Tbh since the mid year change on the balance team they are doing some good things like those mini reworks in old champs...But the hard truth is that league balance will always be awful because the objective is to boost champs that sells skins player rate at the expense of good gameplay
@@SKsuprakirby I can assure you those two words do not affect the algorithm, it's just slimey clickbait. Kinda cringe to see Vars like your comment 'cause you're bootlicking lol, but that's not on you. but yeah seriously I think people should stop giving creators a pass just because 'lol algorithm amirite guys haha'. Leads to very cancerous feeds.
@@JonathanFantasy I mean... League does desperately need some of these things. Would you rather I make my title: "OMG LEAGUE OF LEGENDS TOP TEN VIDEO GONE SEXUAL CLICK NOW OR SOMEONE DIES!"?
@@JonathanFantasy as far as clickbait goes, this is pretty tame. Maybe as a new viewer I wouldn't appreciate this, but as someone who has been watching Vars for a bit, I already knew what "Desperately needs" means- its just changes that Vars would really like and thinks are healthy. And its addressed within the opening of the video- a minute of someones time isn't that bad, if they don't wanna watch it they move on- he doesn't start the video with "watch till the end to see the things riot needs to do to make league better before THE WHOLE PLAYERBASE QUITS". hooked with a title, given a choice with the intro
If they want new players to actually want to play the game, being able to pick any champion in practice tool regardless of whether you own them or not would be an amazing change. This lessens the chance of someone being just unable to find someone they enjoy playing and leaving the game because they don't want to grind out potentially 100+ champs to find someone.
@@Bodwaizer seraphine and Sona are Not copys. Sona is a shorter range champ with a lot more healing being focused on buffing and debuffing, while seraphine is a highrange control mage being more focused on cc and aoe.
@@tomwanders6022 this. The Seraphine-Sona thing is just blatantly wrong and they only look similar if you have read their abilities but never actually played the champs.
As tempting as it is sometimes, I never flame or troll. I AFKed once in a blind when the what should've been the jungler didn't take even take smite and just sat in lane. All I got was one skin. I know do good for its own sake and all, but with how many people just get away with trolling, AFKing and flaming, it just makes me look and feel like a dunce.
@@koalteufel7947 it doesn't matter what other people do. Because when you start doing similar shit then you are just contributing to the problem. If everyone did what you did just because some people are assholes/make mistakes then this game would be unplayable (forgot smite really? You do know that if you don't have smite in the jungle you are basically useless, the best thing they can do is hope to soak some xp as to not be level 3 while everyone is lvl 6. Yes it is annoying to deal with but if they don't do that the game will automatically be a 4v5 as the enemy jungler will perma camp his jungle all game and be incredibly fed.)
Personally i think its kinda ok that urf is not permanent. Not only it feels even better when it comes back but i also think that if it is permanent you might get sick of it
@@koalteufel7947 Riot should really invest into a better honor system. The game is so toxic sometimes and unfriendly towards new players because of trolls, smurfs and flamers and all I get for being consistently nice and friendly is a shitty skin or chroma of a champion I don’t play.
Making a tutorial like the one Legends on Runeterra has where it presets situations to show different challenges/keywords would be super functional and good.
I started playing in June and have been playing off/on mainly playing bot games because I know I'm going to get stomped and flamed in normal games. It's kind of amazing how they haven't added this yet because the base game teaches you next to nothing about how to play the game.
@@scottgill2643 Yeah for sure. Literally all they do is sit in lane before eventually grouping up to push mid. How hard is it for them to add more variety?
It's extremely ironic for a game that was born as a mod of another game that there is no workshop for community game modes, on top of the custom game ui being absolute dog buns
Ya. Overwatch has this, I am not saying overwatch is a better game but, they added a workshop which is basically coding but a template. Some people make games that help heroes, like to practice stunning with good reactions. Another thing people do is outline champions hitboxes, which I think will be cool. Champion and skill outlines. Can’t wait to see Nautilus hitbox actually half a lane.
That's why dota has a backpack system. 3 item slots where you can put items but not use them. You can switch them to your main inventory then use them after a short time.
Some kind of map objective in the U-shaped offshoot up in top lane may actually be kinda cool. Mixed feelings, sometimes I like my comfy top lane island, sometimes I wish the lane had more relevance.
@@VarsVerum Glad you like my content, recently released Spellbound Caves II if you feel like trying out modern Super Hostile. Currently working on Super Hostile: Vexelvania which will be gothic themed.
You have a different POV from the LoL team in general.. They decided a couple seasons ago that games take too long, and long games (although sometimes fun) are exhausting, and if you're exhausted you'll play less.. their goal is more games, more wins/losses make you want to play more
The Nexus Blitz idea is basically the map variety in Heroes of the Storm. As many flaws as that game has, one major point it has going for it is the many different maps. It makes playing the game so much less tiresome
not to mention that hots incorporates various win conditions, like he mentioned. no map has you able to win in the absolute same way, every one has a different objective to help your team either gain a lead or turn the tables. i feel like league could honestly benefit from something like that.
@@huxleyable as long as you play premade. The main drawback of HotS was that it's TOO team oriented, meaning you couldn't really carry alone or as two. If you had one person in there who wouldn't partake it'd be unwinnable. As interesting as some heroes are, some designs opened the door for those situations too. If an abathur is shit, game is lost. Don't know how to play vikings? Lost. Cho'Gall playing badly? Lost. Nova not playing proactive enough? Lost. That doesn't really happen in LoL
@@egalomon I know it's a year late but yes it's the same in league. If you have someone trolling or afk you lose and you don't solocarry much anymore. Plus hots had ways to win games pretty much by yourself, they're just not through combat Hots also had a more intensive macro. Not to dota's degree but much more engaging strats and variety of them than league
I'd like to see a reduction in the value of turret plates. As a top laner it feels like I'm being overly punished for using my tp more proactively to help my team win a skirmish.
they put that gold so being in the toplane has more impact. Before that you had impact with your Tp and the enemy toplaner had nothing. It's not the solution to the top island problem, but it is better than nothing
@@alanganon672 the enemy toplaner could either run teleport or use a combat summoner spell. The trade-off was that you lost some power in your own lane. Nowadays it feels more valuable to tp to stop tower plates than to help your team
@@desuordie4856 right now the trade-off is that you have impact on the rest of the map but your opponent has pressure in your lane. So you can choose to defend the tower or to apply pressure on the map. before the gold change, you had no reason to stay in lane. the gold was not worth not tping and having actual impact on the game. As I said before. Is bad but is something. Now if you tp with a tank to help your team you are trading that tryndamere will gain some gold from plates.
@@sangletan7076 for example I play yorick. In early game Yorick has no damage and has little utility so tping is hard because you are usually behind the other toplaner so when he goes and gives a free kill to his adc(which has more impact than toplane) at least I can maybe take some extra gold and punish that. Toplane has no impact and the rift herald made it worst because no matter what you do, if the other jg takes herald you lose your turret, hashinshin explains this often in his videos.
Lol the tutorial is so bad that when i started the game i played Yi bot and would always upgrade my skills in order QWER because i didn't understood what where the benefits of upgrading each of them (it doesn't show the increased damage or the cooldown reduction unless you enables it on the settings). Also i started to play before the Item changes, so i would build the first thing that appeared in the recommendation menu, which was simply terrible and wasn't updated by the meta like the current one. I think of all changes the tutorial one is by far the most needed since they will get thousands of new players because of Arcane
I absolutewwly agree. a friend of mine watched me play league a few times and thought it looks fun. played through the tutorial, we played a few bot games together and i realized how horrible the tutorial is. i haven't played it for 10 years, so i wouldn'#t know. i checked it out, and it teaches you nothing. no farming, no fighting, no itemasation, not even how to really play the game. nothing about the classes/Matchups etc. You really just learn the controlls. end of story. I think not even the shop was really explained
I think it depends. I suppose my experience was very different starting in season 4, where things had a bit more freedom. But simply learning the controls and basic concepts of towers, roles, the stats, gold, item existence etc. was as much as I was interested in learning in the tutorial. For my beginner games before level 30, I was content just getting the hang of those basic things, and I feel like having other topics on the tutorial syllabus would have chased me off. Situations like matchups or situational itemization etc. would have added too much and been too long. It was more fun to figure it out on my own or get into the community and find out. I only started learning the real important stuff after lvl 20 but I feel like that's the point where the person really needs to make the conscious choice to get better and dive further. Perhaps a ranked tutorial is in order, where the real meta stuff gets explained in detail. But if you're a new MOBA player and the first tutorials take you through the newbie nightmares like farming (something I still dislike to this day and consider it an unfortunate chore of genre), they're likely to lose new players immediately.
@@vindifference You know what else chases away players? Them going 0/10 every single game because the game doesn't teach you anything about the game, which is a guarantee if they're playing with friends who already play the game and still likely without that. This isn't the early seasons where people can get away with being bad and new. Maybe don't make it mandatory with the first tutorial, but the game absolutely needs an extended tutorial
Of all the ideas you've given, the tutorial is actually the one I like the most. I see a LOT of players being very intimidated by the idea of trying jungle although it is very fun, just because of how different it is from the other roles. I feel like an actual jungle tutorial would help more than a few players to actually try it out.
what league needs is a new map that can alternate with summoner's rift.. no joke they can make it bigger or even change the whole layout and keep the same number of turrets
Bring back the consumables from the bilge water event. Please. Those were VERY cool. Like there were tower shields, what was essentially a jhin ulti but from a tower, a gp ult centered on a tower…. They were really really fun. Obviously they’d need to be toned down a bit, but being able to buff your towers was an extremely unique and engaging part of gameplay. It makes it so that towers aren’t just minor inconveniences for the enemy divers, and more of a powerful defensive tool and actual ally to your team.
@@alliu6562 no the game mode during the bilge water event was black Market crawlers. Nexus Siege came way later (like several seasons) and has nothing to do with the bilgewater event. The game mode had upgradeable minions and a bunch of new and fun items. Some of them even were added to the game after the event ended like dead man's plate ^^
I think towers should get stronger in terms of damage or attack speed depending how many allied champions are nearby it, requiring at least 3 players to get the affect, this would allow for better defensive strategies
yeah they put bimonthly balance patch that don't actuallt balance the game above all and we don't have any QOL changes to make the game better in a way that wouldn't be cancelled two weeks later by cancellation of buffs or nerfs who were actually stupid
1) reduce damage in game 2) make turrets do true damage since they become pointless. 3) new and permanent game modes 4) more bans. 5) better rank rewards 6) more items 7) more reworks 8) reduction of healing and shielding withouth effecting champs who rely on it
new permanent gamemodes SOUNDS cool, but riot won't make them, because peoples don't play them. It looks like everyone wants new permanent game mode, but nobody wants to play them for a long time. Exept URF, but then, more people would play URF than ranked and riot can't make a professional scene for URF.
@@sygtymatory6667 riot should understand that no arcade mode will be played as much as the base game. And they have no excuse imo. Overwatch had _multiple_ arcade mods, only one or two of them being rotating, with _far, FAR_ less player base.
With the whole objective spawning in their jungle when behind smite has a thing kinda like that. There's a neutral monster that spawns and when you kill it. It enhances the jungle buffs on that side of the jungle. Based on who got it first the next one will spawn in the opposite sides jungle. Making it harder to obtain for the same team again. I thought it was kinda cool.
Cool consumable items: Canon in a poket: summons a Canon minion Smoke bomb: one second of invisibility, damaging a champion turns it off Zoomi shots: a move speed buff or a short range blink.
I think that 1s on the smoke bomb would be too short and a longer time would be really unbalanced. The rest of them is great. I think that they could make a weaker versions of summoner spells as consumables and they would be awesome.
For that 2nd point of adding a mini game. A mini game where Baron would attack the whole map, making it into a skillshot dodging game would be cool. This would make it not combat focused and you could even make everyone silence and have the same MS
Yeah everything would come down to precision Also they can try a "push the cart" type game mode (basically Overwatch) or a map with a different amount of lanes or something
dude, as a game designer, don't you see why dota's playerbase is so small compared to lol's? because in LoL there are no random spots on the map that you can just control to get an advantage jesus, how would FORCING TEAMS TO FIGHT help the game not being so snowbally
It's what I always say, Riot isn't a game dev company, they are a marketing company. Look at Seraphine, they hyped her for a month with arts and stuff everyday just to release a Sona 2.0 Riot spends too much resources in marketing, that's why their player base is huge
@@Tiagocf2 I am pretty sure you completely misunderstand him, what he is saying is that Vars idea of the Mini Game objective is a stupid Idea, as it forces even more Fights, which in turn makes the game Snowball even harder. And as much as I disagree with some of Rito's decisions on balancing, it is still the most balanced Character based PvP Multiplayer (not jut Moba) around, even through there are basically none with even remotely as many Champs as LoL. So claiming they are a marketing company is clearly a false claim. And if their player base is big because of marketing, why is it still so much larger than f.ex. AAA titles or Raid Shadow Legends? Lets be real, the first add for LoL I ever saw was 3 years after I started playing, in 2017, and the Player number did not really change that much. 80%-90% of players could be considered Veterans by now, and as such not influenced by marketing. League has a large player base because it is addicting and doesn't really get stale, not because social media advertisement.
@@nwstormraider818 Sry to say that but lol is not even close as balanced as dota is. When you have champions that can basically steamroll most of youre championpool, or champions who have basically no counterplay (yumi) and you patch youre game every week without getting a better result means youre game is not balanced in any way.
In regards to and healing and shielding, I feel like, for those to work, riot will have to scale down the damage output of most champs. Assassins one rounding tanks, "tanks" one rounding marksmen and some mages, neither of is something that should be able to do for the classes unless extreamly ahead. Secondly, a lot of healing is some form of Lifesteal, so scaling back damage would also somewhat scale it back. For the more deffensive options. I feel like inhib towers should one shot minions later one and they should do percentile damage to champs, way too often turrets can just be ignored since the 300 damage per shot is just non existent in mid-/early late-game.
This 100%. If you nerf healing and shielding without reducing the overall damage, you're basically putting a band-aid over a gash that needs to get stitched. The underlying issue with most of the problems in league is simply the damage. Some examples: Heals and shields to strong? -> compensation for the increase in damage so heal and shields spells aren't useless. Turrets too easy to break? -> turrets have been barely changed since the damage has increased overall (excluding things like baron buff). Also just remove Yuumi already.
1: IP lock accounts, and only reward additional accounts as honor level rewards. this allows people who insist on smurfing to continue doing so, but also limits it AND improves the ban system, as a banned player is less likely to have additional accounts. (I am aware this would not completely stop alternate accounts, but the difficulty would reduce them significantly) 2: An actual real AD support. the 2 AD supports we have are not supports, they are an assassin and an adc with alternate stat scaling so they don't need to farm. There needs to be an option for magic damage heavy teams that also need utility.
