This game is not fun or meaningful.

tooomine·7/12/2019, 4:57:24 PM·2 votes·703 views

Hey there. The only path to power in this game is "get lucky". there's no strategy, there's no planning, even the tactical thing this game is supposed to be is stripped of its meaningfulness by the random selection of enemies. In planning phase, you should let us see our opponent, since you can only really guess well after 4 people die off.

Tier one champions are too plentiful and spawn too seldomly after lvl 3 to be meaningful purchases. make less champoins per tier, please, or double the number of champions in the shop, or increase the income rate. If we're only going to have meaningful access to a champion tier at early levels, not being able to access it because of gold seems like a shitty way to run the game.. If you're not going to change the completely random element of the game, can you at least hide it better? I would like to see less champions and more power per champion. I know you're trying to port your intellectual property into a game so you can be super lazy, but some of this shit just doesn't work, at all. Like garen being a lvl 1 champion when he has a massive AOE. Its like you're not paying attention to how champions play and just saying "garen is a 450 BE champ, that makes him lvl 1" He wrecks whole squads sometimes, and then you have rengar at level 3 who's borderline useless in the late game, the only time you even have access to him. Its beyond annoying losing to a game where some guy lucky and got 3 mord's level 1, but you can't get a mordekaisr, EVER, becuase he has less than a 5 percent chance of spawning.

This isn't a strategy game, and there are no meaningful choices for you to make, you can't access items with enough consistency to make the game worth playing, the only trait that matters is elementalist because the Golem is so OP, you can't use strategies that employ traits because you don't have access to the champions that use them (after lvl 3) , and you've only got a roster of ten people anyways, like, honestly, what the fuck were you thinking, here?

Put more power into individual champion traits, and less power into combos that stack at 3 or 6 champions, please. especially since no one is going to be able to maximize any strategy with the whitty way they have access to champions. buying XP is a death trap, since you lock yourself out of the champions you need to make any strategy meaningful as you increase your levels, that's super shitty, and I've said this before in other threads, but you can't seem to hear it: the law of averages is not a meaningful game design. It doesn't matter if every player has to deal with a random mechanic, if that mechanic is shitty, it just means everyone has a bad time.

there needs to be more choices, more access to items, more meaningful choices when they are made ( buffs that apply for chapmion choices at 1, like ninja, and less like noble/blademaster), and even half a semblance of some tactical or strategic planning.

Optimization of resource use would be phenomenal as well, the game is often times laggy

6 Comments

Subdue7/12/2019, 5:57:07 PM3 votes

There's so much misinformation in this post. It's like you played one game and decided you knew everything about the game. I'll name a few:

  1. Silver level of most champions is sufficient most of the time, and getting to Silver for any common is easy. Getting to Gold is nice, but not at the cost of falling way behind in levels or missing out on getting a silver of rarer champions. A Silver Gnar for example is much more valuable to your team than a Gold Tristana over a Silver Tristana.

  2. Income is limited for a reason. You're supposed to be making meaningful decisions about what to buy, not just buying everything. Do you take the two Tristanas now even though you were planning to go Nobles and have one Vayne and one Garen already?

  3. BE value and age of a champion have nothing to do with the tier. Ashe is a Rare and she's also 450 BE.

  4. Putting more power into combinations rather than individual champions allows for more counterplay. If you see someone getting strong with a combo, you can try to buy some of their key components to slow them down. Imagine if Katarina didn't need the assassins bonus to melt your team. Then with the acquisition of just 3 champs, someone suddenly stomps your comp.

  5. Buying XP is dependent on what strategy you're trying to employ. If you're going Shapeshifter for example, you probably want to buy early levels because your build is more reliant on rarer champions like Shyvana, Gnar, and Aurelion Sol. Same with Glacial. If you're going Nobles, you can afford to focus on Econ more, because your bread and butter champions like Vayne and Garen are commons, and you can get by with a base Kayle and a base Leona.

tooomine7/12/2019, 5:00:52 PM2 votes

Literally, the only good part about it right now is that its a free for all.

A free for all league mode is a great idea, I really like that I get to do all the planning and execution for a strategy, its familiar to me too, because I don't have to learn new lore and champions, but that's the only positives to the experience, and those are completely stripped of their meaning by the way the game limits your access to power.

GonahtanuGepardi7/12/2019, 5:03:10 PM1 votes

The opponent you get shouldn't be random. It should go through everyone in order in a cycle.

Immortal Void7/12/2019, 7:37:35 PM1 votes

I would have to agree with Subdue here. Have you played more than once? Have you looked up what better players are doing and how their thought process goes on during a game? There is a lot more intricacy to the game than it seems you have caught on to.

Yes, the game have some pretty blatant issues (it's in beta, and still has Riot's "WIP" logo on it), sure. It has some champs that need balanced a bit (like maybe Pyke lol), and the item drop rates are a bit whack sometimes (an attempted fix for that is already on PBE), but that doesn't just ruin the whole game, and the game is NOWHERE near as uncontrolled as you make it sound.

Try watching a streamer/youtuber like Disguised Toast or Dogdog, who explain what they are doing and why, and it might become more clear where the tactical parts of this game are.

It isn't a Final Fantasy Tactics or Fire Emblem game where you pick your army and masterfully move them across the battlefield to claim victory, instead you are trying to do the best with what you have, choosing between economy (to generate more gold), hyper-rolling (to use a large portion of resources to gain a "physical" advantage), and pushing to the next level to change the odds of finding what you need.

Positioning also has very important pieces to it, regardless of whether you are against a random 1/7 opponent or are in the last 1v1. Choosing for positioning that tries to play well on average into any comp, positioning to counter a specific opponent you know you will lose to, but think you can beat everyone else regardless, or even ignoring the strongest opponent's assassin positioning, since you know you can't beat them if you get them anyways.

There is also an element of strategy around the statistics of finding what you want to complete a comp based on what you already have. If you go into every game thinking "I just need Pyke, Graves, and MF to win" before you even see your opening, then you are gunna have a bad time and feel like the game is cheating you almost every time. Adapt to what you get, rather than try for something perfect.

Ztoka7/12/2019, 7:47:41 PM1 votes

I agree, seeing your enemy during planning would actually make sense for the tactical part. Otherwise your positioning is just RNG based on who you go up against.