We heard multiple times that there are lots of Rioters lurking over here on a regular basis.
Since we're TL and therefor win the interwebs, I'd like to make this a thread specifically for all those things where you thought "Man, if I could talk to a dude for riot for like one minute, I'd suggest that..."
I'm not exactly sure which format we should use for this, so for now I'll try and make a short tl;dr for each idea and put the original posts in spoilers. Once we have a nice collection I'm pretty sure we have people (sup Moonbear <3) who can show this thread to the proper... "authorities", huehuehuehue.
Suggestions on the format I should use in the OP would be very welcome (PM preferred so we don't clutter up the thread), I have faith in TL that we have lots of small and big ideas & suggestions to improve this game.
Please keep offtopic and random rants (yo riot please nerf xy thx!) out of this to keep it productive.
Bugs:
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-Pressing R before Flash currently consumes a Mantra charge on Karma.
+ Show Spoiler + - fixed in Patch 1.0.0.125
Apparently Yoricks and Wukungs Q currently neither proc spell vamp nor lifesteal. I highly doubt that's a feature. :S
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-"Minion bug" after disconnects ingame.
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-There are some bugs when it comes to viewing multiple profiles in a row.
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-The good old "random minion attacks me from half across the map.
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You can't invite people from the "recently played" list.
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-Sometimes when you try to duo queue and the second person joins the team, the start button is greyed out and you have to remake the game in order to start it. (Not sure if it applies to 5's too)
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-Occasionally, one player will not be added to the queue when a team enters the queue together.
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-If you disconnect due to temporary internet loss during a game and use the in-game reconnect feature, your out-of-game client will crash when you try to do pretty much anything after the game has ended. (Detailed description for this one!)
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-Apparently for some people the gold/plat icons don't update correctly. Solved!
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On September 07 2011 04:44 Mogwai wrote:
All I want for Xmas is to be able to do R -> F -> E with Karma and have the mantra work on my shield T_T.
All I want for Xmas is to be able to do R -> F -> E with Karma and have the mantra work on my shield T_T.
Apparently Yoricks and Wukungs Q currently neither proc spell vamp nor lifesteal. I highly doubt that's a feature. :S
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On September 07 2011 09:15 phyvo wrote:
I'm sick and tired of Yorick and Wukong Qs not proccing lifesteal or even spell vamp. Wukong Q doesn't even apply tiamat, the whole thing is ridiculous and I'm frustrated since I reported these bugs before on the official forums and nothing happened except that they fixed Blitzcrank.
They might be working on it already, but still, le sigh...
I'm sick and tired of Yorick and Wukong Qs not proccing lifesteal or even spell vamp. Wukong Q doesn't even apply tiamat, the whole thing is ridiculous and I'm frustrated since I reported these bugs before on the official forums and nothing happened except that they fixed Blitzcrank.
They might be working on it already, but still, le sigh...
-"Minion bug" after disconnects ingame.
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Currently, if you disconnect for any reason and the "Would you like to reconnect? Yes/No"-dialogue pops out and you press "yes", you reconnect, but your vision of minions is flawed to the point where the game is unplayable. Basicly you have "vision" of minions who were alive when you disconnected, but can neither interact with them nor see champions near them. It creates huge amounts of confusion and the only way to fix it is to End Game -> Reconnect.
This bug is hugely annoying (especially in ranked) since it causes reconnects to last multiple minutes longer than they should be.
This bug is hugely annoying (especially in ranked) since it causes reconnects to last multiple minutes longer than they should be.
-There are some bugs when it comes to viewing multiple profiles in a row.
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On September 09 2011 19:18 spinesheath wrote:
PlayerA views PlayerB's profile (through search or right click -> view profile).
PlayerA klicks the myProfile button at the top right of the client.
PlayerA tries to view PlayerB's profile again (through search or right click -> view profile), but it doesn't work.
PlayerA has to view a random PlayerC's profile before he can switch back to PlayerB's profile again.
The client probably prevents you from requesting the profile of the one player twice in a row (maybe to protect the servers from potential profile request spam). But when you switch to your own profile, the client fails to update some values.
PlayerA views PlayerB's profile (through search or right click -> view profile).