Just don't pick a full ap team. People don't pick utility-based ap supports to make up for the lack of ap on their team since they won't be carrying the game with damage anyway. So it doesn't make that much of a difference in the end whether they are ap or ad Picking a lulu or a nami on a full ad team will not make up for the lack of ap in it.
HWID over IP please, There are weird network configurations (namely carrier grade NATs) that put a lot of users behind the same public IP. HWIDs are unique to each system.
Make the game less burst oriented - when I'm playing a tank, I want to be able to tank for a good ten seconds or so, not just an extra tenth of a second. I also don't want to be doing damage either, which is why items like sunfire and Titanic annoy me.
I fully agree with you Reset the game back to its damage state at around season 4. Make sure the highest skill champions are the most powerful ones so that effort and skill = elo. So that REALLY GOOD players on champs like good old Riven are EXTREMELY powerful and less skilled players are EXTREMELY terrible on the same champ. Easy to play champions need a specific cap where anyone can pick them up but they shouldn't be able to beat high skill champions. Gold Talon should beat Gold Qiyana but Diamond Qiyana should beat Diamond Talon. Make matchups set in stone. Grievous Wounds should be amped up and should only affect healing from ITEMS and RUNES.. not from summoner spells and champion kits. Aatrox Mundo Vlad exist as the lifesteal/regeneration champions they shouldn't lose their identity so make sure grievous wounds affects their "kit" less. And so that those champions don't become unkillable just lower damage EVERYWHERE... I suggest making it a role > role based game.. like in pokemon. Classic Fire Beats Grass DPS beats Bruiser Tank soaks DPS Bruiser beats Tank (but eventually Tank can't be killed without dps) Assassin beats DPS Tank/Bruiser beats Assassin For healer/shielder support kits... just change champion abilities in the same role to counter them. Like how Blitz R destroys Tahm E shield. Make it so that certain supports definitely counter the other one. Now in a world where soloq exists this Water beats Fire system won't work because laning from behind where blueside adc DPS is behind in 2 items (who's supposed to be the only one to kill the redside Bruiser toplaner) Can't do shit. The game needs to delete the idea of SoloQueue (just stop pushing its importance) and make it entirely focused on Flex queue and open up new systems and rewards for Flex Queue where you're most encouraged to make a team of 5 and play together like in MMOs. If you don't have friends open up discussion boards and add a voice system. And voila same champions same items slightly altered damage systems and the game is good to go another couple years. Focus on making it a REAL sport and the game will live on for a long time. And do whatever it takes to push it to become as big as real sports long term instead of pushing their business right now
@@ucsucs3722 the weird thing is we already got many of these things in games. Not all this black and white though. You want one champion to win a match up hard against another, but you also want qiyana to beat talon. This would probably make the process of the game stifle and competitive play would be boring as hell. Also what would one define as difficult. I think this is to an extend subjektiv. Singed has a very simple kit, but he is not easy at all. Same with zilean. Support almost all have very simple kits, but they are not that easy. Edit: I think talon is also probably harder than qiyana. I think there are just to many variables you’d throw out of the window in league, if you decide to say classes get countered by other classes. There is a reason for example why defensive Ice Pokémon are terrible.
I honestly think we don't need more ways to catch up, we need more education on how to catch back up. Getting a good teamfight even when behind can catapult you back to even footing the problem is people suck at playing from behind. Poor mental + bad decision making E.G. the number of times I've been in a losing position, enemy team just got baron and my team decides to keep running out of base to fight 1v3 instead of turtling and just waveclearing as best they can is astounding.
@@playosaurgaming754 I mean yeah, losing a late game team tight usually means you're in deep trouble doubly so if you've been losing all game. But I don't think the solution is to just make the game ping pong back and forth until someone randomly loses the game because of massive comeback mechanics. If your inhibs get taken you have higher gold income for that duration, you've usually got more standing gold from enemy towers still being up, you've already got bounties on people. If you lose a teamfight after you're far behind you should probably lose, but if you win the teamfight you can easily equalize the gold. or if your team comp is better people learning to play safer and just delay the game until gold doesn't matter as much is just as viable.
You make a good point but we are at the point where turtling isn't a viable strategy. Towers closer to base and nexus are weeker than the outer turrets and most champions when fed nowadays can dive even an inhib tower very easily. Without defensive buffs most times when that ahead enemy team gets baron they WILL break your turtle's shell. I would agree a lot more with you if we did have those tower buffs tho. I actually really like the idea of the new objective bounties being added to the game but if every tower and objective remains as easy to kill as they are than it doesn't help us at all.
I'm also not a fan of more comeback mechanics but I think they should buff turtling. A winning team would already have map pressure, objective control and better reamfights. Diving inner turrets shouldn't be easier than outer turrets
Make the Nexuses stand up and become somewhat tough fighteable bosses. Finishing the game becomes harder, giving the losing team a chance to get back into the game. If you ever played Gigantic before it went down, they had a pretty cool take on moba objectives imo
The list mentioned by Vars in the video: #1 Alternative win conditions 0:57 #2 Nexus Blitz style events 2:21 #3 Greater defense 4:22 #4 Improved ban system 6:35 #5 More consumable items 7:49 #6 More summoner spells 9:09 #7 Reduce healing/shielding 10:23 #8 Greater focus on buffs 12:15 #9 Server wide MMR reset 13:34 #10 Effective tutorial 15:01
1 alt win condition-they already have the obj bounty.. 2 nexus blitz mini game-NO! 3 Greater turret defense-only hard scaling champions and long ranged champs with great wave clear would benefit. 4 improved ban system-this one is actually pretty good. 5 consumable items-i dunno, I don't really care tbh. 6 more complex and a root summoner spells-there are big limitations in sum spells, they can't just do that coz it will break the game. it's free for a reason. 7 reduce healing/shielding-with the way riot is headed with their new champs and items, this is not gonna happen. 8 stronger epic monsters-that would break the game and change the meta. 9 mmr reset-if u suck u will go back to your plat or lower mmr asap anyway..its pointless. 10 effective tutorial-im kinda 50-50 on this one actually. riot could easily do it, but we all know why they don't do it...a tutorial is like an ad to entice new players so they make it as pleasant as possible.
Hey Vars, I love your content but if you're still afraid of burnout then I would not mind seeing uploads more spaced out. All your videos are well thought out and researched so I imagine you've been putting in so much more work than we're seeing in the finished video. Keep up the good work, but don't work yourself to the bone.
On the note of idea 2 and 3, what if they added base building? For example, say there is a system that allows the team to pool their own gold into specific upgrades that get cheaper depending on how many turrets are still on their side of the field. You could even change neutral monsters to have resources that are required for specific base upgrades.
Or maybe spend gold to upgrade the nexus, or the inhibitor turrets. Imagine you’re getting sieged and your team spend 2-3k gold to make all inhibitor turrets immune for 20 seconds. Or spend some gold to make the nexus fire like 3 laser which ramp up in damage. And there should be a gold pool where players can put gold in and then vote to purchase an upgrade
I'm kinda afraid that would turn support back into a player-controlled minion. A huge reason why nowadays supports have more agency of their own is because they aren't forced to spend that much gold on things like wards. Ofc it depends on how such system would be implemented but there is a risk that support player would take most of the upgrade expenses because they are the role that needs the items the least
I heavily disagree with focusing on buffs instead of nerfs; it just contradicts everything that you say about the game having too much damage. Newer champs come overloaded with damage and unnecessary bloat in their kits. Even if we started to match the weaker champs to the newer ones (Akshan, Gwen, Yone), what would happen when a newer champ releases? Do we buff Akshan to match their power? That's literally what powercreep is. One thing I would change are tank mythics. It feels so fucking horrible having to choose from 3 flavors of the Immolate passive, for a TANK item. It just hogs all of the item's power budget, and the item itself gives a pitiful amount of actual tank stats. 3200 gold for 30 armor/MR and 350 hp on a tank mythic whose main job is to deal damage. So disappointing.
Yeah I agree with this. Please make tanks tanky again. Maybe give them something to combat true damage or % damage a little. Not too much just a little so they don't absolutely melt lategame.
I think you didn't understand the buffing segment. The idea is to buff champions that counter the most meta champions. Fizz is strong? Buff Lissandra so she can deal with him better. I think it's a great idea, you'd stir up the meta without basically deleting champions.
@@yaranaikaexecute3196 I still don't like it though. What happens if Lissandra is giga buffed and now she's meta? Now you find some Liss counter and buff them as well? Or do you nerf Lissandra and the meta goes back to where it was? It would just turn into a never ending staircase. I feel like nerfing meta champions (or just not overloading them in the first place) is the sweet spot for balancing. Riot already does out-of-the-blue changes to whatever they want because they want to shake the meta, so it wouldn't get stale; we just wouldn't get these absolute abominations of champions dominating for years and years.
Instead of an alternative to split pushing, I think an upgrade to split pushing would be a nice change. Perhaps updating inhibitors and super minions so they are on the same level of baron and aren't as worthless as they are now. Something along the lines of "receive a free TP to the Super minion every inhibitor taken, or make it so there is an alterative objective for top laners that permanently increase minions stats so you can make clearing waves harder and let your minions push faster when no one is near. Onto your point about a new mode, I think what you are going for there is a more casual way to play the game. The game is unbearably sweaty, even in normals and aram, because the game is balanced/designed in that way (for example) champions like Morde/Akali/Yuumi/etc... who are straight up just unfun to verse, whether they are balanced or not. Adding a casual mode just for fun would be a breath of fresh air, but I think Riot are scared of splitting the playerbase like how they were with 3v3/Dominion. Your point of the "more bans is not healthy because you can just ban who you don't want to play against" is actually a point in favour of more bans, not against it. I've said this for a very long time, but when you a ban system to a game, it shows very clearly who/what is problematic. If everyone had 2 bans each, I guarantee the ultimate cancer champions like Yuumi, Vayne, Akali, etc... would receive changes very fast, because nobody can play them when they are literally permanently banned. It creates it's own ecosystem of ways for players to express to Riot their discontent for champions, as well as allow those who want it to ban their counterpicks of which some have many. An example of this ban system working is Siege and how the map/character bans allowed ubisoft to know that nobody liked Jackal, and that nobody liked Chalet, which let them look into it and learn why. It pretty much gave the developers a point of interest to look into that came directly from the players themselves, not some artificially inflated reddit/twitter post by bots/discord servers/etc... Another example is in Paladins when Barik was 100% pick/ban no matter the map, which directly lead to him being fixed with a rework not too long later. Your point on buffing vs. nerfing is fundamentally wrong. You said that nerfing has more downsides, but this is wrong because nerfing doesn't mean putting a 53% to a 46%, it means putting a 53% to a 50%, which would make it equal with the other options, not worse. It will make people not want to play them anymore, but that is because they are abusing the OP picks (like the Aatrox rework debacle where people got super mad their freelo champion was taken away and channeled their rage towards the rework itself). Buffing other champions over nerfing the problematic one is how we are in such a shit place for League with 2-3x the amount of damage that should be in the game with some fights ending in a single rotation of abilities, so much anti-carry that even if you are 10-0 top lane you can still lose to CC-bot champions and a single non-garbage damage dealer, too many dashes, gimicks, etc... You are *kind* of near the mark with the counterplay, but that isn't a problem about nerfs/buffs, it's a problem with the design of the champion itself. Mordekaiser is problematic because he has no counterplay. You can't dodge his ult, autos, passive, or even the Q (unless you have blinks) and that is where 95% of his damage comes from. He also has no way for an enemy to play around his kit in that you can't poke him out, you can't wait out cooldowns, you can't play around powerspikes (because he is strong from level 1 to 18), you can't build to counter him, the list goes on... This was the problem with Akali where her shroud true stealth was way too good and gave her a free win against any point and click champion, her Q healing was too much sustain so you couldn't poke her out without taking equivalent damage, her ult gave her too much mobility so you could never reliably lock her down or out position her, her power from 1-6 was great and if she had ult it was an instant kill combo (similar to Fizz), the list goes on... The serverwide MMR reset needs to happen to everyone because one troublesome month of a champion being 1.5x as powerful as the next runner up (viego, Yone, etc...) can mean some people who abuse it can gain hundreds of LP purely because they picked a champion that was better. Not only this that one season where they added ranks to each role and it was COMPLETELY broken where you gained +25 and lost 5-10, so many people got several divisions above their actual role and are riding it out by playing the highest winrate champions to stay at a 50%. Imagine how many people abused taric/sona or Yi/taric funnel and got several hundreds of LP and are now hundreds of games later slowly falling with their 45% winrates on any champion that isn't Yone. There is elo inflation in every rank from years of trash decisions by Riot.
I think the best they can do now is implement voice chat. The league is already a difficult game, but the inability to explain to your team what you expect from them adds a whole new layer of complexity.
As for healing, the problem it's how easy they are to stack. Enemy buys Healing Item 1st slot. You buy Grievous Item on your 2nd. They buy Healing Item 2nd slot, bum, they have the same healing they had while you lose on damage. It's horrible, seeing so many champions just straight buy as much healing item as they can and ignore grievous entirely. There should be a soft cap that starts to reduce healing at some point or the healing items must give much less attack power, after all a healing monster still can do a lot just because they survive.
