Please Make Walls Destructible in Summoner's Rift

The Lichtstrahl·11/7/2014, 12:28:52 AM·1 votes·516 views

When looking through the new summoner's rift experience I saw you "Destructible Structures" preview. I loved it, the entire idea of destructible environments is advanced and I feel that If you applied this experience to the map as a whole, it would really add to the epicness of the game.

For example, there could be restrictions, such as you can't directly attack walls with basic attacks or spells. I am thinking of something more along the lines of walls taking residue damage. What I mean by this is, imagine a huge fight unravels near the northern blue sentinel. Both teams are duking it out and using all of their ultimates and spells. The walls (which i'd imagine would be objects with segments) take damage and show visible damage. Eventually, if the wall takes enough damage,** it crumbles**, thus adding some variety to the map. How tough the walls are and how much damage they take would be something left to the experts, this is just an opinion and a suggestion of what I feel would make this game more incredibly interactive and give it a sense of "holy moly we just messed this place up", something that as an active player I would love to say.

Complications arise when thinking about global ults, such as Ezreal 's ultimate, maybe Caitlyn 's, Pantheon 's drop with an explosion, etc. etc. Of course, I don't think these ultimates should damage the wall too much, but should definitely leave something to show for it. Things like being plunged into a wall (thinking Poppy's e and Gnar's ultimate) should make visible damage.

I said that I feel it would make the game more interactive, here's why: If there are enough battles in some locations, enough to literally deform the terrain, it would add a refreshing element of something new and unknown, I wouldn't be a perfect fighter when battling near blue sentinel because now there are some gaps in the walls I didn't have to account for in the last match I played, and these gaps are the consequences of battles in that specific area, so there is a "I need to account for this area, in teamfights, chases, escapes, etc. etc.".

Now, in reference to the base walls, these wouldn't take any friendly damage, meaning that a teammate could not hurt these with untargeted abilities in order to grief, feed, etc. These walls are only damageable by the enemy and would not provide direct access to the base ( to maintain the three entrances to base, no more) but the wall segment destroyed would provide a bit of vision into the base. For example, say there is a teamfight in between the mid entrance and top entrance. A wall segment gets destroyed, if any champion were to stand outside of base near that segment, their vision radius would allow a bit of a peek into the base, as a result of the crumbled wall.

Thank you for reading this, I'm sure I may have not accounted for a few things and I know it would take time to implement but I feel that it is the "future", of this game.

Summoner, The Lichtstrahl

1 Comments

The Lichtstrahl11/7/2014, 12:32:19 AM1 votes

One more thing I forgot to add:

To avoid griefing and intentional destruction of the map, I believe that overall battle AOE damages should be "collected" into a variable (thinking like a programmer) or pool where it would be applied to the surrounding walls and other Neutral Structures. I think this is a sensible solution to the griefing or intentional destruction foresight.

Summoner, The Lichtstrahl