PlayerA klicks the myProfile button at the top right of the client.
PlayerA tries to view PlayerB's profile again (through search or right click -> view profile), but it doesn't work.
PlayerA has to view a random PlayerC's profile before he can switch back to PlayerB's profile again.
The client probably prevents you from requesting the profile of the one player twice in a row (maybe to protect the servers from potential profile request spam). But when you switch to your own profile, the client fails to update some values.
-The good old "random minion attacks me from half across the map.
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On September 11 2011 08:09 RogerX wrote:
I dont know if this is a glitch or not but,
When you attack the minions besides the blue and red and leave them alone, run away without killing them. They hit you from ANYWHERE in the map (the attacker) as long as you have vision of those minions that you hit. A funny thing is that their attack looks like a lazer because they attack multiple shots seriously fast with those beams (Only activated once you hit them and run like mentioned) Its annoying because my enemy was following the attack and found me and the team in the bushes. Lol...
I dont know if this is a glitch or not but,
When you attack the minions besides the blue and red and leave them alone, run away without killing them. They hit you from ANYWHERE in the map (the attacker) as long as you have vision of those minions that you hit. A funny thing is that their attack looks like a lazer because they attack multiple shots seriously fast with those beams (Only activated once you hit them and run like mentioned) Its annoying because my enemy was following the attack and found me and the team in the bushes. Lol...
You can't invite people from the "recently played" list.
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On September 09 2011 03:33 spinesheath wrote:
You can't invite people from the "recently played" list.
You can't invite people from the "recently played" list.
-Sometimes when you try to duo queue and the second person joins the team, the start button is greyed out and you have to remake the game in order to start it. (Not sure if it applies to 5's too)
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On September 08 2011 00:39 STS17 wrote:
Couple bugs regarding duo-queueing (and presumably queueing with a full team):
- The Start Game button will sometimes not enable when the second player joins a team, meaning you can not duo-queue in ranked since it believes there are insufficient (or too many, not sure which) players in the team to start the game.
I'm not entirely sure how to reproduce this but I believe it has something to do with the game not updating whatever counter it uses to determine how many players are in a party. I've had it happen when simply inviting the player to the game, then going back to the invite panel (without inviting someone else), or having one player leave the team and having to invite another / reinvite that person. I believe this is the same bug that allows 6v6 TT to work.
Couple bugs regarding duo-queueing (and presumably queueing with a full team):
- The Start Game button will sometimes not enable when the second player joins a team, meaning you can not duo-queue in ranked since it believes there are insufficient (or too many, not sure which) players in the team to start the game.
I'm not entirely sure how to reproduce this but I believe it has something to do with the game not updating whatever counter it uses to determine how many players are in a party. I've had it happen when simply inviting the player to the game, then going back to the invite panel (without inviting someone else), or having one player leave the team and having to invite another / reinvite that person. I believe this is the same bug that allows 6v6 TT to work.
-Occasionally, one player will not be added to the queue when a team enters the queue together.
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On September 08 2011 00:39 STS17 wrote:
This one I have no idea how to reproduce, but it has caused my brother and I to lose a few hundred elo each by being forced to queue dodge in ranked since one of us is not added to the queue and the queue pops for the other before we realize. What's worse is the game thinks the other player (the one who wasn't queue'd) is in the game so if you play you are forced into a 4v5 since even restarting the client won't allow the other player to access the game and this assigns that player a leave and auto-loss.
Also: There is a similar bug where you enter queue as e.g. 5 and then end up with 4 of your original queue and +1 random person. No idea how to reproduce it at all.
This one I have no idea how to reproduce, but it has caused my brother and I to lose a few hundred elo each by being forced to queue dodge in ranked since one of us is not added to the queue and the queue pops for the other before we realize. What's worse is the game thinks the other player (the one who wasn't queue'd) is in the game so if you play you are forced into a 4v5 since even restarting the client won't allow the other player to access the game and this assigns that player a leave and auto-loss.
Also: There is a similar bug where you enter queue as e.g. 5 and then end up with 4 of your original queue and +1 random person. No idea how to reproduce it at all.