I'll do that little experiment myself and think of things that I believe will make the game better. #1 - The balance spaghetti I am not talking about bugs here. I am talking about bandage fixes, not well thought changes that gives the expected outcome in the short term, but the long term implications aren't considered. Changes that are adding up and negatively impacting the game in ways that include but aren't limited to design inconsistencies and creative gatekeeping. An example of design inconsistency is why Fiora's Q is allowed to damage turrets, but other abilities that apply on-hit effects doesn't? Why Trundle's Q goes on cooldown right away when used on turrets but Leona's Q does not? Then there are abilities that against champions do x, against minions do y and against jungle monsters do z. Those are tipically made when Riot wants to force a champion in or away of the jungle. Alternatively, that last mini-rework Lucian got to force him back bot lane. It makes no thematic sence for Lucian to be inherently weaker on his own, but stronger with an enchanter. Yet there he is. Those changes choke player creativity and go directly against the "play your own way" that Riot often do on their ads. Last but not least, the ammount of sustain given to junglers trying to make the role more beginner friendly. I am not the type of person who believes Riot is "dumbing down" the game and genuinely thinks this argument is silly, not to mention it is false. I don't even think the ability to PvE should be that relevant to a PvP game. But back to the point: the long term consequence of the absurd sustain existing in the jungle is that invades practically never happen anymore. If everyone is full HP, the time it takes to kill a jungler is more than it takes for said jungler's back-up to rotate and collapse, making the play too risky to be worth it. #2 - Separate runes by playstyle, not by class. This may sound confusing, class and playstyle sounds like the same thing, and to some extent is, but I'll elaborate. Instead of making a page for marksmen and fighters, one for assassins, one for mages, one for tanks, for runes to be classified by the roaming rune with predator, phaze rush, hexflash, nimbus cloak and perhaps some new choices like empowered recall for up to 30 seconds after getting a kill or assist. A power rune if you want more stats with comet and electrecute. A page focused on wave management/split pushing. One focused on itens. Something along those lines. Some of my biggest rants regarding runes is Nimbus Cloak and Hexflash being on separate pages. For two runes with such a good synergy, it is a shame how difficult they are to fit together, because if there's a third rune you're interested which is not on either page, you'd have to give one up. You can't run both and Zombie Ward, for example. Or aftershock. Another thing that bugs me is how many stacking runes there are. If you take domination primary, half of your page will consist of runes which are only useful after you kill something, not before you get to that point. Same for precision. The "this is just stats" types of runes like Gathering Storm could go as well as they're not very interesting. #3 - A step back to allow for two steps forward. This is regarding champion design for the most part, but includes itens to a lesser extent. Its nothing new that recent releases are overloaded and there's no better way to show my point than give an example. Let's reimagine Camille. Her passive is fine as it is. No need to touch that. Moving on to her Q, it gives her 2 auto-resets, it gives her movement speed and it converts a portion of its damage to true damage. Let's remove the movement speed and give full conversion to true damage from level 1. This will give a lot less information on the ability, making it a lot more obvious with much less hidden power. After a delay, Camille's auto will do true damage. She won't be randomly impossible to catch/kite and what's coming would be more predictable. As a cyborg, it doesn't make a whole lot of sense for Camille to have a heal on her W and already having strong true damage, instead of adding %health damage on top, just give the outter cone a slow instead. Is it really necessary that Camille's E gives attack speed? Without it, its still one hell of an impactful ability. Same thing for her R. It will still do what it is supposed to without giving Camille some random %health damage on-hit. This may sound like just a gigantic nerf striping a champion off half her kit, but if you really think about it, Camille will still do Camille things in spite of these changes. She'll have the super long range pick potential, she'll have the true damage burst which are the things she stand out for. But the whole other bunch of things she gets for no reason like the Q movement speed, E attack speed and R on-hit damage that half the players didn't know existed give her unnecessary power and limit the room for counterplay. A similar treatment to most recent releases would do good to the game, where abilities have only one secondary effect, two at most, but if its an exceptionally impactful ability like a true damage nuke or a very long range engage, that's all it does. It is a true damage nuke and a very long range engage ability and that's all they do. This may be what is necessary to mitigate or even revert the wave of powercreep that's been hitting the game.
Hey vars, can you do a vid talking about how easy is to take obj?? I just feel like they should feel more bossy and that way adcs would get more value because they would be needed to take down them Edit: also maybe consider making so that base towers are reeeeally hard to take down without buffs?
Yeah something like make towers take more damage with buffs and they can add more kinds of buffs for that like a Green Buff who gives extra health and movement speed
A few seasons ago, towers only took damage scaling with your attack damage. Meaning mages and the like were meant for teamfights, and ADCs were meant for single target dps and actually taking towers. Of course it meant midlane was dominated by a mage or two and AD assassins like zed, yasuo, and talon, because they could burst the mage AND deal appreciable damage to the towers.
Tbh, i think the best thing would be the introduction of Guilds similar to the ones in Wild Rift, with weekly challenges and reasonable good exclusive rewards for successful guilds. This would turn the anime protagonist game into an actual teamgame, because cancerous and egoistical players would either be funneled into their own guilds and excluded from team focused ones.
To improve the defenses, i think giving every tower plates that fall off at some specific time (T1 - 14 min; T2 - 21min; T3 - 28 min; T4 - 35 min), could be a good idea. If Riot puts more emphasis on the mid to late game, like decreasing the amount of gold and XP in the early game, but increasing it on the mid to late game (plates from every turret, from example), the game could feel a lot better to the losing team. And to games do not take much more than 35 min, simply create a deathmatch after this time (towers lose defenses and champion respawning increases drastically)
i completely agree with the tutorial part it is a joke when i first stared i sarted on my own and it took me 1 month to know what i had to do with youtube and couple of randon peoples who guides me to sites like mobifire where i learnd a little more ( where most other playes just flamed and i did learn early the comand mute all if things went south) and it took me a sold 2 months and a little more to finally understand roles, champs, what to do, what is what then made a couple of frnds and actually felt like i can play the game
Very true. To be completely honest, I only got into League because I was playing with a friend. We were both completely new and sucked together which made it a lot more bearable xD I still remember us just being fascinated with everything since it was all new to us. I ended up just playing enough games and watching enough RUclips videos to actually understand what I needed to do and within a few months. got really into it. I really don't think I would still be playing this game if I didn't watch RUclips videos/tutorials about the game because the learning curve is honestly just too steep. Not to mention the fact that you get flamed by everyone (as you said) and the amount of smurfs in low elo which just crushes you because you don't know what to do and end up going 1/20. I still remember me playing ARAM for the first time and reading what Warmog's did, then thinking it was OP so I started to just build it on any champ I played on Summoner's Rift and people flaming me for buying Warmog's on Lissandra first item xDDDD
2:20 This is one of the main reasons why I liked Heroes so much. A lot of people in other mobas said the team xp and talents instead of items was horrible, but one thing that every moba could learn from is the objectives. Having something that you could fight over and have it give immediate benefits when you took it made it so team fighting was always a viable option, even if you were on the losing team. It would also take pressure off the losing team so they could get their footing again, since the winning team would have to decide between pushing or taking the objective.
The banning system is what I felt the most here. It’s simply not enough for how many champions there are now and like you said both teams end up banning the same champions all the time
Less damage overall. Part of the reason champions can drain tank so well these days is because they don’t really have to sacrifice any damage. The damage they do lose out on is overkill against most targets. We do need system nerfs to healing, but I think we also need system nerfs to damage, or at least sharper trade offs.
I have an idea: 1- Take away all gold earnings besides farming and pasive gold 2- Augument pasive gold earning What would this do: 0- "Snow balling is no more" 0.1- farming will be the name of the game (all the way to iron) 1- Killing enemies will only give presure advantage 2- Deaths in early game will happen more often (at least in the early days of this "no-gold-for-kills" mode) 3- Taking turrents WILL become a priority 3.1- And neutral objectives will mather a lot 4- Roaming behavior will go down (this is a wild gues, it could be the contrary) 5- Team efforts WILL be one of the only ways to win the game 6- Much more stuff i cant picture it would happen Feel free to ad more stuff to the list :)
There was an item called Ohmwrecker. Nobody used it. It is part of the voli ult now. Items are just too strong, so you have to pick the strongest ones.
I think Riot should follow Dota 2 exemplo. Hiper specialized items, meaning buying certain items to actually counter the enemy but sacrificing some strengths.
Honestly, the turret reinforcement is smart. Maybe even make it as an upgrade the ENTIRE team can contribute and spend their resources elsewhere except for combat advantage. Maybe an upgrade for Health resistance boost to make towers more tanky, maybe an inhibitor buyback, a tower range upgrade? Could also bring the old laser attack on towers as an upgrade. If at its core league is a tower defense game i dont see how this would stray away from the game itself.
Heroes of the Storm comes to mind. You can say a lot about the game but there's one thing it got right, objectives. Every different 5v5 map has a different feel and a different objective. One map has a payload that when pushed damages the closest structure 4 times. One map gives you literal nukes to destroy towers and walls with and one map has an event that gives the opposing team a debuff that your towers don't work and their minion have all 1 HP. League could learn a lot from HotS
another thing is that in HotS, the nexuses actually fight back so backdooring is way less viable and you actually have to kill the enemies / push / sneak past as a group to end
having played lol and dota, imo the reason why split push is not viable in lol is because it costs literally nothing to press b to respond to someone puhsing your base. adding a 15 to 30 cd on B would make split push more viable and cancelling back more rewarding. a side effect on that would be that you have to be more careful when using recall because if you have to change position you lose a lot of tempo but imo that'd make the game more interesting
Good idea in my opinion. Backing and teleporting everywhere with full resources all the time is pretty busted. There is also not much insentive to fight in lane unless you get a gank, really. So roaming and forcing man advantages through jungle support is too effective.
Master X Master had 3 win conditions. 1. Taking out Nexus. 2. Getting tons of kills/points (first to 500 I think). 3. Timer running out (checking who has most points at 25 mins). We need something like that in MOBAs.
They should take all the super basic champs (ammumu JG, garen tank, Ashe ADC soraka sup, and maybe one mage and one assassin and have tutorials for every roll
1. Nerf damage across the board 2. Bring back tribunal (plat players would do gold and below games, diamond would do plat, masters would do diamond, etc 3. You can only have 1 account now
@@4everMaxty riot asks you which account you would like to keep, riot transfers over all skins, blue and orange essence, eternals and champions to the one account you would like to keep from your other accounts. The other accounts are then deleted
@@MartialArtsForY Unless you get refunds for duplicate skins and other stuff you will lose in the process, me and a bunch of other players will be more than pissed for good reason. Maybe you're not in the same boat and you can't understand the point of view, since I can't understand why would you suggest that in the first place either.
I remember trying to learn the game, and I had such a hard time because I was never told that cs matters. I think the tutorial is really important in terms of also teaching players roles and what they do, and how many players play per lane. Overall all of these things are pretty good suggestions.
I think what makes the least sense is Riot's statement regarding objective bounties in their pre-season video. I'm paraphrasing here but it went a little something like this: "We want to give people more comeback opportunities by granting additional gold to the losing team for striking down an objective however, we still want the "better" team to win if they have accumulated a sizable lead." On the surface, this sounds fairly reasonable but let me try to explain why I don't believe that to be the case. By encouraging the losing team to make an aggressive play to give them a chance to come back into the game you only feed the snowball. You are always at a disadvantage when trying to take objectives when behind. No team with at least a bit of experience playing this game will let you take these objectives for free. In addition to that, it's very likely for the enemy team to have superior vision control when ahead as they've most likely taken your outer towers. I would also want to take a very close look at this section right here "we still want the "better" team to win if they have accumulated a sizable lead". "Well duh, better team should win" yes but would you say that being far stronger in the game due to having a level and item advantage is really "being better" at the game? Now of course one might argue "but this is a consequence of your actions and thus rewards skillful play" you'd be right in saying that. My point is that this only rewards and encourages early and mid-game decision-making as once you have reached a sizable lead any form of strategy is blown out of the window because everything in this game revolves around fighting. So are you really better than your adversary just because you're better than him in the early game? Maybe the other person knows how to play the late game better than you but that currently doesn't matter if most games end in 15 minutes roffle stomps. Now obviously games that are even and feature constant back and forths in a struggle to gain the upper hand on your opponent are not affected by this but given that we are talking about the opposite and how prominent that form of the game has become and the fact that Riot is very aware of this issue given their attempt at fixing it, But I do think buffing Nexus and Inhibitor towers, as Vars suggested, is a much more adequate solution to this problem. I hope I am making sense here. All I want from the bottom of my heart is League to be a better and more pleasant experience.
@Vars Im a smite player and in smite there is an objective on bot lane away from the jungle where if u Kill it All ur Towers deal more dmg the more enemies are in range and they take less dmg the more alles are in range (its as far away from the baron equivalent so it can be taken to counter sieges with buffs ). There are summoner spells which reduce healing around u by 40% or destroy all shield around u. There is also an item which gives u a weak tick dmg aura to counter stealth. This are some examples on how to improve things players are frustrated by.
Regarding healing and shielding, I would remove healing and move it to health regen as a stat. That would mitigate "unfair" mechanics as a Bruiser just living for 3x their health bar while doing tons of damage, just because you can't burst him fast enough. For shielding, I would add "pierce damage" mechanic, where a % of damage to to a shield should be passed on to a user. Also, DoT effects should not be abled to be shielded (as the shield is a barrier negating damage from reaching the objective inside the shield. To mitigate this, you can give a lot of support characters "cleanse" effects on their heals/shield to balance out this.
i agree with most of them. Also maybe a tip for the next video when using summing up, use timestamps. That is easier to re-watch it back. 1# 1:00 Alternative win conditions 2# 2:24 Nexus blits style events 3# 4:25 Greater Defense 4#6:35 Improved ban system 5# 7:51 More consumable items 6# 9:08 New summoner spells 7# 10:24 Reduce healing / shields 8# 12:15 Greater focus on buffs 9# 13:36 serverwide MMR reset 10# 15:02 Effective tutorial
I think that riot could implement something like the skarner's crystals: A neutral objective that spawns 20-25 minutes into the game which provides to the team with most players inside the zone a small siege buff that amplifies damages to structures or objectives. Although I believe that the new objective bounties system could be the best option overall (if implemented well)
What if healing reduction was changed from grievous wounds to a single stat kind of like Ability Haste? Chempunk Chainsword, Chemtech Putrifier, Morellonomicon, Mortal Reminder, and Thornmail would still be the anti-heal items but because they give you a whole bunch of anti-heal but other items would give smaller amounts of anti-heal and it would stack but with diminishing returns, once again, like ability haste. It applies whenever you deal damage to someone, and Thornmail of course would keeps its passive of doing damage to the enemy when you're attacked.
In an old favorite MOBA of mine Hyper Universe, the ability to steal a empowered minion was critical to turning around a fight. In a similar vein, taking control of the boss in heroes of the storm would allow a full push and rebalance out the game. I would suggest having a third objective which summons an empowered shelly at 25 minutes which is done in a "pocket dimension" that can be accessed by the top and bottom parts of the map. Face off against the creature, kill it, then KoH for control of the monster for about 3 seconds. Whichever team left standing gets it. This also brings back scaling champions into the game like Taric because of these types of fights
I have only one thing I want: Establish a more casual summoners rift that incentivizes player to learn the fundamental of League of legends. Those who practice good cs, wave management, critical thinking, decision making, etc will be rewarded. And Those who don’t will be behind but never feel hopeless. It is causal and designed to be fun, like with training wheels. Make ranked the true experience of League of legends with no handicap. And balance both equally and fairly.
I think casual and ranked balancing should be seperated tbh, allow viego and azir to be played with garen and nasus in casual and make the hard champs actually hard to play in ranked
I would agree with the tutorial; I started playing this summer and the amount of information need to play league is crazy compared to other games. How to lane, neutral objectives, teamfights; theres a ton of unspoken rules between teammates. Not to mention to playing jungle requires you to do a lot of separate research online. I'm lucky I had my partner playing with me otherwise I would have never gotten past the first game lol.
