Brainstorming featured modes

Kholdstare13·7/7/2015, 3:49:59 PM·3 votes·394 views

A featured mode needs to change the way the game is played significantly. That's why Nemesis and HexaRift were such colossal failures. Keeping that in mind as the core idea, let's think up a few possible featured modes.


Mad Dash: A Dominion variant. Instead of the standard setup and fighting for majority control, all points but 1 are locked. The game starts with windmill as the unlocked point. Capture rate is cut in half for the mode, but the bonus from multiple champions is increased. Once a point is captured, it deals instant fixed damage to the enemy nexus, and is once again neutralized and locked. A new point is unlocked, and this continues. An algorithm would keep the unlocks balanced between the 2 sides of the map, and there would possibly be a 6th point in place of the stormshields.

This changes up play significantly. First, bot lane is eliminated, so all 5 roam together. Second, both teams are forced to converge instead of exploiting the weaknesses in each other's positioning. It would only be good temporarily for this reason, since this removes most of the strategy and complexity that gives the real mode its longevity, but might be a fun distraction. Focus would shift from jungle and map control into full teamfighting.

Blitzkrieg: A Summoner's Rift variant. Aggressive movement and strategy is king in this mode. Whenever a minion dies anywhere by any source, its gold and EXP are split globally and evenly distributed among the appropriate team (to the killing team in the case of jungle minions). Champion kill gold is reduced (there's going to be a lot of it), and a global MP5 aura is provided. Towers lose health when attacking, further rewarding aggressive pushes. Possible additional tweaks to passive or minion (effectively passive) gold may be needed to put the game at a good quick pace.

Pretty clear that this poses a significant gameplay change. Farming is outright eliminated, and aggressive pushing is rewarded. Teams are encouraged to group for big plays, since no resources are ever actually lost in unattended lanes. Group jungling also becomes effective, since the faster the clear the more global income your team makes.

1 Comments

TheFirstGokun7/10/2015, 4:22:20 PM1 votes

Minion Rush: Each takedown (champion or tower kill) in a specific lane and the near jungle increases the number of minions in the following waves of that lane by two. The total gold value of the minion wave remains unchanged and is redistributed accordingly. Minions deal additional true damage to structures. Taking dragon adds 1 cannon minion to subsequent waves in every lane.

The change in strategy mostly encourages selective snowballing: focus bot and raise the wave size, then 5 man push top, make sure they don't push mid while doing so. Everything is about redistributing your forces accordingly to rush the enemy into their base and overwhelm them quickly without neglecting the splitpushers.

Champs that may be dominant in this mode: Ahri Xerath Veigar Sion Nasus and the new Gangplank