-If you disconnect due to temporary internet loss during a game and use the in-game reconnect feature, your out-of-game client will crash when you try to do pretty much anything after the game has ended. (Detailed description for this one!)
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On September 08 2011 00:39 STS17 wrote:
Here is one which is unrelated to gameplay but causes a client crash:
Steps to Reproduce:
1. Join a game (must have more than one player in it so the game persists after a disconnect, it doesn't appear you can reconnect to a game with just you and bots in it)
2. Disconnect your internet and wait about 30 seconds
3. Reconnect your internet
4. When prompted to reconnect to the game do so
5. Finish the game
6. When returned to the client after the game, try to view your profile page
7. The client should freeze or crash
I believe this bug has to do with the client not reconnecting to the server when you tell the game to reconnect so the server is probably registering you as logged off / disconnected and terminating your session while the client thinks that session is still active. Then again, I have no idea what your implementation looks like so this is pure speculation ^^
I am pulling the steps to reproduce from memory, so they may not be entirely correct. When I get back from classes this evening I will try to see if I can nail down the steps a little more concretely and also try and find out how to reproduce the other two bugs if I have time.
Here is one which is unrelated to gameplay but causes a client crash:
Steps to Reproduce:
1. Join a game (must have more than one player in it so the game persists after a disconnect, it doesn't appear you can reconnect to a game with just you and bots in it)
2. Disconnect your internet and wait about 30 seconds
3. Reconnect your internet
4. When prompted to reconnect to the game do so
5. Finish the game
6. When returned to the client after the game, try to view your profile page
7. The client should freeze or crash
I believe this bug has to do with the client not reconnecting to the server when you tell the game to reconnect so the server is probably registering you as logged off / disconnected and terminating your session while the client thinks that session is still active. Then again, I have no idea what your implementation looks like so this is pure speculation ^^
I am pulling the steps to reproduce from memory, so they may not be entirely correct. When I get back from classes this evening I will try to see if I can nail down the steps a little more concretely and also try and find out how to reproduce the other two bugs if I have time.
-Apparently for some people the gold/plat icons don't update correctly. Solved!
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RIOT Marcou
The new ladder reward tiers are:
* Platinum (Top 0.2%) - 1900 and above (3v3: 1700+, pre-made 5v5: 1750+): a framed summoner icon in platinum, a platinum banner in summoner profile, a platinum forum badge and a special skin for Jarvan IV
* Gold (Top 3%) - Between 1520 and 1899 (3v3: 1490-1699, pre-made 5v5: 1500-1749) : a framed summoner icon in gold, a gold banner in your summoner profile, a gold forum badge and a special skin for Jarvan IV
* Silver (Top 10%) - Between 1400 and 1519 (3v3: 1410-1489, pre-made 5v5: 1410-1499) : a framed summoner icon in silver and a silver banner in your summoner profile
* Bronze (Top 25%) - Between 1249 and 1399 (3v3: 1249-1409, pre-made 5v5: 1249-1409) : a bronze banner in your summoner profile
and yet, at 1508 rating in ranked 5s, i still see silver icon. likewise, on a friend's account, in his solo he's got 1519 and a gold icon. which is the definitive line for cut-offs, the icon color in-game, or the elo # falling in the ranges listed by Marcou?
Solution:
http://clgaming.net/redtracker/topic/12914/?p=33
* Platinum (Top 0.2%) - 1900 and above (3v3: 1700+, pre-made 5v5: 1750+): a framed summoner icon in platinum, a platinum banner in summoner profile, a platinum forum badge and a special skin for Jarvan IV
* Gold (Top 3%) - Between 1520 and 1899 (3v3: 1490-1699, pre-made 5v5: 1500-1749) : a framed summoner icon in gold, a gold banner in your summoner profile, a gold forum badge and a special skin for Jarvan IV
* Silver (Top 10%) - Between 1400 and 1519 (3v3: 1410-1489, pre-made 5v5: 1410-1499) : a framed summoner icon in silver and a silver banner in your summoner profile
* Bronze (Top 25%) - Between 1249 and 1399 (3v3: 1249-1409, pre-made 5v5: 1249-1409) : a bronze banner in your summoner profile
and yet, at 1508 rating in ranked 5s, i still see silver icon. likewise, on a friend's account, in his solo he's got 1519 and a gold icon. which is the definitive line for cut-offs, the icon color in-game, or the elo # falling in the ranges listed by Marcou?