Same I started playing this year (I dont play everyday) and there's still so much to learn it's so difficult... I always get stepped on by better players 💀😂
What league really needs is for a new summoners rift. Most people don't notice this, but having the same playground for over 10 years really bogs the experience down eventually. Also more arcadish/sandboxish ways to play the game. Odyssey was a great look into what more arcadish way to play would look like, being able to upgrade your abilities was seriously the coolest thing. And even with doom bots we've seen that makining advaced abilities without the power budget limit is amazing, just need to apply those into a full gamemode with full champion support.
1.stop making ranked a casual game mode 2.ban toxic players and inters 3. stop releasing new champions 4.listen to the community 5.focus more on balancing the game 6.rework old champions out of ideas :(
I don't agree with 3. Sure, more and more champions make it impossible to remember everyone, but at one point the game will feel stale. I do however think they need to stop making only super complex and gimmicky characters, even though I understand the reasoning for them.
I would actually like if they game each player their own color. In ally chat during champ selects, I always have to look at the player's name to know who talks, which is EXTREMELY annoying (knowing I'm a for fun player, I always like to have a fun chat with my team before the game, but sometimes they write so fast I can't keep up with who says what). Also during the game when everyone starts to talk in the chat, I can't keep up with who says what. Also make the /r during the game better ,not only every priv msg send is in yellow, doesn't matter if you or someone else sends the msg, but also it's such a pain to msg someone (some people have different letters so when you want to message them in game, goodluck). Don't think those changes will fix league but they would be so much better for communicating
The only one I'm not on board with is number 8. There are a few problems with minimizing nerfs from your balance options. One is that nerfing a high powered outlier actually raises all the other champs level of viability, but buffing a champ only helps themselves. Another is that you rapidly shift your game into literal coinflips because the power creep becomes *real* bad if you just flat out refuse to nerf. It's definitely *not* that you should focus on nerfs, but it is true that for balance you should only really change one variable at a time, which I will argue is the problem we often see with overcorrections. Less "buff X champ, nerf Y champ" on the same patch, more "buff X champ", wait a week to gather data, then nerf Y champ"
Something that could be cool for league and change everything, is macro based summoner spells, think Nexus Siege. get a banner of command on a summoner spell, get a siege weapon on a summoner spell. They could be locked until 5 minutes and the micro summoners could be buffed to compensate, but something that helps you win the Macro game rather than the micro game. For instance: In Heroes of the Storm there is a Hero named Abathur. Abathur is Yuumi but done right. One thing he can do is attach to minions and push lanes like that. Abilities damage buildings so it's not important that he can auto attack while attached. His passive spawns Locusts, a Voidling from ZZ'rot portal, with an extremely short lifespan, if Abathur invests in the Locusts they become Void Cannonlings and can siege down lanes faster than anyone can realize, on top of that he has near global pressure with his actually decent ability to attach to people. (He doesn't become untargettable, his attach is global, but his body is ultra vulnerable, it's not uncommon for an Abathur to hang out in the fountain where he can't take damage) But here's the catch. His Locusts spawn only near him, at the endgame he gets an ability to place a Locust nest (basically ZZ'rot portal) which applies constant pressure. Seeing something similar for League would be great. Heroes of the storm has alternative win conditions as well that are tied to the map in general. There's a Pirate themed deck where you pay Pirates to bombard the enemy towers/nexus. There's a garden map where after collecting enough seeds spawns a Garden Terror in each lane that will siege them down until killed. There's a map where the Nexus's are invulnerable and can only be damaged by capturing alters when they spawn, the damage is based on how many towers each side owns (killing a tower makes it swap sides, and owning all the towers results in constant damge being done to the nexus) It's possible for league to incorporate some of these into it's own games, but they won't.
I came to League from playing years of SMITE, and one thing i really like about league is that towers actually have hp (I'm talking about the outermost towers). In SMITE you can push a single minion-wave into the first tower and it's at half hp at like 4 min. But in smite the objective become far stronger the closer they are to the nexus/titan, and getting an inhib/phoenix actually requires a full team to siege, and not just a strong adc to hit it a few times. Another thing that SMITE does well and that might help league if it was implemented in a way would be more jungle camps. In SMITE jungle camps give gold and exp to anyone who kills them, since a dedicated jungle item isn't a thing. That means that (mostly) midlaners and adc don't just spend the first 10-15 minutes sitting in lane, but they activly rotate through the jungle, securing camps for more gold/exp or for vision camps. Not saying league should be exactly like that, but an incentive for laners to actually rotate other than ganks would be nice to see.
Some of these things are already in the Wild Rift (good tutorial and information about roles and objectives on the map, fewer sources of healing, more buffs for weak champions). It remains only to wait for their transfer...
someone in twitch chat had a good idea; allow PICK priority swaps. so basically you can switch up the pick order like you can swap champs. but this way you don't need to own every champ to pull it off. p1 adc - "can i pick for someone" p5 jg - "do you own taliah?" p1 adc - "no sry" p5 jg - "then no" but with a pick prio swap that would not be the case. "hey can i not first pick? too many counters for my main(s)" "sure. i want to secure my champ asap anyway"
My top 10 is: - More jungle objectives, particularly in the early game, encouraging further jungle gameplay patterns than “kill camps, gank lanes” - Better tutorial - Greater rewards for positive gameplay to reduce toxicity - Reduction in healing and earlier built anti-shield items (like the 800g Grievous Wounds cycle), most notably through lifesteal as lifesteal is out of control (and then rebalance from there) - More interactive siege gameplay, particularly through tankier towers but possibly more nuanced offense than just kill everyone and down the tower in 2 seconds - More defensive oriented champions like Wardens and Anti-Carries (90% of champions released are carries it feels like) - Complete rework of Summoner Spells, half of them are niche or nearly never taken - More risky champion designs, pushing at game boundaries that aren’t 90 different and technically new ways to combo down and murder someone - Slightly reworked banning (maybe have two people from each team ban at a time in 10-15 second time slots) - More defensive options in Runes, currently only Green (Resolve?) provides notable defensive options while nearly every other rune tree has offensive options (Inspiration provides some extra consumable healing, but meh)
The problem with healing and shielding is that it's stacked from multiple sources with independent cooldowns. For items lifeline is a good example of how to do it right. Other than that there really needs to be a healing/shield sickness mechanic where each subsequent source of it gives diminishing returns. Something like shieldbow giving you serpent's fang when it procs or activating at 50% efficiency if you're already shielded
One thing I would love concerning bans is, just like there's a rotation of weekly free champions, they could implement a rotation of weekly banned champions. Just every week, pick ten random champions, and they are banned in draft and ranked games. Your main got banned? Either play your off role or take a week off. It's not that big of a deal.
10 is something I've been advocating for, for years, it kills new player experience to go from the crappy tutorial, to the meme worthy vs ai bot filled clown fiesta, and then arrive in a real game to get pub stomped because it taught them like 1 applicable skill.
That point about shields on champions that don't need it is actually so true. Akshan, Yone, Sett, even Sylas had a shield and heal on 1 ability. It's no wonder artillery/poke mages fell out so hard.
I want riot to hire Vars and Exil and give the rest of their balance a vacation for a few patches and let Vars/Exil design a preseason. Just so people could see that things wouldn't be better
Something that I think would be cool would be Team Runes. Kind of an alternative, or maybe even a replacement for some of these dragons? Or maybe it could exist alongside the dragons. Anyway the idea is that in champ select or the start of the game, the team as a whole votes for a team rune. This team rune would have a massive effect on the way the game is played. So, for examples: A sorcery team rune that TEAM WIDE increases all CC durations by 35%. The warp gate dragon could have also been a team rune, that sets up warp gates on the map, but they could only be usable by the team that selected that rune. Another idea would be a Lockdown rune, where every three towers lost puts all your other towers on a 6 minute lockdown where they can't take any damage. This kind of rune would be crazy good for setting up alternative win conditions; rather than each lane chipping away at the outers, you might want to tell your bot lane not to take bot tower because top is already down and you have rift to take two mid towers. It would become clear to you and the enemy team which lanes are priority. If you could only take one more tower before lockdown, and the mid inhibitor tower is there but all three bot towers are there, you might have a big decision to make. The lockdown rune ideas is only an idea, I'm not saying it would have to be 6 minutes exactly or three tower limit exactly. The same goes for the other team runes. It's the idea of the concept that could be cool though, just runes that affect the meta of the game itself. A multi shot tower rune where the tower will attack ALL offenders under the turret. A super ward rune where wards have 4 times the radius. All kinds of team runes
I like the idea of having towers in the jungle or like in nexus blitz with that guardian thing. It can be a way to keep you safe inside your jg when behind, or it could be another objective to take when winning.
I can partly agree with everything besides your 8th point. My problem with not nerfing and only buffing, is that I think that would make the game only more broken, more burst, more explosive teamfights and less calculated combat. The one who strikes first, wins. Basically powercreep. Imo they should nerf the numbers of super strong op champs but not touch their mechanichs, this way players who learned them wont get discouraged to keep playing them. I mean if they were top of the ladder, then yeah what the hell were the players expecting they were broken.
I think you are right on the healing and shielding point. It's very frustrating to finally catch the fed Yone or whoever on the enemy team, only for them to 1v4 and not die because not only does he do more damage, but he can't be killed. And whilst your point about Nexus Blitz objectives has merit, I do recall it being extremely annoying to be winning the whole game, only for the enemy team to get three really bullshit objectives in a row and completely flip the game. It's cool that the losing team has a chance to come back instead of just getting snowballed after five minutes, but it also sometimes felt like you were being punished for having played well. Your suggestion that it be a trade-off with Baron or whatever could help alleviate that concern but fairness and reward would have be considered before implementing such changes.
1. A better new player experience, new players need more cuz the tutorial isnt cutting it. 2. Better Matchmaking, I'm sick of queing by myself or with a friend in norms and facing either full 5 man premades or a random diamond+ player and just losing with no hope of winning. 3. We need more permanent gamemodes and better customs, I miss dominion so much and I feel like League would be 10x better if it had Halo 3 level of custom games
I think the mmr reset may be more important in lower elos than some people realize. My buddy was hard stuck silver for a few seasons. Finally he wanted to test a theory so he paid a booster to get him to plat 4. The guy told him it would be like 500 bucks to climb a level 30 fresh account to plat but like 750 for his current account. When he asked why the guy told him his MMR was so jacked that the quality of the game was total coin flip. One game he would play well and lose because it was inevitable. But his play was good enough it would balance him by weakening side lanes to keep the mmr consistent across the map making the game harder. It's easier to climb on a fresh basically. Well he paid the guy for his main anyways. 3 weeks later he's plat 4. He starts playing ranked and clears up to diamond 2 in 2 months. When I asked him about it he said the guys he was facing in lane really werent much better at plat than silver but his teammates were way better and so it just seemed easier to climb and that's weird. Hard stuck at silver for 3 seasons including s11, pays a booster, now he's middle high diamond easier that it was to climb out of silver. I kinda don't get it
I read somewhere, think Wikipedia, that League was originally planned to have 6 team mate on each side. Maybe forcing a team to have one of each: Mage Assassin Marksman Tank Support Juggernaut/Slayer
Removing their balance team
Facts, seems like they love to smoke smth whilst making the balance changes for solo ranked
Apex is worse
the next update/patch they will remove current balance team. Gonna be called "balance team update/rework/overhaul"
Tbh since the mid year change on the balance team they are doing some good things like those mini reworks in old champs...But the hard truth is that league balance will always be awful because the objective is to boost champs that sells skins player rate at the expense of good gameplay
their balance team consists of bronze players lmfao
Vars: "i think would be a welcome addition"
title: the game "DESPERATLY NEEDS"
Ya got to please the RUclips algorithms.
@@SKsuprakirby I can assure you those two words do not affect the algorithm, it's just slimey clickbait. Kinda cringe to see Vars like your comment 'cause you're bootlicking lol, but that's not on you.
but yeah seriously I think people should stop giving creators a pass just because 'lol algorithm amirite guys haha'. Leads to very cancerous feeds.
@@JonathanFantasy I mean... League does desperately need some of these things. Would you rather I make my title: "OMG LEAGUE OF LEGENDS TOP TEN VIDEO GONE SEXUAL CLICK NOW OR SOMEONE DIES!"?
@@VarsVerum yes, for the next one please
@@JonathanFantasy as far as clickbait goes, this is pretty tame. Maybe as a new viewer I wouldn't appreciate this, but as someone who has been watching Vars for a bit, I already knew what "Desperately needs" means- its just changes that Vars would really like and thinks are healthy. And its addressed within the opening of the video- a minute of someones time isn't that bad, if they don't wanna watch it they move on- he doesn't start the video with "watch till the end to see the things riot needs to do to make league better before THE WHOLE PLAYERBASE QUITS". hooked with a title, given a choice with the intro
If they want new players to actually want to play the game, being able to pick any champion in practice tool regardless of whether you own them or not would be an amazing change. This lessens the chance of someone being just unable to find someone they enjoy playing and leaving the game because they don't want to grind out potentially 100+ champs to find someone.
I don't think there should be so many champs in the first place, because some blatantly copy each other (Sona - Seraphine), but that would work too.
@@Bodwaizer seraphine and Sona are Not copys. Sona is a shorter range champ with a lot more healing being focused on buffing and debuffing, while seraphine is a highrange control mage being more focused on cc and aoe.
@@tomwanders6022 everything Sona can do, Seraphine does better. Her Ult is literally simply *superior* to Sona's
@@Bodwaizer These number is fine, just some specific champs shouldn't ever have seen the light of day
@@tomwanders6022 this. The Seraphine-Sona thing is just blatantly wrong and they only look similar if you have read their abilities but never actually played the champs.
New Permanent Gamemodes. Better rewards for good behavior. A way to deal with smurf accounts. And the list goes on...
As tempting as it is sometimes, I never flame or troll. I AFKed once in a blind when the what should've been the jungler didn't take even take smite and just sat in lane. All I got was one skin. I know do good for its own sake and all, but with how many people just get away with trolling, AFKing and flaming, it just makes me look and feel like a dunce.
@@koalteufel7947 it doesn't matter what other people do. Because when you start doing similar shit then you are just contributing to the problem. If everyone did what you did just because some people are assholes/make mistakes then this game would be unplayable (forgot smite really? You do know that if you don't have smite in the jungle you are basically useless, the best thing they can do is hope to soak some xp as to not be level 3 while everyone is lvl 6. Yes it is annoying to deal with but if they don't do that the game will automatically be a 4v5 as the enemy jungler will perma camp his jungle all game and be incredibly fed.)
