduction Unique passive, Aegis of shards: every 22 seconds, you gain a shield that blocks the next champion basic attack
With this item, you will not get poked out of lane by basic attacks as quickly. I’m a little skeptical about this one, because you will need it as your first item. Maybe a cheaper version with a longer cooldown might be better (testing…).
http://i.imgur.com/CYHSfI8.png
##Moral Banner
Built from Chain vest (800), Crystalline Bracer (650) and cloth armor (300). Combining cost 1150 (the cloth armor and Braces should make 1 item 1st). Total: 2800 +400 Health +100% Base Health Regen +60 Armor
Unique Aura: Grant nearby ally’s 15 bonus armor. Unique Active, Promote: Grans an ally minion a shield that reduces incoming physical damage by 80% (120 second Cooldown).
A banner of command for if one is up against an ADC, combining cost seems like a lot, but the aura and active give some serious bonus stats.
http://i.imgur.com/LnxcyU8.png http://imgur.com/0ez0ezB
##Enchantment: Monster hunter
Built as an upgrade for tier 2 boots. Cost 475 Monster hunter: Deal 20% bonus damage to monsters
For those who gain bonuses from farming certain jungle camps, that want to be able to take them faster (kindred?, Nunu?)

##Nerfing banner of command
UNIQUE – PROMOTE: Greatly increases the power of a lane minion and grants it immunity to magic damage Takes 90% less magic damage. 120 second cooldown (1200 range).
Someone pointed out this item should be removed. At first I thought that this item does not cause that big of a deal. Then I realized you don’t have teammates. And if you are a squishy melee mage like Akali or Katarina, you would just have to watch your turret drop its HP because if you get to that caster minion your opponent will kill you.
#Queues
Really excited for this part, because this is where the mind-games start :). For this game mode I think there should be at least 2 game modes. I would prefer 3, but for the twisted tree line they also only did the blind pick and the ranked teams (draft pick missing here). The same I want to do for this game mode. This leaves us with the game modes:
- Ranked solo
- Draft pick
- Blind pick
I will start explaining the way champion select will develop itself.
##Blind pick
Both players have 50 seconds to pick their champion, and fix their runes and masteries, when both players lock in they have an additional 10 seconds to change their minds on runes, masteries, or be able to dodge.. This should be more than enough. You don’ t counter pick, so you should at least have an idea of what champion you are going to play when you queue up.
##Draft pick and Ranked solo
Both players have 25 seconds to ban a champion. 6 Times (3 for every player). Once that is done. Player one picks one champion, then player two pick two, player one picks two more, and finally the second player picks his last champion. Every pick takes 30 seconds or until locked in. Needless to say that the opponent can now see the other players picks (just like in normal draft and ranked).
So both players know which 3 champions the opponent selected. Now both player ‘blind pick’ one of their 3 selected champions. This way, you can still counter someone, without giving a huge disadvantage to the enemy. Just like for blind pick. The player now has 50 seconds to pick, and fix his runes and mastery’s. When locked in, there will be an additional 10 seconds left for runes, mastery’s and dodging. Until the game launches, the opponent is not able to see which of the 3 champions the other picked, this is to prevent people from dodging a bad matchup. In other words, until the ten seconds after locking have expired, both player will see the 3 picks of their opponents.
By using this system, you prevent people from being counter picked just by guessing what they play. But you also prevent people from being counter picked just by being second in line. Isn’t that just beautiful
?
##Ranking
I think that this is also a easy to resolve problem in 5v5 and 3v3 queues, because we all know (especially in the beginning) that you jump divisions REALLY quickly, and gain shitloads op LP for a win (I am talking like 50LP per win). Solution? Remove some of the divisions. I think if every division had like 3 tiers instead of 5, everything would go a lot smoother. The promos and amount of LP gain should stay the same. Games are relatively short, and I don’t want this mode to become more popular then the 5v5 on Summoners rift.
#Asked Questions
Right now, no questions that you might want to ask as well have been asked (and answered). Feel free to ask anything!
#Community suggestions
Dear reader, if you read the whole thing, I already feel honored. It does not matter if you like the idea or not. But please be kind enough to share your thoughts with me! Also up voting would be much appreciated (only if you like it of course, dah.).
#Rito Please?
If a Rioter happens to read this, please let me know. I'm fully aware that this won’t be made. But it’s nice to know that my work gets some recognition from an ‘official’. Thanks :) Thanks anyway!
maybe?) and possibly do something creative like when
got a VU,"died" and came back with another VU. That would be amazing.
: "Ah, the place I was framed" and
items, I think
and
would be too powerful in this game mode.
and
. When I play SR, I really have a hard time seeing why I would ever pick these champions who are (admittedly) weak early game? I can see most of these games (in this game mode) going about 15-20 minutes. Nasus might stack up after a while, but Viegar would still struggle.