Solution:
http://clgaming.net/redtracker/topic/12914/?p=33
Feature/Interface:
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-A timer for my next first win of the day bonus in my profile would be nice.
-If you go to your profile -> champions -> jungler you get WW, Fiddle, Nunu and Skarner. That list needs some serious updating.
-The game statistics are less informative than they could be.
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-The match history is less informative than it could be. Ideal case you find a way to get access to the same stats as in the post-game info screen.
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-When you are in someone else's game and get the right to invite people, you can't invite them by right-clicking their name in a chat room or your friends list.
-Website links on the client are based on the users IP, not on the client he's currently logged in to.
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-Hotkeys for store navigation would be awesome. http://na.leagueoflegends.com/board/showthread.php?t=1185479
-Ability to rebind the new defensive ping hotkey would be cool.
-Currently there is no smartcast for items in the game. Adding this would make items with actives much more accessible and easier to combo (e.g. DFG or Gunblade active)
-Added in Patch 1.0.0.125
-Currently you can't see in your profile how long it will take until your elo starts decaying. Making this visible (maybe even with an email option to tell you if it will happen) might encourage people to play more here and there and would be helpfull in general.
-If you go to your profile -> champions -> jungler you get WW, Fiddle, Nunu and Skarner. That list needs some serious updating.
-The game statistics are less informative than they could be.
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I would like to have better game statistics. "damage dealt" is utterly useless. What we need is stuff like "damage dealt to champions". Or even better, a grid (or something similar) that lists precisely how much damage which champion dealt to which enemy. An even more sophisticated approach would include a time axis so that you could analyze how your damage output progressed over time. There also could be markers showing when people died on that time axis, so you can see when teamfights occured etc.
-The match history is less informative than it could be. Ideal case you find a way to get access to the same stats as in the post-game info screen.
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Also this is the place for loads of fun but useless information, maybe for achievements in the future? I'm thinking like "Champions killed on the last ignite tick." or "Times survived after hitting less than 100hp.", the possibilities are endless.
On September 07 2011 23:41 br0fivE wrote:
I really agree with alot of these especially after game stats being so bland
Like there should be an in depth stats in match history
the stats we have now have so much useless information
stuff like Killed X most, killed by X most would be cool
I really agree with alot of these especially after game stats being so bland
Like there should be an in depth stats in match history
the stats we have now have so much useless information
stuff like Killed X most, killed by X most would be cool
-When you are in someone else's game and get the right to invite people, you can't invite them by right-clicking their name in a chat room or your friends list.
-Website links on the client are based on the users IP, not on the client he's currently logged in to.
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When I click Ladder Rankings in my profile on my NA account, the website loaded in my browser is http://euw.leagueoflegends.com/ladders. But I obviously want http://na.leagueoflegends.com/ladders. I live in Germany so that's obviously why, but it still is bad behaviour.
-Hotkeys for store navigation would be awesome. http://na.leagueoflegends.com/board/showthread.php?t=1185479
-Ability to rebind the new defensive ping hotkey would be cool.
-Currently there is no smartcast for items in the game. Adding this would make items with actives much more accessible and easier to combo (e.g. DFG or Gunblade active)
-Added in Patch 1.0.0.125
-Currently you can't see in your profile how long it will take until your elo starts decaying. Making this visible (maybe even with an email option to tell you if it will happen) might encourage people to play more here and there and would be helpfull in general.
Design:
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-There currently is no design for scaling CC in this game.
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-There currently is no way to officially access the chinese art for the NA/EU clients. These arts have quite some fanboys out there.+ Show Spoiler +
-We'd like to see a more customizable interface than the current one.
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Disconnects:
-If someone is clearly afk in champ select (no chat, no bans, random champ pick) the game currently does not account for this and starts anyway. A force-dodge would be much more appropriate for this scenario.
-Currently both sides receive an announcement if a player disconnects. Changing this to only be seen for the affected team might decrease the amount of cheesy, frustrating wins/losses in some cases.