And to deal with people who steal junglers camps because they're support killed a canon minion
Personally i think its kinda ok that urf is not permanent. Not only it feels even better when it comes back but i also think that if it is permanent you might get sick of it
@@koalteufel7947 Riot should really invest into a better honor system. The game is so toxic sometimes and unfriendly towards new players because of trolls, smurfs and flamers and all I get for being consistently nice and friendly is a shitty skin or chroma of a champion I don’t play.
Making a tutorial like the one Legends on Runeterra has where it presets situations to show different challenges/keywords would be super functional and good.
YES--- why they can't think about this
I started playing in June and have been playing off/on mainly playing bot games because I know I'm going to get stomped and flamed in normal games. It's kind of amazing how they haven't added this yet because the base game teaches you next to nothing about how to play the game.
and a jg tutorial
@@user-nf5ye4vn7z In addition, they need to make the bots do more and more things with higher difficulty settings.
@@scottgill2643 Yeah for sure. Literally all they do is sit in lane before eventually grouping up to push mid. How hard is it for them to add more variety?
It's extremely ironic for a game that was born as a mod of another game that there is no workshop for community game modes, on top of the custom game ui being absolute dog buns
maybe it's because of the mess that it's code is
@Diamond Frieza Riot Zed thought it was time for a Chrono"break" (among other weird shit he said)
@@omicron4363 i wish it had been a pleasure
Ya. Overwatch has this, I am not saying overwatch is a better game but, they added a workshop which is basically coding but a template. Some people make games that help heroes, like to practice stunning with good reactions. Another thing people do is outline champions hitboxes, which I think will be cool. Champion and skill outlines. Can’t wait to see Nautilus hitbox actually half a lane.
That is a very solid point. No way of expansion ever for developers
one dedicated item slot for consumbles like potions and wards, so you can always buy at least one pink ward later in the game or wenn fully stacked
There is the trinket slot, why not just make consumables be able to be placed in the trinket slot? Solves the issue
That's why dota has a backpack system. 3 item slots where you can put items but not use them. You can switch them to your main inventory then use them after a short time.
Some kind of map objective in the U-shaped offshoot up in top lane may actually be kinda cool. Mixed feelings, sometimes I like my comfy top lane island, sometimes I wish the lane had more relevance.
Wait- You never quit league? I thought you had when you mentioned why you stopped doing some videos on it
DUDE I LOVED YOUR MAPS BACK IN THE DAY
@@VarsVerum Glad you like my content, recently released Spellbound Caves II if you feel like trying out modern Super Hostile. Currently working on Super Hostile: Vexelvania which will be gothic themed.
Smite's conquest map now has a jungle camp practicaly in the side lane, somthing like that with a minor buff might be cool
Bruh it’s awesome to know vars fangirled just like me when I saw this comment
You have a different POV from the LoL team in general.. They decided a couple seasons ago that games take too long, and long games (although sometimes fun) are exhausting, and if you're exhausted you'll play less.. their goal is more games, more wins/losses make you want to play more
Then why is nexus blitz not permenent? It's way faster
@@codebracker same reason for URF. Issa gamemode
The Nexus Blitz idea is basically the map variety in Heroes of the Storm. As many flaws as that game has, one major point it has going for it is the many different maps. It makes playing the game so much less tiresome
not to mention that hots incorporates various win conditions, like he mentioned. no map has you able to win in the absolute same way, every one has a different objective to help your team either gain a lead or turn the tables. i feel like league could honestly benefit from something like that.
Honestly, Heroes of the Storm was a much less tilting, better balanced game than League.
@@huxleyable as long as you play premade. The main drawback of HotS was that it's TOO team oriented, meaning you couldn't really carry alone or as two. If you had one person in there who wouldn't partake it'd be unwinnable.
As interesting as some heroes are, some designs opened the door for those situations too. If an abathur is shit, game is lost. Don't know how to play vikings? Lost. Cho'Gall playing badly? Lost. Nova not playing proactive enough? Lost. That doesn't really happen in LoL
@@egalomon I know it's a year late but yes it's the same in league. If you have someone trolling or afk you lose and you don't solocarry much anymore. Plus hots had ways to win games pretty much by yourself, they're just not through combat
Hots also had a more intensive macro. Not to dota's degree but much more engaging strats and variety of them than league
I'd like to see a reduction in the value of turret plates. As a top laner it feels like I'm being overly punished for using my tp more proactively to help my team win a skirmish.
they put that gold so being in the toplane has more impact. Before that you had impact with your Tp and the enemy toplaner had nothing. It's not the solution to the top island problem, but it is better than nothing
@@alanganon672 the enemy toplaner could either run teleport or use a combat summoner spell. The trade-off was that you lost some power in your own lane.
Nowadays it feels more valuable to tp to stop tower plates than to help your team
@@desuordie4856 right now the trade-off is that you have impact on the rest of the map but your opponent has pressure in your lane. So you can choose to defend the tower or to apply pressure on the map. before the gold change, you had no reason to stay in lane. the gold was not worth not tping and having actual impact on the game. As I said before. Is bad but is something. Now if you tp with a tank to help your team you are trading that tryndamere will gain some gold from plates.
I'm on the reducing the plate value side, including the minion lost, 360 golds is a bit too much.
@@sangletan7076 for example I play yorick. In early game Yorick has no damage and has little utility so tping is hard because you are usually behind the other toplaner so when he goes and gives a free kill to his adc(which has more impact than toplane) at least I can maybe take some extra gold and punish that. Toplane has no impact and the rift herald made it worst because no matter what you do, if the other jg takes herald you lose your turret, hashinshin explains this often in his videos.
Lol the tutorial is so bad that when i started the game i played Yi bot and would always upgrade my skills in order QWER because i didn't understood what where the benefits of upgrading each of them (it doesn't show the increased damage or the cooldown reduction unless you enables it on the settings). Also i started to play before the Item changes, so i would build the first thing that appeared in the recommendation menu, which was simply terrible and wasn't updated by the meta like the current one. I think of all changes the tutorial one is by far the most needed since they will get thousands of new players because of Arcane
I absolutewwly agree. a friend of mine watched me play league a few times and thought it looks fun. played through the tutorial, we played a few bot games together and i realized how horrible the tutorial is. i haven't played it for 10 years, so i wouldn'#t know. i checked it out, and it teaches you nothing. no farming, no fighting, no itemasation, not even how to really play the game. nothing about the classes/Matchups etc. You really just learn the controlls. end of story. I think not even the shop was really explained
I think it depends. I suppose my experience was very different starting in season 4, where things had a bit more freedom. But simply learning the controls and basic concepts of towers, roles, the stats, gold, item existence etc. was as much as I was interested in learning in the tutorial. For my beginner games before level 30, I was content just getting the hang of those basic things, and I feel like having other topics on the tutorial syllabus would have chased me off.
Situations like matchups or situational itemization etc. would have added too much and been too long. It was more fun to figure it out on my own or get into the community and find out. I only started learning the real important stuff after lvl 20 but I feel like that's the point where the person really needs to make the conscious choice to get better and dive further. Perhaps a ranked tutorial is in order, where the real meta stuff gets explained in detail. But if you're a new MOBA player and the first tutorials take you through the newbie nightmares like farming (something I still dislike to this day and consider it an unfortunate chore of genre), they're likely to lose new players immediately.
@@vindifference You know what else chases away players? Them going 0/10 every single game because the game doesn't teach you anything about the game, which is a guarantee if they're playing with friends who already play the game and still likely without that.
This isn't the early seasons where people can get away with being bad and new. Maybe don't make it mandatory with the first tutorial, but the game absolutely needs an extended tutorial
Of all the ideas you've given, the tutorial is actually the one I like the most. I see a LOT of players being very intimidated by the idea of trying jungle although it is very fun, just because of how different it is from the other roles. I feel like an actual jungle tutorial would help more than a few players to actually try it out.
what league needs is a new map that can alternate with summoner's rift.. no joke they can make it bigger or even change the whole layout and keep the same number of turrets
OK the most balanced update would be the 10 unique bans. I swear in there's a double flora/irelia ban in more than half my games
Just don’t suck
@@timmartin5263 A+
"Both teams are banning Fiora/Irelia in a lot of games"
Tim: "You Suck!!!!"
Bro... are you okay?
Guy is spitting facts like its his job
The sad part is: riot may never consider these things =/
A permanent game mode like nexus blitz would be really cool tho. Or a coop mode (not pvp)
I'd love a good co-op mode. I miss the Star Guardians and Odyssey events. Also make the AI for Co-Op vs AI better. The bits are way too stupid.
Bring back the consumables from the bilge water event. Please. Those were VERY cool. Like there were tower shields, what was essentially a jhin ulti but from a tower, a gp ult centered on a tower…. They were really really fun. Obviously they’d need to be toned down a bit, but being able to buff your towers was an extremely unique and engaging part of gameplay. It makes it so that towers aren’t just minor inconveniences for the enemy divers, and more of a powerful defensive tool and actual ally to your team.
I think you are talking about nexus siege and not bilge water event.
@@sbb5548 it happened during the bilgewater event, didn’t it?
@@alliu6562 no the game mode during the bilge water event was black Market crawlers. Nexus Siege came way later (like several seasons) and has nothing to do with the bilgewater event.
The game mode had upgradeable minions and a bunch of new and fun items. Some of them even were added to the game after the event ended like dead man's plate ^^
I think towers should get stronger in terms of damage or attack speed depending how many allied champions are nearby it, requiring at least 3 players to get the affect, this would allow for better defensive strategies
That would be really cool, I like the idea of garrisoning.
I'd like more customization. New announcers, mouse cursors, spell HUDs etc
New or more options of background music would be great too
yeah they put bimonthly balance patch that don't actuallt balance the game above all and we don't have any QOL changes to make the game better in a way that wouldn't be cancelled two weeks later by cancellation of buffs or nerfs who were actually stupid
Play HoTS?
@@Vektordeformacio used to. Dota 2 as well, but I'm now in LoL. And seeing the cosmetics in those 2 games, Riot could learn something from them
@@MrLolguy93 lol seems more easy to me and I think dota games last longer
1) reduce damage in game
2) make turrets do true damage since they become pointless.
3) new and permanent game modes
4) more bans.
5) better rank rewards
6) more items
7) more reworks
8) reduction of healing and shielding withouth effecting champs who rely on it
new permanent gamemodes SOUNDS cool, but riot won't make them, because peoples don't play them. It looks like everyone wants new permanent game mode, but nobody wants to play them for a long time. Exept URF, but then, more people would play URF than ranked and riot can't make a professional scene for URF.
@@sygtymatory6667 riot should understand that no arcade mode will be played as much as the base game. And they have no excuse imo. Overwatch had _multiple_ arcade mods, only one or two of them being rotating, with _far, FAR_ less player base.
With the whole objective spawning in their jungle when behind smite has a thing kinda like that. There's a neutral monster that spawns and when you kill it. It enhances the jungle buffs on that side of the jungle. Based on who got it first the next one will spawn in the opposite sides jungle. Making it harder to obtain for the same team again. I thought it was kinda cool.
So exactly like smite?
Yeah you know the thing I was talking about.
That would literally break league. Terrible idea
Cool consumable items:
Canon in a poket: summons a Canon minion
Smoke bomb: one second of invisibility, damaging a champion turns it off
Zoomi shots: a move speed buff or a short range blink.
I think that 1s on the smoke bomb would be too short and a longer time would be really unbalanced. The rest of them is great. I think that they could make a weaker versions of summoner spells as consumables and they would be awesome.
For that 2nd point of adding a mini game. A mini game where Baron would attack the whole map, making it into a skillshot dodging game would be cool.
This would make it not combat focused and you could even make everyone silence and have the same MS
Nah ms based on hitbox size sounds more fair
Yeah everything would come down to precision
Also they can try a "push the cart" type game mode (basically Overwatch) or a map with a different amount of lanes or something
@@jaishkhan7442 5 lanes
@@hertzovik9990 or 2 with 3 jungles/different terrain? 👀
dude, as a game designer, don't you see why dota's playerbase is so small compared to lol's?
because in LoL there are no random spots on the map that you can just control to get an advantage
jesus, how would FORCING TEAMS TO FIGHT help the game not being so snowbally
It's what I always say, Riot isn't a game dev company, they are a marketing company.
Look at Seraphine, they hyped her for a month with arts and stuff everyday just to release a Sona 2.0
Riot spends too much resources in marketing, that's why their player base is huge
@@Tiagocf2 I am pretty sure you completely misunderstand him, what he is saying is that Vars idea of the Mini Game objective is a stupid Idea, as it forces even more Fights, which in turn makes the game Snowball even harder. And as much as I disagree with some of Rito's decisions on balancing, it is still the most balanced Character based PvP Multiplayer (not jut Moba) around, even through there are basically none with even remotely as many Champs as LoL. So claiming they are a marketing company is clearly a false claim.
And if their player base is big because of marketing, why is it still so much larger than f.ex. AAA titles or Raid Shadow Legends? Lets be real, the first add for LoL I ever saw was 3 years after I started playing, in 2017, and the Player number did not really change that much. 80%-90% of players could be considered Veterans by now, and as such not influenced by marketing. League has a large player base because it is addicting and doesn't really get stale, not because social media advertisement.
@@nwstormraider818 makes sense lol
@@nwstormraider818 Sry to say that but lol is not even close as balanced as dota is. When you have champions that can basically steamroll most of youre championpool, or champions who have basically no counterplay (yumi) and you patch youre game every week without getting a better result means youre game is not balanced in any way.
In regards to and healing and shielding, I feel like, for those to work, riot will have to scale down the damage output of most champs. Assassins one rounding tanks, "tanks" one rounding marksmen and some mages, neither of is something that should be able to do for the classes unless extreamly ahead. Secondly, a lot of healing is some form of Lifesteal, so scaling back damage would also somewhat scale it back.
For the more deffensive options. I feel like inhib towers should one shot minions later one and they should do percentile damage to champs, way too often turrets can just be ignored since the 300 damage per shot is just non existent in mid-/early late-game.
This 100%. If you nerf healing and shielding without reducing the overall damage, you're basically putting a band-aid over a gash that needs to get stitched. The underlying issue with most of the problems in league is simply the damage. Some examples:
Heals and shields to strong? -> compensation for the increase in damage so heal and shields spells aren't useless.
Turrets too easy to break? -> turrets have been barely changed since the damage has increased overall (excluding things like baron buff).
Also just remove Yuumi already.
1: IP lock accounts, and only reward additional accounts as honor level rewards. this allows people who insist on smurfing to continue doing so, but also limits it AND improves the ban system, as a banned player is less likely to have additional accounts. (I am aware this would not completely stop alternate accounts, but the difficulty would reduce them significantly) 2: An actual real AD support. the 2 AD supports we have are not supports, they are an assassin and an adc with alternate stat scaling so they don't need to farm. There needs to be an option for magic damage heavy teams that also need utility.
