Project “How league should be” Change League of Legends

66

Raggiungiamo 100 firme!
Le petizioni con più di 1.000 sostenitori hanno 5 volte più possibilità di vincere!

Il problema

Project “How the League Should Be”

DEVBLOG BY RANIER0 SAMSARA DI GIULIO:

MY FULL GAME BALANCE PATCH FOR LEAGUE OF LEGENDS

(original version in Italian and English with graphics in the links below)

Introduction:

This project is dedicated to the game LEAGUE OF LEGENDS by RIOT GAMES and aims to contribute ideas to improve the game’s development.

MANY of these changes draw on team sports, other games, and how the game used to be. The focus is on the most obvious issues, and the following changes are designed to be implemented even within the current version of the game; therefore, each section will be labeled as described below:

CHANGE: What I consider essential is marked as “mandatory,” while what I consider very valuable is marked as a “suggestion.”

TIMELINE: Indicates feasibility with the current client status or whether more or less significant changes are needed to implement the content into the client.

RESOURCES: Low—can be done easily. Medium—requires a team with analysts and some consulting. High—requires a team of 8–10+ people to coordinate, divide the workload, and create a six-month or annual plan.

Now let’s start thinking about the nature of the game by reaffirming its identity:

A MOBA is based on defending the base, the growth of resources for both teams, and their strategic choices.

IN-GAME CHANGES:

TOWERS: CHANGE: MANDATORY - TIMING: IMMEDIATE - RESOURCES: LOW

Towers are the focal point of the game and the essential objective that determines the outcome.The current changes to the game (plates, damage accumulation) have diminished the strategic value of the TOWERS. Towers are no longer the center of the game. The plate concept can be retained, but not the latest changes. Restore the Towers to their former glory/terrorCHANGES:All towers in the game start with a very high defense and damage level (value X),ENEMY towers suffer a DEBUFF called DISMANTLE from acquiring in-game resources. DISMANTLE DEBUFF: linearly reduces the towers’ defensive stats. Below is a summary of how to trigger the DISMANTLE debuff: SCUTTLE +1/2 - DRAKE +5/8 debuff - VOID GRUBS +1/3 debuff - HERALD +5/8 debuff - NASHOR +8 debuff - TEAM GOLD GAIN every 10,000 gold +5 debuff.The DISMANTLE debuff stacks on the most advanced tower and upon its destruction, 50% of the stacks are transferred to the next tower: T3 -> T2 -> T1 -> T0.

Summary graphs on the original file. They cannot be inserted here. At the bottom you will find the link to the original document in Italian or to the translated English version, with all the graphs and additional explanations, thanks.

New global rule for all neutral objectives → FEAR: No NEUTRAL MONSTER will permanently disappear from the map, but there will be an order of priority for the monsters occupying the corresponding PIT: NASHOR → HERALD → DRAKE → VOID GRUBS. When there are 30 seconds remaining until the next spawn, the monster occupying the PIT flees (FEAR) and returns to its previous location 2 minutes after the death of the monster occupying that position. (An animation of the monster fleeing and returning can be used, or simply a vanish effect)

DRAKE: CHANGE: MANDATORY - TIMING: IMMEDIATE - RESOURCES: LOWDrakes are a crucial source of in-game resources for the team, and in recent years they have also created significant map advantages (Infernal, Mountain, Ocean, Cloud), but the current map selection process is random and often recklessly alters the outcome of draft value. A change is needed.

CHANGES:

Killed DRAGONS also grant +5 to the DISMANTLE DEBUFF and switch their pit from the bot side to the top side with each spawn until minute 25; after that, they will always spawn in the bot-side pit. They follow the FEAR rule.

HYPOTHESIS 1: Introduce a ban on the ELEMENTAL MAP for each team during the ban phase, so there will only be two types of Drakes in play that will change with each spawn. The Drakes will have a fixed rotation, and based on the ban, the spawn order will always be known, leaving the choice of map up to the players.

Linear sequence: Infernal - Mountain - Ocean - Cloud.

SCENARIO 2:

Phase 1:

Dragons start out NEUTRAL, and when killed, they grant: 400 GLOBAL GOLD to each player, +5 to the DISMANTLE DEBUFF, and a PIECE OF DRAGONHEART BUFF.