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-There currently is no option for early surrenders if someone has been disconnected from the first minute on
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Surrender mechanic:
-The surrender time-out defaults to "no" instead of "yes"
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Contra:
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On September 06 2011 23:17 spinesheath wrote:
Scaling CC. Knockup duration scaling with AP, Slow % scaling with AP... stuff like that. Scaling CC is completely unexplored in LoL so far. Well except for Randuin's.
Scaling CC. Knockup duration scaling with AP, Slow % scaling with AP... stuff like that. Scaling CC is completely unexplored in LoL so far. Well except for Randuin's.
-There currently is no way to officially access the chinese art for the NA/EU clients. These arts have quite some fanboys out there.+ Show Spoiler +
On September 07 2011 04:58 Shiragaku wrote:
However, one thing I really liked were the Chinese splash art and they are so hard to come by now DX. Do you think you could give us to option to choose between Western and Eastern?
However, one thing I really liked were the Chinese splash art and they are so hard to come by now DX. Do you think you could give us to option to choose between Western and Eastern?
-We'd like to see a more customizable interface than the current one.
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On September 14 2011 10:28 Juddas wrote:
I would like to be able to customize the user interface way more. AS of now, the minimap is way to big for me and when I spam like crazy and am running away, i will often click the minimap making me go there. Also, I would really like a tower attack radius similar to the spell radius blue thing.
And since I am talking about the interface, if you switch it from the right to the left there are major bugs.
And make the hotkeys customizable outside of game. And include a video of what each spell does on the Champion page. That would be really cool if you ask me.
i am just rambling so I will stop.
I would like to be able to customize the user interface way more. AS of now, the minimap is way to big for me and when I spam like crazy and am running away, i will often click the minimap making me go there. Also, I would really like a tower attack radius similar to the spell radius blue thing.
And since I am talking about the interface, if you switch it from the right to the left there are major bugs.
And make the hotkeys customizable outside of game. And include a video of what each spell does on the Champion page. That would be really cool if you ask me.
i am just rambling so I will stop.
Disconnects:
-If someone is clearly afk in champ select (no chat, no bans, random champ pick) the game currently does not account for this and starts anyway. A force-dodge would be much more appropriate for this scenario.
-Currently both sides receive an announcement if a player disconnects. Changing this to only be seen for the affected team might decrease the amount of cheesy, frustrating wins/losses in some cases.
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On September 06 2011 23:12 NightWalks wrote:
-There currently is no option for early surrenders if someone has been disconnected from the first minute on
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On September 07 2011 02:17 Bluebush wrote:
I've never understood it either. I also wish they'd let you surrender earlier (maybe at 15) if someone has been disconnected all game. I don't care if they give reduced IP for it - I just want to be playing a 5v5. I suppose the attitude might be different at high elo, but at my low rating I'd rather just eat the loss and get into a new game as soon as possible.
I've never understood it either. I also wish they'd let you surrender earlier (maybe at 15) if someone has been disconnected all game. I don't care if they give reduced IP for it - I just want to be playing a 5v5. I suppose the attitude might be different at high elo, but at my low rating I'd rather just eat the loss and get into a new game as soon as possible.
Surrender mechanic:
-The surrender time-out defaults to "no" instead of "yes"
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On September 07 2011 02:09 STS17 wrote:
Explain to me the logic behind the /surrender time-out defaulting to no instead of yes. If people want to keep playing the game they should have to actually take the time to say "yes, I want to keep playing this game" by clicking the no button instead of being able to sit there and wait. This also causes players who go afk, but have not yet been dropped from the game or marked afk, count as a surrender vote (because them being afk actually makes it harder to surrender a game with the current system)
Explain to me the logic behind the /surrender time-out defaulting to no instead of yes. If people want to keep playing the game they should have to actually take the time to say "yes, I want to keep playing this game" by clicking the no button instead of being able to sit there and wait. This also causes players who go afk, but have not yet been dropped from the game or marked afk, count as a surrender vote (because them being afk actually makes it harder to surrender a game with the current system)
Contra:
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On September 07 2011 05:48 spinesheath wrote:
I am against a change for the default surrender vote. Either people get disconnected for being afk or they will vote no just to piss you off anyways. On the other hand if you are trying to win but someone spams /surrender you can move the surrender vote popup out of vision and don't have to deal with it anymore.