Just don't pick a full ap team. People don't pick utility-based ap supports to make up for the lack of ap on their team since they won't be carrying the game with damage anyway. So it doesn't make that much of a difference in the end whether they are ap or ad
Picking a lulu or a nami on a full ad team will not make up for the lack of ap in it.
the closest to an AD support is poppy that does physical damage and has AD scaling
HWID over IP please,
There are weird network configurations (namely carrier grade NATs) that put a lot of users behind the same public IP.
HWIDs are unique to each system.
What happens when your account gets permabanned? How long should it take before you can make a new account?
Lots of people have vpns though so i dont know how that would work out
Vars: Instead of nerfing op champs, add bugfs to the game
Rito: Ok, buff yone then
Make the game less burst oriented - when I'm playing a tank, I want to be able to tank for a good ten seconds or so, not just an extra tenth of a second. I also don't want to be doing damage either, which is why items like sunfire and Titanic annoy me.
I fully agree with you
Reset the game back to its damage state at around season 4.
Make sure the highest skill champions are the most powerful ones so that effort and skill = elo.
So that REALLY GOOD players on champs like good old Riven are EXTREMELY powerful and less skilled players are EXTREMELY terrible on the same champ. Easy to play champions need a specific cap where anyone can pick them up but they shouldn't be able to beat high skill champions. Gold Talon should beat Gold Qiyana but Diamond Qiyana should beat Diamond Talon.
Make matchups set in stone.
Grievous Wounds should be amped up and should only affect healing from ITEMS and RUNES.. not from summoner spells and champion kits. Aatrox Mundo Vlad exist as the lifesteal/regeneration champions they shouldn't lose their identity so make sure grievous wounds affects their "kit" less.
And so that those champions don't become unkillable just lower damage EVERYWHERE...
I suggest making it a role > role based game.. like in pokemon.
Classic Fire Beats Grass
DPS beats Bruiser
Tank soaks DPS
Bruiser beats Tank (but eventually Tank can't be killed without dps)
Assassin beats DPS
Tank/Bruiser beats Assassin
For healer/shielder support kits... just change champion abilities in the same role to counter them. Like how Blitz R destroys Tahm E shield. Make it so that certain supports definitely counter the other one.
Now in a world where soloq exists this
Water beats Fire system won't work because laning from behind where blueside adc DPS is behind in 2 items (who's supposed to be the only one to kill the redside Bruiser toplaner)
Can't do shit. The game needs to delete the idea of SoloQueue (just stop pushing its importance) and make it entirely focused on Flex queue and open up new systems and rewards for Flex Queue where you're most encouraged to make a team of 5 and play together like in MMOs. If you don't have friends open up discussion boards and add a voice system. And voila same champions same items slightly altered damage systems and the game is good to go another couple years. Focus on making it a REAL sport and the game will live on for a long time. And do whatever it takes to push it to become as big as real sports long term instead of pushing their business right now
OK I didn't realise how big that mightve gotten xD
@@ucsucs3722 the weird thing is we already got many of these things in games. Not all this black and white though. You want one champion to win a match up hard against another, but you also want qiyana to beat talon. This would probably make the process of the game stifle and competitive play would be boring as hell. Also what would one define as difficult. I think this is to an extend subjektiv. Singed has a very simple kit, but he is not easy at all. Same with zilean. Support almost all have very simple kits, but they are not that easy.
Edit: I think talon is also probably harder than qiyana. I think there are just to many variables you’d throw out of the window in league, if you decide to say classes get countered by other classes. There is a reason for example why defensive Ice Pokémon are terrible.
It needs twisted treeline back!
Still waiting for the day Riot releases a legit team deathmatch gamemode with an arena style map
I honestly think we don't need more ways to catch up, we need more education on how to catch back up. Getting a good teamfight even when behind can catapult you back to even footing the problem is people suck at playing from behind. Poor mental + bad decision making E.G. the number of times I've been in a losing position, enemy team just got baron and my team decides to keep running out of base to fight 1v3 instead of turtling and just waveclearing as best they can is astounding.
But if you lose that teamfight when you are behind then its literally gg
@@playosaurgaming754 I mean yeah, losing a late game team tight usually means you're in deep trouble doubly so if you've been losing all game. But I don't think the solution is to just make the game ping pong back and forth until someone randomly loses the game because of massive comeback mechanics. If your inhibs get taken you have higher gold income for that duration, you've usually got more standing gold from enemy towers still being up, you've already got bounties on people. If you lose a teamfight after you're far behind you should probably lose, but if you win the teamfight you can easily equalize the gold. or if your team comp is better people learning to play safer and just delay the game until gold doesn't matter as much is just as viable.
You make a good point but we are at the point where turtling isn't a viable strategy. Towers closer to base and nexus are weeker than the outer turrets and most champions when fed nowadays can dive even an inhib tower very easily. Without defensive buffs most times when that ahead enemy team gets baron they WILL break your turtle's shell. I would agree a lot more with you if we did have those tower buffs tho.
I actually really like the idea of the new objective bounties being added to the game but if every tower and objective remains as easy to kill as they are than it doesn't help us at all.
I'm also not a fan of more comeback mechanics but I think they should buff turtling. A winning team would already have map pressure, objective control and better reamfights. Diving inner turrets shouldn't be easier than outer turrets
People REFUSE to play from behind*
Fixed.
Make the Nexuses stand up and become somewhat tough fighteable bosses. Finishing the game becomes harder, giving the losing team a chance to get back into the game. If you ever played Gigantic before it went down, they had a pretty cool take on moba objectives imo
Smite has that where the nexus is a titan that is pretty tough for one person to kill on their own
The list mentioned by Vars in the video:
#1 Alternative win conditions 0:57
#2 Nexus Blitz style events 2:21
#3 Greater defense 4:22
#4 Improved ban system 6:35
#5 More consumable items 7:49
#6 More summoner spells 9:09
#7 Reduce healing/shielding 10:23
#8 Greater focus on buffs 12:15
#9 Server wide MMR reset 13:34
#10 Effective tutorial 15:01
Not all heroes wear capes
1 alt win condition-they already have the obj bounty..
2 nexus blitz mini game-NO!
3 Greater turret defense-only hard scaling champions and long ranged champs with great wave clear would benefit.
4 improved ban system-this one is actually pretty good.
5 consumable items-i dunno, I don't really care tbh.
6 more complex and a root summoner spells-there are big limitations in sum spells, they can't just do that coz it will break the game. it's free for a reason.
7 reduce healing/shielding-with the way riot is headed with their new champs and items, this is not gonna happen.
8 stronger epic monsters-that would break the game and change the meta.
9 mmr reset-if u suck u will go back to your plat or lower mmr asap anyway..its pointless.
10 effective tutorial-im kinda 50-50 on this one actually. riot could easily do it, but we all know why they don't do it...a tutorial is like an ad to entice new players so they make it as pleasant as possible.
@@Vektordeformacio one day there will be a guy who says, but I do!
Hey Vars, I love your content but if you're still afraid of burnout then I would not mind seeing uploads more spaced out. All your videos are well thought out and researched so I imagine you've been putting in so much more work than we're seeing in the finished video. Keep up the good work, but don't work yourself to the bone.
On the note of idea 2 and 3, what if they added base building?
For example, say there is a system that allows the team to pool their own gold into specific upgrades that get cheaper depending on how many turrets are still on their side of the field. You could even change neutral monsters to have resources that are required for specific base upgrades.
I want a base building champ that’s not hiemer
Or maybe spend gold to upgrade the nexus, or the inhibitor turrets. Imagine you’re getting sieged and your team spend 2-3k gold to make all inhibitor turrets immune for 20 seconds. Or spend some gold to make the nexus fire like 3 laser which ramp up in damage. And there should be a gold pool where players can put gold in and then vote to purchase an upgrade
or objective in jungle to fortify base - reversed rift herald
I'm kinda afraid that would turn support back into a player-controlled minion. A huge reason why nowadays supports have more agency of their own is because they aren't forced to spend that much gold on things like wards. Ofc it depends on how such system would be implemented but there is a risk that support player would take most of the upgrade expenses because they are the role that needs the items the least
I heavily disagree with focusing on buffs instead of nerfs; it just contradicts everything that you say about the game having too much damage. Newer champs come overloaded with damage and unnecessary bloat in their kits. Even if we started to match the weaker champs to the newer ones (Akshan, Gwen, Yone), what would happen when a newer champ releases? Do we buff Akshan to match their power? That's literally what powercreep is.
One thing I would change are tank mythics. It feels so fucking horrible having to choose from 3 flavors of the Immolate passive, for a TANK item. It just hogs all of the item's power budget, and the item itself gives a pitiful amount of actual tank stats. 3200 gold for 30 armor/MR and 350 hp on a tank mythic whose main job is to deal damage. So disappointing.
Yeah I agree with this. Please make tanks tanky again. Maybe give them something to combat true damage or % damage a little. Not too much just a little so they don't absolutely melt lategame.
I think you didn't understand the buffing segment. The idea is to buff champions that counter the most meta champions. Fizz is strong? Buff Lissandra so she can deal with him better. I think it's a great idea, you'd stir up the meta without basically deleting champions.
@@yaranaikaexecute3196 I still don't like it though. What happens if Lissandra is giga buffed and now she's meta? Now you find some Liss counter and buff them as well? Or do you nerf Lissandra and the meta goes back to where it was? It would just turn into a never ending staircase.
I feel like nerfing meta champions (or just not overloading them in the first place) is the sweet spot for balancing. Riot already does out-of-the-blue changes to whatever they want because they want to shake the meta, so it wouldn't get stale; we just wouldn't get these absolute abominations of champions dominating for years and years.
Instead of an alternative to split pushing, I think an upgrade to split pushing would be a nice change. Perhaps updating inhibitors and super minions so they are on the same level of baron and aren't as worthless as they are now. Something along the lines of "receive a free TP to the Super minion every inhibitor taken, or make it so there is an alterative objective for top laners that permanently increase minions stats so you can make clearing waves harder and let your minions push faster when no one is near.
Onto your point about a new mode, I think what you are going for there is a more casual way to play the game. The game is unbearably sweaty, even in normals and aram, because the game is balanced/designed in that way (for example) champions like Morde/Akali/Yuumi/etc... who are straight up just unfun to verse, whether they are balanced or not. Adding a casual mode just for fun would be a breath of fresh air, but I think Riot are scared of splitting the playerbase like how they were with 3v3/Dominion.
Your point of the "more bans is not healthy because you can just ban who you don't want to play against" is actually a point in favour of more bans, not against it. I've said this for a very long time, but when you a ban system to a game, it shows very clearly who/what is problematic. If everyone had 2 bans each, I guarantee the ultimate cancer champions like Yuumi, Vayne, Akali, etc... would receive changes very fast, because nobody can play them when they are literally permanently banned. It creates it's own ecosystem of ways for players to express to Riot their discontent for champions, as well as allow those who want it to ban their counterpicks of which some have many.
An example of this ban system working is Siege and how the map/character bans allowed ubisoft to know that nobody liked Jackal, and that nobody liked Chalet, which let them look into it and learn why. It pretty much gave the developers a point of interest to look into that came directly from the players themselves, not some artificially inflated reddit/twitter post by bots/discord servers/etc...
Another example is in Paladins when Barik was 100% pick/ban no matter the map, which directly lead to him being fixed with a rework not too long later.
Your point on buffing vs. nerfing is fundamentally wrong. You said that nerfing has more downsides, but this is wrong because nerfing doesn't mean putting a 53% to a 46%, it means putting a 53% to a 50%, which would make it equal with the other options, not worse. It will make people not want to play them anymore, but that is because they are abusing the OP picks (like the Aatrox rework debacle where people got super mad their freelo champion was taken away and channeled their rage towards the rework itself).
Buffing other champions over nerfing the problematic one is how we are in such a shit place for League with 2-3x the amount of damage that should be in the game with some fights ending in a single rotation of abilities, so much anti-carry that even if you are 10-0 top lane you can still lose to CC-bot champions and a single non-garbage damage dealer, too many dashes, gimicks, etc...
You are *kind* of near the mark with the counterplay, but that isn't a problem about nerfs/buffs, it's a problem with the design of the champion itself. Mordekaiser is problematic because he has no counterplay. You can't dodge his ult, autos, passive, or even the Q (unless you have blinks) and that is where 95% of his damage comes from. He also has no way for an enemy to play around his kit in that you can't poke him out, you can't wait out cooldowns, you can't play around powerspikes (because he is strong from level 1 to 18), you can't build to counter him, the list goes on...
This was the problem with Akali where her shroud true stealth was way too good and gave her a free win against any point and click champion, her Q healing was too much sustain so you couldn't poke her out without taking equivalent damage, her ult gave her too much mobility so you could never reliably lock her down or out position her, her power from 1-6 was great and if she had ult it was an instant kill combo (similar to Fizz), the list goes on...
The serverwide MMR reset needs to happen to everyone because one troublesome month of a champion being 1.5x as powerful as the next runner up (viego, Yone, etc...) can mean some people who abuse it can gain hundreds of LP purely because they picked a champion that was better. Not only this that one season where they added ranks to each role and it was COMPLETELY broken where you gained +25 and lost 5-10, so many people got several divisions above their actual role and are riding it out by playing the highest winrate champions to stay at a 50%. Imagine how many people abused taric/sona or Yi/taric funnel and got several hundreds of LP and are now hundreds of games later slowly falling with their 45% winrates on any champion that isn't Yone. There is elo inflation in every rank from years of trash decisions by Riot.
I think the best they can do now is implement voice chat. The league is already a difficult game, but the inability to explain to your team what you expect from them adds a whole new layer of complexity.
As for healing, the problem it's how easy they are to stack. Enemy buys Healing Item 1st slot. You buy Grievous Item on your 2nd. They buy Healing Item 2nd slot, bum, they have the same healing they had while you lose on damage. It's horrible, seeing so many champions just straight buy as much healing item as they can and ignore grievous entirely. There should be a soft cap that starts to reduce healing at some point or the healing items must give much less attack power, after all a healing monster still can do a lot just because they survive.
I'll do that little experiment myself and think of things that I believe will make the game better.
#1 - The balance spaghetti
I am not talking about bugs here. I am talking about bandage fixes, not well thought changes that gives the expected outcome in the short term, but the long term implications aren't considered. Changes that are adding up and negatively impacting the game in ways that include but aren't limited to design inconsistencies and creative gatekeeping.