Phase 2:

When the PIECE OF DRAGONHEART buff reaches 3 stacks, the DRAGON HEART quest is completed, granting access to the (pop-up) screen ELEMENTAL DRAKE BORN, where you can vote to choose the type of Drake and the corresponding ELEMENTAL MAP and ELEMENTAL BUFF (In the event of a 2-2-1 tie, voting restarts with a choice between the two elements with the highest scores; voting cannot be avoided!)

Phase 3:

The stacks of the PIECE OF DRAGONHEART are converted into ELEMENTAL BUFFS: Infernal, Mountain, Ocean, Cloud (the buff remains the iconic one associated with the drakes, with a value of 5/6% per stack). Each subsequent Drake will be an elemental Drake and will no longer grant global gold, but will continue to grant stacks of the corresponding ELEMENTAL BUFF, +5 to the DISMANTLE DEBUFF, and an additional +1 to the PIECE OF DRAGONHEART BUFF.

The opposing team will also have the same buff conversion based on the chosen element, provided they obtained any drakes before the event; additionally, they will retain the PIECE OF DRAGONHEART buff corresponding to the stacks they already had.

Phase 4:

The DRAGONHEART quest can be completed multiple times!!!

This way, the game allows you to change the map and the bonus every time you complete the quest, creating more excitement and opening up new strategies.

The ELDER DRAGON remains unchanged and will appear, after 5 Souls, in the PIT on the bot side; in addition to its iconic buffs, it will add +8 to the DISMANTLE debuff.

SCUTTLE: CHANGE: MANDATORY - TIMING: IMMEDIATE - RESOURCES: LOW

Scuttle is solid content, but its overall value can be improved.

CHANGES:

Phase 1:

NEUTRAL SCUTTLE: Upon its death, it grants +1 to the DISMANTLE debuff in addition to guaranteed line of sight toward the PIT (as before).

Phase 2:

When the ELEMENTAL MAP is activated, Scuttle transforms into a corresponding ELEMENTAL version. Upon its defeat, it grants +2 to the DISMANTLE DEBUFF + the Pulse map vision effect (like the current one) + 1% to the corresponding ELEMENTAL BUFF

(Can we add recolored skins and an elemental effect corresponding to the element: a trail effect or something else?)

VOID GRUBS: CHANGE: MANDATORY - TIMING: IMMEDIATE - RESOURCES: LOW

Void grubs currently play a minor role; let’s increase their value to the team.

CHANGES:

2 total spawn times on the top and bottom sides that comply with the FEAR rule

Phase 1:

The first spawn occurs at 6 minutes in the top-side pit. The objective will consist of 3 Void Grubs (as it is now), and killing them grants +1/1/3 to the DISMANTLE debuff plus global gold for the team: 100 gold per Grub killed for each player, plus the iconic Grub spawn when attacking a tower with damage and DoT (as it is now, with adjusted values).

Phase 2:

A second wave of Void Grubs spawns at 12 minutes on the bottom side of the pit, and killing them grants +1/1/3 to the DISMANTLE debuff plus global gold for the team: 100 gold per Grub killed for each player, plus the iconic Grub spawn when attacking a tower with damage and DoT (as it is now, with adjusted values).

HERALD: CHANGE: MANDATORY - TIMING: IMMEDIATE - RESOURCES: LOW

This content is very important and has been modified over the years to make it more dynamic and spectacular. The current state isn’t bad, and there’s no need to overhaul it too much

CHANGES:

Upon being killed, it grants an additional +5 to the DISMANTLE debuff, and the spawn follows the FEAR rule

Phase 1:

NEUTRAL HERALD: It will spawn at 15 minutes in the top-side pit. Just like before, killing it grants the team a spendable Token, but the strategy will change: whoever picks it up can use "DROP IT" even later without using it, thus allowing it to be passed to another player. (Hold down for 4 seconds = use - tap quickly to drop + visual confirmation POPUP) It can be dropped only once and remains on the ground for 30 seconds before disappearing.

Phase 2:

After 30 minutes, the ELEMENTAL HERALD corresponding to the ELEMENTAL MAP appears in the bot side pit (if the map has not yet been selected for a contest or due to inactivity of the drakes, the spawn will be the same as the first NEUTRAL one). Upon being killed, the ELEMENTAL HERALD grants +8 to the DISMANTLE DEBUFF and +3% to the corresponding ELEMENTAL BUFF. Its usage will be identical, and the token will have the DROP IT effect. (It would be nice to have a skin recolor based on the element and a spell-like graphic effect or a simple colored pulse, etc.)