I am against a change for the default surrender vote. Either people get disconnected for being afk or they will vote no just to piss you off anyways. On the other hand if you are trying to win but someone spams /surrender you can move the surrender vote popup out of vision and don't have to deal with it anymore.
Balance QQ:
Other:
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Passive laning:
-Roaming and therfor an option which made it possible to increase early aggression got killed by the XP change in 1n2 lanes.
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Random rant about various things (long, but solid. Especially the part about Ward cost+bounty icnrease.)
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-Roaming and therfor an option which made it possible to increase early aggression got killed by the XP change in 1n2 lanes.
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[QUOTE]On September 06 2011 23:57 Two_DoWn wrote:
As much as Riot hates to hear, their changes to make junglers "unnecessary" have only contributed to making the game passive in laning. You cant be aggressive with a lot of roaming simply because Riot destroyed 1v2 lanes.
As much as Riot hates to hear, their changes to make junglers "unnecessary" have only contributed to making the game passive in laning. You cant be aggressive with a lot of roaming simply because Riot destroyed 1v2 lanes.
Random rant about various things (long, but solid. Especially the part about Ward cost+bounty icnrease.)
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[QUOTE]On September 13 2011 02:45 clickrush wrote:
Ok iam taking the time to list everything that bothers me:
1. Balancing Philosophy.
Champions:
- Taking away "frustrating" mechanics makes champions less unique and lessens the requirement of knowledge, awareness, tactical decision making and counterpicking. With the introduction of more tenacity and consistent weakening of unique but powerfull mechanics such as sustain, disables, burst damage or harrassing power etc. that are considered "frustrating" (eg. noobs can't handle them and complain in the forums) the game only becomes dumbed down with every patch.
General
- What Riot seems to be ignoring so far is that the early game strength of turrets is the main reason for passive early game play. The proximity of the outer sidelane turrets and their raw damaging power gives too much safety so that good players are forced to only pile op little tiny harassing advantages which leads to a bit more CS so they can play aggressive in after 20min of "passive" gameplay. This problem creates even champion balancing issues such as sustain champions being too powerfull and they forced themselves to indirectly address the main issue by nerfing those champions when in fact they aren't really one but they abuse the passive metagame which is towerhugging and creepwave tanking. If the turrets were farther away from eachother and they dealt less damage early on then passive play would require a lot more effort than it does now. The game would be much more action packed and the laneing phase would end much more quickly if one side would gain an advantage.
Items:
- Wards are way too cheap and they can be bought infitely. The downside of placing wards in less needed locations is almost 0. Mapcontrol should not be for (almost) free. It should be earned and chosen well. I suggest giving much more bounty for wardkills and also increasing the cost by a couple coins.
- gp10 items give too much income and are boring. I would rather have an item that gives me more gold/assist than gold/time on my support/jungle/roaming champions. This would promote ganking and force a more action packed gameplay.
- Snowball items such as leviatan, meja's and occult are what LoL needs on paper. In practice they suck balls. I suggest rebalancing them, giving them a faster stat gain but a more reasonable cap. Levi and occult even better basestats for not being completely useless. I think (and I'am pulling this out of my arse) getting 3/kill 2/ass but capping them at 15'ish would make them more viable but not too powerfull for gankers, supports and junglers to buy and would also lead the game into more action.
- I like the recent nerf of deathcap because the item is a freaking nobrainer for most ranged mages. We have so many interesting AP-based items which are outshined by dc-rushing. I would love to see what happens if the AP-scaling on deathcap was higher but the base was lower so we would have about the same stats with 2-3 ap items beforehand. The item is just boring design because it adds too much to not be rushed on almost every mage.
- I don't like that bigger base items get you more stats/gold than small ones. They allready free up item slots. If we had the option to buy 2 wands instead of 1 rod when behind then this would lead to less "one side gets 1 kill and dragon into win"-games, because you could go all-in with elixiers and cheap base stats to come back into the game. This wouldnt be a nobrainer though because the other side can allways stall out an all-in attempt.