An example of design inconsistency is why Fiora's Q is allowed to damage turrets, but other abilities that apply on-hit effects doesn't? Why Trundle's Q goes on cooldown right away when used on turrets but Leona's Q does not?
Then there are abilities that against champions do x, against minions do y and against jungle monsters do z. Those are tipically made when Riot wants to force a champion in or away of the jungle. Alternatively, that last mini-rework Lucian got to force him back bot lane. It makes no thematic sence for Lucian to be inherently weaker on his own, but stronger with an enchanter. Yet there he is. Those changes choke player creativity and go directly against the "play your own way" that Riot often do on their ads.
Last but not least, the ammount of sustain given to junglers trying to make the role more beginner friendly. I am not the type of person who believes Riot is "dumbing down" the game and genuinely thinks this argument is silly, not to mention it is false. I don't even think the ability to PvE should be that relevant to a PvP game. But back to the point: the long term consequence of the absurd sustain existing in the jungle is that invades practically never happen anymore. If everyone is full HP, the time it takes to kill a jungler is more than it takes for said jungler's back-up to rotate and collapse, making the play too risky to be worth it.
#2 - Separate runes by playstyle, not by class.
This may sound confusing, class and playstyle sounds like the same thing, and to some extent is, but I'll elaborate. Instead of making a page for marksmen and fighters, one for assassins, one for mages, one for tanks, for runes to be classified by the roaming rune with predator, phaze rush, hexflash, nimbus cloak and perhaps some new choices like empowered recall for up to 30 seconds after getting a kill or assist. A power rune if you want more stats with comet and electrecute. A page focused on wave management/split pushing. One focused on itens. Something along those lines.
Some of my biggest rants regarding runes is Nimbus Cloak and Hexflash being on separate pages. For two runes with such a good synergy, it is a shame how difficult they are to fit together, because if there's a third rune you're interested which is not on either page, you'd have to give one up. You can't run both and Zombie Ward, for example. Or aftershock. Another thing that bugs me is how many stacking runes there are. If you take domination primary, half of your page will consist of runes which are only useful after you kill something, not before you get to that point. Same for precision. The "this is just stats" types of runes like Gathering Storm could go as well as they're not very interesting.
#3 - A step back to allow for two steps forward.
This is regarding champion design for the most part, but includes itens to a lesser extent. Its nothing new that recent releases are overloaded and there's no better way to show my point than give an example. Let's reimagine Camille. Her passive is fine as it is. No need to touch that. Moving on to her Q, it gives her 2 auto-resets, it gives her movement speed and it converts a portion of its damage to true damage. Let's remove the movement speed and give full conversion to true damage from level 1. This will give a lot less information on the ability, making it a lot more obvious with much less hidden power. After a delay, Camille's auto will do true damage. She won't be randomly impossible to catch/kite and what's coming would be more predictable. As a cyborg, it doesn't make a whole lot of sense for Camille to have a heal on her W and already having strong true damage, instead of adding %health damage on top, just give the outter cone a slow instead. Is it really necessary that Camille's E gives attack speed? Without it, its still one hell of an impactful ability. Same thing for her R. It will still do what it is supposed to without giving Camille some random %health damage on-hit.
This may sound like just a gigantic nerf striping a champion off half her kit, but if you really think about it, Camille will still do Camille things in spite of these changes. She'll have the super long range pick potential, she'll have the true damage burst which are the things she stand out for. But the whole other bunch of things she gets for no reason like the Q movement speed, E attack speed and R on-hit damage that half the players didn't know existed give her unnecessary power and limit the room for counterplay. A similar treatment to most recent releases would do good to the game, where abilities have only one secondary effect, two at most, but if its an exceptionally impactful ability like a true damage nuke or a very long range engage, that's all it does. It is a true damage nuke and a very long range engage ability and that's all they do. This may be what is necessary to mitigate or even revert the wave of powercreep that's been hitting the game.
Hey vars, can you do a vid talking about how easy is to take obj??
I just feel like they should feel more bossy and that way adcs would get more value because they would be needed to take down them
Edit: also maybe consider making so that base towers are reeeeally hard to take down without buffs?
Yeah something like make towers take more damage with buffs and they can add more kinds of buffs for that like a Green Buff who gives extra health and movement speed
A few seasons ago, towers only took damage scaling with your attack damage. Meaning mages and the like were meant for teamfights, and ADCs were meant for single target dps and actually taking towers.
Of course it meant midlane was dominated by a mage or two and AD assassins like zed, yasuo, and talon, because they could burst the mage AND deal appreciable damage to the towers.
Tbh, i think the best thing would be the introduction of Guilds similar to the ones in Wild Rift, with weekly challenges and reasonable good exclusive rewards for successful guilds. This would turn the anime protagonist game into an actual teamgame, because cancerous and egoistical players would either be funneled into their own guilds and excluded from team focused ones.
To improve the defenses, i think giving every tower plates that fall off at some specific time (T1 - 14 min; T2 - 21min; T3 - 28 min; T4 - 35 min), could be a good idea. If Riot puts more emphasis on the mid to late game, like decreasing the amount of gold and XP in the early game, but increasing it on the mid to late game (plates from every turret, from example), the game could feel a lot better to the losing team. And to games do not take much more than 35 min, simply create a deathmatch after this time (towers lose defenses and champion respawning increases drastically)
i completely agree with the tutorial part it is a joke when i first stared i sarted on my own and it took me 1 month to know what i had to do with youtube and couple of randon peoples who guides me to sites like mobifire where i learnd a little more ( where most other playes just flamed and i did learn early the comand mute all if things went south) and it took me a sold 2 months and a little more to finally understand roles, champs, what to do, what is what then made a couple of frnds and actually felt like i can play the game
Good on you for sticking with it haha
Very true. To be completely honest, I only got into League because I was playing with a friend. We were both completely new and sucked together which made it a lot more bearable xD
I still remember us just being fascinated with everything since it was all new to us.
I ended up just playing enough games and watching enough RUclips videos to actually understand what I needed to do and within a few months. got really into it. I really don't think I would still be playing this game if I didn't watch RUclips videos/tutorials about the game because the learning curve is honestly just too steep. Not to mention the fact that you get flamed by everyone (as you said) and the amount of smurfs in low elo which just crushes you because you don't know what to do and end up going 1/20. I still remember me playing ARAM for the first time and reading what Warmog's did, then thinking it was OP so I started to just build it on any champ I played on Summoner's Rift and people flaming me for buying Warmog's on Lissandra first item xDDDD
2:20 This is one of the main reasons why I liked Heroes so much. A lot of people in other mobas said the team xp and talents instead of items was horrible, but one thing that every moba could learn from is the objectives. Having something that you could fight over and have it give immediate benefits when you took it made it so team fighting was always a viable option, even if you were on the losing team. It would also take pressure off the losing team so they could get their footing again, since the winning team would have to decide between pushing or taking the objective.
The banning system is what I felt the most here. It’s simply not enough for how many champions there are now and like you said both teams end up banning the same champions all the time
Bring back all chat and remove team chat. You already got me hooked in the 1st 30 secs 😆
Less damage overall.
Part of the reason champions can drain tank so well these days is because they don’t really have to sacrifice any damage. The damage they do lose out on is overkill against most targets. We do need system nerfs to healing, but I think we also need system nerfs to damage, or at least sharper trade offs.
I am from the future, that did not work despite how good it sounded on paper
I remember the time when Clairvoyance was still a summoner spell. I loved going full support with Clairvoyance and Clarity.
CV is blue trinket now.
I have an idea:
1- Take away all gold earnings besides farming and pasive gold
2- Augument pasive gold earning
What would this do:
0- "Snow balling is no more"
0.1- farming will be the name of the game (all the way to iron)
1- Killing enemies will only give presure advantage
2- Deaths in early game will happen more often (at least in the early days of this "no-gold-for-kills" mode)
3- Taking turrents WILL become a priority
3.1- And neutral objectives will mather a lot
4- Roaming behavior will go down (this is a wild gues, it could be the contrary)
5- Team efforts WILL be one of the only ways to win the game
6- Much more stuff i cant picture it would happen
Feel free to ad more stuff to the list :)
i would love to see more complicated and situational items, it would make the game much more fun and different, and create more counterplay
I second this bring back gunblade, rod of ages, static shiv, zekes herald etc.
There was an item called Ohmwrecker. Nobody used it. It is part of the voli ult now.
Items are just too strong, so you have to pick the strongest ones.
I think Riot should follow Dota 2 exemplo. Hiper specialized items, meaning buying certain items to actually counter the enemy but sacrificing some strengths.
@@augustoemmel4333 yes
Honestly, the turret reinforcement is smart. Maybe even make it as an upgrade the ENTIRE team can contribute and spend their resources elsewhere except for combat advantage. Maybe an upgrade for Health resistance boost to make towers more tanky, maybe an inhibitor buyback, a tower range upgrade? Could also bring the old laser attack on towers as an upgrade. If at its core league is a tower defense game i dont see how this would stray away from the game itself.
Feel like a shieldbusting rune would be a 10/10 addition. How its implemented is the dilemma.
Also, yeah, too much healing.
#RevertSpellFlux
Heroes of the Storm comes to mind.
You can say a lot about the game but there's one thing it got right, objectives.
Every different 5v5 map has a different feel and a different objective. One map has a payload that when pushed damages the closest structure 4 times. One map gives you literal nukes to destroy towers and walls with and one map has an event that gives the opposing team a debuff that your towers don't work and their minion have all 1 HP.
League could learn a lot from HotS
another thing is that in HotS, the nexuses actually fight back so backdooring is way less viable and you actually have to kill the enemies / push / sneak past as a group to end
having played lol and dota, imo the reason why split push is not viable in lol is because it costs literally nothing to press b to respond to someone puhsing your base. adding a 15 to 30 cd on B would make split push more viable and cancelling back more rewarding. a side effect on that would be that you have to be more careful when using recall because if you have to change position you lose a lot of tempo but imo that'd make the game more interesting
this would be a huge game changer. even changing recalls from 8 to 10 or 12 seconds.
Good idea in my opinion. Backing and teleporting everywhere with full resources all the time is pretty busted. There is also not much insentive to fight in lane unless you get a gank, really. So roaming and forcing man advantages through jungle support is too effective.
Im assuming this is why dota has tp scrolls? I just finished the tutorial like a few days ago. Has some cool stuff and marci is bae.
or how about making recalls faster but making you unable to leave base for 5-10 secs?
Maybe give (succesful) recalls a cooldown, that scales up with game time.
Master X Master had 3 win conditions. 1. Taking out Nexus. 2. Getting tons of kills/points (first to 500 I think). 3. Timer running out (checking who has most points at 25 mins). We need something like that in MOBAs.
Number 1, a good playerbase
They should take all the super basic champs (ammumu JG, garen tank, Ashe ADC soraka sup, and maybe one mage and one assassin and have tutorials for every roll
1. Nerf damage across the board
2. Bring back tribunal (plat players would do gold and below games, diamond would do plat, masters would do diamond, etc
3. You can only have 1 account now
3 seems pointless. but as an idea, what do you suggest people for the people who already have a bunch of accounts? Delete them all? xd?
@@4everMaxty riot asks you which account you would like to keep, riot transfers over all skins, blue and orange essence, eternals and champions to the one account you would like to keep from your other accounts. The other accounts are then deleted
@@MartialArtsForY Unless you get refunds for duplicate skins and other stuff you will lose in the process, me and a bunch of other players will be more than pissed for good reason. Maybe you're not in the same boat and you can't understand the point of view, since I can't understand why would you suggest that in the first place either.
I remember trying to learn the game, and I had such a hard time because I was never told that cs matters. I think the tutorial is really important in terms of also teaching players roles and what they do, and how many players play per lane. Overall all of these things are pretty good suggestions.
I think what makes the least sense is Riot's statement regarding objective bounties in their pre-season video. I'm paraphrasing here but it went a little something like this: "We want to give people more comeback opportunities by granting additional gold to the losing team for striking down an objective however, we still want the "better" team to win if they have accumulated a sizable lead."
On the surface, this sounds fairly reasonable but let me try to explain why I don't believe that to be the case.
By encouraging the losing team to make an aggressive play to give them a chance to come back into the game you only feed the snowball. You are always at a disadvantage when trying to take objectives when behind. No team with at least a bit of experience playing this game will let you take these objectives for free. In addition to that, it's very likely for the enemy team to have superior vision control when ahead as they've most likely taken your outer towers.
I would also want to take a very close look at this section right here "we still want the "better" team to win if they have accumulated a sizable lead". "Well duh, better team should win" yes but would you say that being far stronger in the game due to having a level and item advantage is really "being better" at the game? Now of course one might argue "but this is a consequence of your actions and thus rewards skillful play" you'd be right in saying that. My point is that this only rewards and encourages early and mid-game decision-making as once you have reached a sizable lead any form of strategy is blown out of the window because everything in this game revolves around fighting.
So are you really better than your adversary just because you're better than him in the early game? Maybe the other person knows how to play the late game better than you but that currently doesn't matter if most games end in 15 minutes roffle stomps.
Now obviously games that are even and feature constant back and forths in a struggle to gain the upper hand on your opponent are not affected by this but given that we are talking about the opposite and how prominent that form of the game has become and the fact that Riot is very aware of this issue given their attempt at fixing it, But I do think buffing Nexus and Inhibitor towers, as Vars suggested, is a much more adequate solution to this problem.
I hope I am making sense here. All I want from the bottom of my heart is League to be a better and more pleasant experience.
grant gold and xp for defending tower for some time. Or even better grant gold and xp when inhibitor respawns
@Vars Im a smite player and in smite there is an objective on bot lane away from the jungle where if u Kill it All ur Towers deal more dmg the more enemies are in range and they take less dmg the more alles are in range (its as far away from the baron equivalent so it can be taken to counter sieges with buffs ). There are summoner spells which reduce healing around u by 40% or destroy all shield around u. There is also an item which gives u a weak tick dmg aura to counter stealth. This are some examples on how to improve things players are frustrated by.
Regarding healing and shielding, I would remove healing and move it to health regen as a stat. That would mitigate "unfair" mechanics as a Bruiser just living for 3x their health bar while doing tons of damage, just because you can't burst him fast enough.
For shielding, I would add "pierce damage" mechanic, where a % of damage to to a shield should be passed on to a user. Also, DoT effects should not be abled to be shielded (as the shield is a barrier negating damage from reaching the objective inside the shield. To mitigate this, you can give a lot of support characters "cleanse" effects on their heals/shield to balance out this.
Regarding healing in particular, healing could scale by the ratio between health & calculated AD/AP threat.
i agree with most of them. Also maybe a tip for the next video when using summing up, use timestamps. That is easier to re-watch it back.