NASHOR: CHANGE: MANDATORY - TIMING: IMMEDIATE - RESOURCES: MEDIUM

The game’s current state indicates that the Nashor BUFF has a very low value, and its effectiveness has deteriorated significantly over the years. It only becomes acceptable when the game is very far along. (With the changes made to towers and minions, which you’ll read about below, it will once again become very important.)

CHANGES:

Upon being killed, it grants an additional +8 to the DISMANTLE DEBUFF, and its spawn follows the FEAR rule.

The first spawn occurs at 25 minutes and then every 8 minutes, always in the topside pit. The topside pit changes form at 24 minutes and 50 seconds and follows the selection of the corresponding ELEMENTAL MAP, as does the type of Nashor (if the map has not yet been chosen due to a contest or the absence of drakes, the spawn will be NEUTRAL). There will therefore be four different pits and four corresponding Elemental Nashors. Upon being killed, in addition to the Dismantle debuff, it grants the usual Nashor Buff, which boosts minion waves to 150% POWER and also adds +4% to the corresponding Elemental Buff.

(It would be nice to have a recolor of Nashor, the corresponding elemental abilities, the animations, and a new skin so that there are 4 different Nashors)

MINIONS: CHANGE: MANDATORY - TIMING: IMMEDIATELY - RESOURCES: LOW

Right now, minions are essentially just background content and play a marginal role as the game progresses—serving only as a source of gold and nothing more. Let’s improve their interaction
CHANGES:

MINIONS have 100% BUFF POWER of their base defensive stats, damage, and gold drop when they are at base. Every tower or tower remnant (destroyed tower) that minions pass reduces this value by 10% (T0 100%, T1 90%, T2 80%, T3 70%). This improves the quality of wave pushes, encourages side-lane play, and increases the reward based on the position where the wave is cleared. Minions will always spawn 30 seconds into the game, and at 14 minutes, the spawn time will decrease while maintaining the recent changes. The passive stat boost for minions will remain the same as it is now, and the POWER effect will be applied based on their current stats.

GOLD WASTE PENALTY: All minions that die with no players within their range (area x yards) accumulate a GLOBAL TEAM DEBUFF called GOLD WASTE: for every 5,000 gold, ALLIED turrets will suffer a +5 penalty to the DISMANTLE DEBUFF (in direct contrast to the buff obtainable with 10,000 GOLD GAIN).

This encourages players and teams to acquire resources properly and discourages the “ARAM play” style (where teams spend most of the game playing 5v5 in the mid lane—even without objectives—neglecting the side lanes for many minutes).

Summary graphs on the original file. They cannot be inserted here. At the bottom you will find the link to the original document in Italian or to the translated English version, with all the graphs and additional explanations, thanks.

WARDS: CHANGE: PROPOSAL - DURATION: SHORT - RESOURCES: LOW

Wards and trinket quests are often taken for granted, yet they could significantly stimulate team gameplay and encourage diverse strategies.

CHANGES:

TRINKETS: 4 different types of trinkets: YELLOW, BLUE, RED, PINK (new trinket: a control ward with 2 HP every 3 minutes).

TRINKET QUEST: - Obtainable through game progression and various triggers:

TRIGGER PREREQUISITE: Each ward must be active for at least 10 seconds and is valid only in the Fog River and Jungle map areas.

TRIGGER 1: VISION CHECK: Each ward that reveals an enemy grants +2 stacks to the quest

TRIGGER 2: VISION ASSIST: Each ward that detects an enemy for at least 2 seconds and dies within 15 seconds of coming into view grants gold and an assist to the player who placed it (assist gold: 25% of the normal assist from participating in a fight) and adds +5 stacks to the quest.

TRIGGER 3: USER’S GOLD GAIN: Every 2,500 gold triggers +40 stacks for the quest.

Once you reach 100 stacks, the quest is completed, and you receive more powerful versions of the trinkets:

GOLD WARD: Storage capacity increases from 2 to 3 wards, with a 25% reduction in recharge time

RUBY LENS: In addition to the traditional effect, when you activate the trinket’s effect, it generates a 1-second PULSE effect that increases the tracking area by +100%; the “revealed” effect lasts 2 seconds. This encourages more teamplay around the trinket’s use and provides greater control for both aggressive and defensive plays when facing Fog of War.