- almost the same thing as above: cheaper finished items are not costefficient enough to warrant stacking a few of them to get ready for forcing an early teambattle etc. which makes the game more dull.
2. Content
- Give Progamers a plattform to share their knowledge! There are alot of very good players that provide good content for the community. Instead of only showing your funny champion spotlights, invite specialists and make good videos about things that concern the community. If you feel that a champion isn't as appreciated as it should be then invite someone real good who plays it and make a short video with them explaining why the champion is good and how to use it well. If you think that a champion is played alot and "frustrating" to play against then invite someone who knows how to deal with that champion. If you can pull this off then I foresee a dramatic change in the community's mindset with every of those videos.
Ok iam taking the time to list everything that bothers me:
1. Balancing Philosophy.
Champions:
- Taking away "frustrating" mechanics makes champions less unique and lessens the requirement of knowledge, awareness, tactical decision making and counterpicking. With the introduction of more tenacity and consistent weakening of unique but powerfull mechanics such as sustain, disables, burst damage or harrassing power etc. that are considered "frustrating" (eg. noobs can't handle them and complain in the forums) the game only becomes dumbed down with every patch.
General
- What Riot seems to be ignoring so far is that the early game strength of turrets is the main reason for passive early game play. The proximity of the outer sidelane turrets and their raw damaging power gives too much safety so that good players are forced to only pile op little tiny harassing advantages which leads to a bit more CS so they can play aggressive in after 20min of "passive" gameplay. This problem creates even champion balancing issues such as sustain champions being too powerfull and they forced themselves to indirectly address the main issue by nerfing those champions when in fact they aren't really one but they abuse the passive metagame which is towerhugging and creepwave tanking. If the turrets were farther away from eachother and they dealt less damage early on then passive play would require a lot more effort than it does now. The game would be much more action packed and the laneing phase would end much more quickly if one side would gain an advantage.
Items:
- Wards are way too cheap and they can be bought infitely. The downside of placing wards in less needed locations is almost 0. Mapcontrol should not be for (almost) free. It should be earned and chosen well. I suggest giving much more bounty for wardkills and also increasing the cost by a couple coins.
- gp10 items give too much income and are boring. I would rather have an item that gives me more gold/assist than gold/time on my support/jungle/roaming champions. This would promote ganking and force a more action packed gameplay.
- Snowball items such as leviatan, meja's and occult are what LoL needs on paper. In practice they suck balls. I suggest rebalancing them, giving them a faster stat gain but a more reasonable cap. Levi and occult even better basestats for not being completely useless. I think (and I'am pulling this out of my arse) getting 3/kill 2/ass but capping them at 15'ish would make them more viable but not too powerfull for gankers, supports and junglers to buy and would also lead the game into more action.
- I like the recent nerf of deathcap because the item is a freaking nobrainer for most ranged mages. We have so many interesting AP-based items which are outshined by dc-rushing. I would love to see what happens if the AP-scaling on deathcap was higher but the base was lower so we would have about the same stats with 2-3 ap items beforehand. The item is just boring design because it adds too much to not be rushed on almost every mage.
- I don't like that bigger base items get you more stats/gold than small ones. They allready free up item slots. If we had the option to buy 2 wands instead of 1 rod when behind then this would lead to less "one side gets 1 kill and dragon into win"-games, because you could go all-in with elixiers and cheap base stats to come back into the game. This wouldnt be a nobrainer though because the other side can allways stall out an all-in attempt.
- almost the same thing as above: cheaper finished items are not costefficient enough to warrant stacking a few of them to get ready for forcing an early teambattle etc. which makes the game more dull.
2. Content
- Give Progamers a plattform to share their knowledge! There are alot of very good players that provide good content for the community. Instead of only showing your funny champion spotlights, invite specialists and make good videos about things that concern the community. If you feel that a champion isn't as appreciated as it should be then invite someone real good who plays it and make a short video with them explaining why the champion is good and how to use it well. If you think that a champion is played alot and "frustrating" to play against then invite someone who knows how to deal with that champion. If you can pull this off then I foresee a dramatic change in the community's mindset with every of those videos.