1# 1:00 Alternative win conditions
2# 2:24 Nexus blits style events
3# 4:25 Greater Defense
4#6:35 Improved ban system
5# 7:51 More consumable items
6# 9:08 New summoner spells
7# 10:24 Reduce healing / shields
8# 12:15 Greater focus on buffs
9# 13:36 serverwide MMR reset
10# 15:02 Effective tutorial
number 1 to 10:
less damage (or some symptom of too much damage)
I think that riot could implement something like the skarner's crystals: A neutral objective that spawns 20-25 minutes into the game which provides to the team with most players inside the zone a small siege buff that amplifies damages to structures or objectives.
Although I believe that the new objective bounties system could be the best option overall (if implemented well)
What if healing reduction was changed from grievous wounds to a single stat kind of like Ability Haste? Chempunk Chainsword, Chemtech Putrifier, Morellonomicon, Mortal Reminder, and Thornmail would still be the anti-heal items but because they give you a whole bunch of anti-heal but other items would give smaller amounts of anti-heal and it would stack but with diminishing returns, once again, like ability haste. It applies whenever you deal damage to someone, and Thornmail of course would keeps its passive of doing damage to the enemy when you're attacked.
In an old favorite MOBA of mine Hyper Universe, the ability to steal a empowered minion was critical to turning around a fight. In a similar vein, taking control of the boss in heroes of the storm would allow a full push and rebalance out the game. I would suggest having a third objective which summons an empowered shelly at 25 minutes which is done in a "pocket dimension" that can be accessed by the top and bottom parts of the map. Face off against the creature, kill it, then KoH for control of the monster for about 3 seconds. Whichever team left standing gets it.
This also brings back scaling champions into the game like Taric because of these types of fights
proximity voicechat
Imagine walking to Drake and you suddenly hear whispering in the Bush…
I have only one thing I want:
Establish a more casual summoners rift that incentivizes player to learn the fundamental of League of legends. Those who practice good cs, wave management, critical thinking, decision making, etc will be rewarded. And Those who don’t will be behind but never feel hopeless. It is causal and designed to be fun, like with training wheels. Make ranked the true experience of League of legends with no handicap. And balance both equally and fairly.
Hot take but a casual mode. Give league a shared xp mode and all 7 people who still Play HotS will finally switch over.
I think casual and ranked balancing should be seperated tbh, allow viego and azir to be played with garen and nasus in casual
and make the hard champs actually hard to play in ranked
I would agree with the tutorial; I started playing this summer and the amount of information need to play league is crazy compared to other games. How to lane, neutral objectives, teamfights; theres a ton of unspoken rules between teammates. Not to mention to playing jungle requires you to do a lot of separate research online. I'm lucky I had my partner playing with me otherwise I would have never gotten past the first game lol.
Same I started playing this year (I dont play everyday) and there's still so much to learn it's so difficult... I always get stepped on by better players 💀😂
Return mana potion. There are champs like fiddle or maokai who don’t need health pot as much mana is
What league really needs is for a new summoners rift. Most people don't notice this, but having the same playground for over 10 years really bogs the experience down eventually.
Also more arcadish/sandboxish ways to play the game. Odyssey was a great look into what more arcadish way to play would look like, being able to upgrade your abilities was seriously the coolest thing. And even with doom bots we've seen that makining advaced abilities without the power budget limit is amazing, just need to apply those into a full gamemode with full champion support.
healing has gone throught the roof “ shows AD items with only 2 AP item”.... it shows that AD has been given enough and needs nerfs
Everyone : there's too much burst, we need more defensive options
Vars : yo fk shields and fk healing
1.stop making ranked a casual game mode
2.ban toxic players and inters
3. stop releasing new champions
4.listen to the community
5.focus more on balancing the game
6.rework old champions
out of ideas :(
I don't agree with 3.
Sure, more and more champions make it impossible to remember everyone, but at one point the game will feel stale. I do however think they need to stop making only super complex and gimmicky characters, even though I understand the reasoning for them.
I would actually like if they game each player their own color. In ally chat during champ selects, I always have to look at the player's name to know who talks, which is EXTREMELY annoying (knowing I'm a for fun player, I always like to have a fun chat with my team before the game, but sometimes they write so fast I can't keep up with who says what). Also during the game when everyone starts to talk in the chat, I can't keep up with who says what. Also make the /r during the game better ,not only every priv msg send is in yellow, doesn't matter if you or someone else sends the msg, but also it's such a pain to msg someone (some people have different letters so when you want to message them in game, goodluck).
Don't think those changes will fix league but they would be so much better for communicating
The 10 things League needs is to remove the 10 last champions released
The only one I'm not on board with is number 8.
There are a few problems with minimizing nerfs from your balance options.
One is that nerfing a high powered outlier actually raises all the other champs level of viability, but buffing a champ only helps themselves.
Another is that you rapidly shift your game into literal coinflips because the power creep becomes *real* bad if you just flat out refuse to nerf.
It's definitely *not* that you should focus on nerfs, but it is true that for balance you should only really change one variable at a time, which I will argue is the problem we often see with overcorrections.
Less "buff X champ, nerf Y champ" on the same patch, more "buff X champ", wait a week to gather data, then nerf Y champ"
Something that could be cool for league and change everything, is macro based summoner spells, think Nexus Siege. get a banner of command on a summoner spell, get a siege weapon on a summoner spell. They could be locked until 5 minutes and the micro summoners could be buffed to compensate, but something that helps you win the Macro game rather than the micro game. For instance:
In Heroes of the Storm there is a Hero named Abathur. Abathur is Yuumi but done right. One thing he can do is attach to minions and push lanes like that. Abilities damage buildings so it's not important that he can auto attack while attached. His passive spawns Locusts, a Voidling from ZZ'rot portal, with an extremely short lifespan, if Abathur invests in the Locusts they become Void Cannonlings and can siege down lanes faster than anyone can realize, on top of that he has near global pressure with his actually decent ability to attach to people. (He doesn't become untargettable, his attach is global, but his body is ultra vulnerable, it's not uncommon for an Abathur to hang out in the fountain where he can't take damage) But here's the catch. His Locusts spawn only near him, at the endgame he gets an ability to place a Locust nest (basically ZZ'rot portal) which applies constant pressure.
Seeing something similar for League would be great. Heroes of the storm has alternative win conditions as well that are tied to the map in general. There's a Pirate themed deck where you pay Pirates to bombard the enemy towers/nexus. There's a garden map where after collecting enough seeds spawns a Garden Terror in each lane that will siege them down until killed. There's a map where the Nexus's are invulnerable and can only be damaged by capturing alters when they spawn, the damage is based on how many towers each side owns (killing a tower makes it swap sides, and owning all the towers results in constant damge being done to the nexus) It's possible for league to incorporate some of these into it's own games, but they won't.
I think it would be a pretty good idea that teams can spend their gold to upgrade not only themselves but teammates turrets minions etc.
I came to League from playing years of SMITE, and one thing i really like about league is that towers actually have hp (I'm talking about the outermost towers). In SMITE you can push a single minion-wave into the first tower and it's at half hp at like 4 min. But in smite the objective become far stronger the closer they are to the nexus/titan, and getting an inhib/phoenix actually requires a full team to siege, and not just a strong adc to hit it a few times.
Another thing that SMITE does well and that might help league if it was implemented in a way would be more jungle camps. In SMITE jungle camps give gold and exp to anyone who kills them, since a dedicated jungle item isn't a thing. That means that (mostly) midlaners and adc don't just spend the first 10-15 minutes sitting in lane, but they activly rotate through the jungle, securing camps for more gold/exp or for vision camps. Not saying league should be exactly like that, but an incentive for laners to actually rotate other than ganks would be nice to see.
Some of these things are already in the Wild Rift (good tutorial and information about roles and objectives on the map, fewer sources of healing, more buffs for weak champions). It remains only to wait for their transfer...
Its "wild" that the mobile game has made many good decisions on the balancing department, isn't it?
@@augustoemmel4333, maybe)
someone in twitch chat had a good idea;
allow PICK priority swaps.
so basically you can switch up the pick order like you can swap champs. but this way you don't need to own every champ to pull it off.
p1 adc - "can i pick for someone"
p5 jg - "do you own taliah?"
p1 adc - "no sry"
p5 jg - "then no"
but with a pick prio swap that would not be the case.
"hey can i not first pick? too many counters for my main(s)"
"sure. i want to secure my champ asap anyway"
My top 10 is:
- More jungle objectives, particularly in the early game, encouraging further jungle gameplay patterns than “kill camps, gank lanes”
- Better tutorial
- Greater rewards for positive gameplay to reduce toxicity
- Reduction in healing and earlier built anti-shield items (like the 800g Grievous Wounds cycle), most notably through lifesteal as lifesteal is out of control (and then rebalance from there)
- More interactive siege gameplay, particularly through tankier towers but possibly more nuanced offense than just kill everyone and down the tower in 2 seconds
- More defensive oriented champions like Wardens and Anti-Carries (90% of champions released are carries it feels like)
- Complete rework of Summoner Spells, half of them are niche or nearly never taken
- More risky champion designs, pushing at game boundaries that aren’t 90 different and technically new ways to combo down and murder someone
- Slightly reworked banning (maybe have two people from each team ban at a time in 10-15 second time slots)
- More defensive options in Runes, currently only Green (Resolve?) provides notable defensive options while nearly every other rune tree has offensive options (Inspiration provides some extra consumable healing, but meh)
The problem with healing and shielding is that it's stacked from multiple sources with independent cooldowns. For items lifeline is a good example of how to do it right. Other than that there really needs to be a healing/shield sickness mechanic where each subsequent source of it gives diminishing returns. Something like shieldbow giving you serpent's fang when it procs or activating at 50% efficiency if you're already shielded
One thing I would love concerning bans is, just like there's a rotation of weekly free champions, they could implement a rotation of weekly banned champions. Just every week, pick ten random champions, and they are banned in draft and ranked games.
Your main got banned? Either play your off role or take a week off. It's not that big of a deal.
nah that would ruin the game and fun
As a support main I feel like we should be able to upgrade minions like in that gangplank event.
10 is something I've been advocating for, for years, it kills new player experience to go from the crappy tutorial, to the meme worthy vs ai bot filled clown fiesta, and then arrive in a real game to get pub stomped because it taught them like 1 applicable skill.
That point about shields on champions that don't need it is actually so true. Akshan, Yone, Sett, even Sylas had a shield and heal on 1 ability. It's no wonder artillery/poke mages fell out so hard.
I want riot to hire Vars and Exil and give the rest of their balance a vacation for a few patches and let Vars/Exil design a preseason. Just so people could see that things wouldn't be better
Something that I think would be cool would be Team Runes. Kind of an alternative, or maybe even a replacement for some of these dragons? Or maybe it could exist alongside the dragons.
Anyway the idea is that in champ select or the start of the game, the team as a whole votes for a team rune. This team rune would have a massive effect on the way the game is played. So, for examples:
A sorcery team rune that TEAM WIDE increases all CC durations by 35%. The warp gate dragon could have also been a team rune, that sets up warp gates on the map, but they could only be usable by the team that selected that rune.
Another idea would be a Lockdown rune, where every three towers lost puts all your other towers on a 6 minute lockdown where they can't take any damage. This kind of rune would be crazy good for setting up alternative win conditions; rather than each lane chipping away at the outers, you might want to tell your bot lane not to take bot tower because top is already down and you have rift to take two mid towers. It would become clear to you and the enemy team which lanes are priority. If you could only take one more tower before lockdown, and the mid inhibitor tower is there but all three bot towers are there, you might have a big decision to make.
The lockdown rune ideas is only an idea, I'm not saying it would have to be 6 minutes exactly or three tower limit exactly. The same goes for the other team runes. It's the idea of the concept that could be cool though, just runes that affect the meta of the game itself. A multi shot tower rune where the tower will attack ALL offenders under the turret. A super ward rune where wards have 4 times the radius. All kinds of team runes
I like the idea of having towers in the jungle or like in nexus blitz with that guardian thing. It can be a way to keep you safe inside your jg when behind, or it could be another objective to take when winning.
I can partly agree with everything besides your 8th point. My problem with not nerfing and only buffing, is that I think that would make the game only more broken, more burst, more explosive teamfights and less calculated combat. The one who strikes first, wins. Basically powercreep. Imo they should nerf the numbers of super strong op champs but not touch their mechanichs, this way players who learned them wont get discouraged to keep playing them. I mean if they were top of the ladder, then yeah what the hell were the players expecting they were broken.
Cool knowing that you too are a League and Smasher player, drawing a lot of comparisons and now even Lifelight for this video :))))
I think you are right on the healing and shielding point. It's very frustrating to finally catch the fed Yone or whoever on the enemy team, only for them to 1v4 and not die because not only does he do more damage, but he can't be killed.
And whilst your point about Nexus Blitz objectives has merit, I do recall it being extremely annoying to be winning the whole game, only for the enemy team to get three really bullshit objectives in a row and completely flip the game. It's cool that the losing team has a chance to come back instead of just getting snowballed after five minutes, but it also sometimes felt like you were being punished for having played well. Your suggestion that it be a trade-off with Baron or whatever could help alleviate that concern but fairness and reward would have be considered before implementing such changes.
1. A better new player experience, new players need more cuz the tutorial isnt cutting it. 2. Better Matchmaking, I'm sick of queing by myself or with a friend in norms and facing either full 5 man premades or a random diamond+ player and just losing with no hope of winning. 3. We need more permanent gamemodes and better customs, I miss dominion so much and I feel like League would be 10x better if it had Halo 3 level of custom games
I think the mmr reset may be more important in lower elos than some people realize. My buddy was hard stuck silver for a few seasons. Finally he wanted to test a theory so he paid a booster to get him to plat 4. The guy told him it would be like 500 bucks to climb a level 30 fresh account to plat but like 750 for his current account. When he asked why the guy told him his MMR was so jacked that the quality of the game was total coin flip. One game he would play well and lose because it was inevitable. But his play was good enough it would balance him by weakening side lanes to keep the mmr consistent across the map making the game harder. It's easier to climb on a fresh basically. Well he paid the guy for his main anyways. 3 weeks later he's plat 4. He starts playing ranked and clears up to diamond 2 in 2 months. When I asked him about it he said the guys he was facing in lane really werent much better at plat than silver but his teammates were way better and so it just seemed easier to climb and that's weird. Hard stuck at silver for 3 seasons including s11, pays a booster, now he's middle high diamond easier that it was to climb out of silver. I kinda don't get it
I read somewhere, think Wikipedia, that League was originally planned to have 6 team mate on each side.
Maybe forcing a team to have one of each:
Mage
Assassin
Marksman
Tank
Support
Juggernaut/Slayer