SAPPHIRE ALTERATION: A trinket with 1 HP that’s always visible and can be placed at extremely long ranges (increasing the usage range compared to the current version)—when the BLUE ward is destroyed, it creates an area-of-effect similar to Elemental Scuttle, or rather, reminiscent of Clairvoyance!

PINK TOPAZ: A tougher version. It provides a control ward with 4 HP every 3 minutes.

Summary graphs on the original file. They cannot be inserted here. At the bottom you will find the link to the original document in Italian or to the translated English version, with all the graphs and additional explanations, thanks.

ITEMS: CHANGE: MANDATORY - TIMELINE: LONG - RESOURCES: HIGH

Over the years, items have greatly increased gameplay versatility but, at the same time, have also made balancing more difficult. A change is mandatory, and we’ll need to proceed with a multi-phase overhaul involving a dedicated project team.

CHANGES:

FIRST STEP: MANDATORY - TIMELINE: SHORT - RESOURCES: LOW

ROLE-SPECIFIC ITEMS: Certain iconic items that define each role will become CORE ITEMS—at least 5 per role (using existing items)—available only to that role.

The remaining items are considered COMMON and can be obtained by anyone. This is to prevent a situation where, every time we try to balance a role and its items, other roles end up exploiting them.

SECOND STEP: CHANGE: PROPOSAL - TIMELINE: LONG - RESOURCES: HIGH

Complete rework of items:

LEGENDARY ROLE ITEMS: There are 5 per role, with an EPIC intermediate version; only one can be used at a time, and each has a unique ACTIVE ability. Each role has a choice of 5 different active abilities, which will be available starting from the EPIC version. Cost: 2,500 gold for the EPIC version and +1,000 gold for the LEGENDARY version, which features enhanced stats and the active ability at maximum potential. Active abilities have charges and will also have a cooldown and a gold cost to recharge, with a base cost of 250 gold? (recharge).

COMMON ITEMS: All common items have passives that interact directly and exclusively with active abilities, so each build is variable based on needs, draft, etc. Examples: reduce cooldown, reduce gold cost, increase range, increase duration, increase damage, increase cast speed, increase charges, allow use while under CC, add a bonus effect, etc., etc. … you can create a huge list of possibilities.

Clearly, a clean slate is needed to recreate the stats table to ensure the correct gold value for items, passives, and actives—which is currently a disaster. The iconic item names and skins remain.

Important change: restore value to resources like mana and cooldown reduction, because they’re currently useless—champion balance is no longer tied to resource costs.

This will ensure easy control over item values and a great deal of gameplay variety while remaining true to each role’s identity.

To ensure versatility across different champion types, LEGENDARY ROLE ITEMS will feature an adaptive damage component, and upon purchase, players will be able to choose the item’s nature: full AP, full AD, or MIXED (damage split between the two stats).

RUNES: CHANGE: MANDATORY - TIMING: MEDIUM - RESOURCES: HIGH

Currently, runes offer too little customization and are of little interest.

CHANGES:

Redesign the rune system by drawing inspiration from other games such as *Path of Exile*, *Diablo 4*, *Final Fantasy*, and many others that use a CIRCULAR MAP-BASED mastery/rune system with POINTS that can be placed wherever you want, subject to prerequisites.

Summary graphs on the original file. They cannot be inserted here. At the bottom you will find the link to the original document in Italian or to the translated English version, with all the graphs and additional explanations, thanks.

CHAMPION BALANCING: CHANGE: MANDATORY - TIME: LONG - RESOURCES: HIGH.

It’s unthinkable that I could cover everything related to the game’s champions right now—at least at this stage of the project’s design—as it requires a large team and a great deal of work.

We need a well-defined action plan for redesigning the champions that were left out of the game, ranked by average pick rate across modes. This action plan must include very precise schedules to be followed, with dedicated staff assigned to each phase.

CHANGES:

REWORK OF EXISTING CHAMPIONS: 1 complete rework every 3 months, with champions ready for the live client. TIMELINE: design phase—maximum 1 month + 1 month of verification + 1 month of testing, with requests for feedback from pro team analysts. THE PBE IS NOT A VALID TESTING ENVIRONMENT!!!! When the champion is released into the LIVE game, it is locked and cannot be used in PRO-version ranked modes for one month (see the list of modes below)

NEW CHAMPIONS: ONE per year until more than 60% of the champions on the schedule have been reworked, then one every 6 months. Workflow: 4 months of design + 1 month of verification + 1 month of testing, with feedback requested from pro team analysts. When the champion is released into the LIVE game, it is locked out of PRO-version ranked modes for one month.

CHAMPIONS MUST BE introduced only after a THOROUGH review by external pro team analyst teams—not via the PBE, which over the years has consistently failed to prevent chaotic and unbalanced releases. Those responsible for creation must be subject to oversight from outside the company!! This is why feedback from competitive team analysts is essential.


DEATH VALUE: CHANGE: MANDATORY - TIMELINE: IMMEDIATELY - RESOURCES: LOW

Deaths in this game have become too devalued, and as a result, the game does not reward individual skill or the significance of a kill. We need to assign value to deaths in order to properly reflect individual and team skills!!!

CHANGES:

The death timer increases with time, not with level. After 20 minutes, each subsequent death will result in an additional percentage increase to the respawn time: +5% for each death from the 20th to the 30th minute, +10% for each death after the 30th minute up to the 40th minute, and, at 40 minutes, an ADDITIONAL TRIGGER: DEATH SIGN +5% for each death incurred up to 40 minutes

(A trigger to emphasize the importance of kills, showboating, and late-game team fights, and to set a decisive deadline for the match), +15% for each kill after the 40-minute mark.

(Champions like AKSHAN must change their passive to resurrect an ally of their choice every 5 minutes after killing a champion).

EXAMPLE OF DEATH TIMER: Up to the 20-minute mark, normal timer—after 20 minutes: normal timer +5% for each subsequent death—after 30 minutes: normal timer + previously accumulated penalty +10% for each subsequent death—after 40 minutes: triggers the DEATH SIGN effect—all deaths incur a 5% penalty!! After that, it continues with: normal timer + accumulated previous penalty +15% for each subsequent death.

JUNGLE MONSTER: CHANGE: MANDATORY - TIMING: IMMEDIATE - RESOURCES: LOW

The JUNGLE is one of the most important aspects of the game and is also crucial for a central role on the team: the jungler. The jungler is the only player in the game who cannot make a comeback once they’re losing. When towers fall, every laner will have minion waves heading toward their base; jungle monsters, on the other hand, remain where they are, and players often cannot access those resources without moving across the map to retrieve them. “SAVE THE JUNGLER, SAVE THE GAME”—it’s a team game. Let’s create interactions so that roles can help each other in times of difficulty.

CHANGES:

JUNGLE FARM: All camps, only in the allied zone, will also grant gold to the jungler if killed by other allied team members, splitting the reward 50-50 between the player and the jungler. This is to make the jungle a shared objective when on the defensive and to make defensive strategies more viable when map control is lost and the jungler cannot recover resources on their own. (Keep in mind that the POWER buff on minions tends to push back enemy waves)

Phase 1:

NEUTRAL BLUE AND RED CAMPS: At the start, these two camps grant the familiar buff to whoever kills them, plus an area token to collect (click it) that grants the same buff at 100%

Phase 2:

BLUE AND RED MAGICAL CAMPS: When the map changes to ELEMENTAL MAP, the two Jungle Monsters become magical in nature. Upon being killed, they grant the usual buff + a token to collect + a 50% power buff to the entire team. This mechanic is designed to encourage players to contest enemy buffs during the offensive phase and deny them, or, during the defensive phase, allow any team member to secure them, thereby helping the entire team.

KILL PARTICIPATION: CHANGE: MANDATORY - TIMING: IMMEDIATE - RESOURCES: LOW

A fundamental component for increasing team value.

CHANGES:

OBJECT ASSIST: Stealing enemy camps and killing neutral objectives grants an economic assist to all active participants (within x range). Example: Stealing the enemy Blue Buff grants x gold for the last hit plus an assist bonus (25% of x) to all active participants. This system encourages players to group up and time their actions well to increase overall gold gain and to play aggressively and map-aware through coordinated team actions.

(Applies to Drake, Scuttle, Nashor, Herald, Void, the enemy jungle, and, as always, enemies)

ROLE  QUEST: CHANGE: MANDATORY - TIMING: MEDIUM - RESOURCES: MEDIUM

The role-based quest system is effective but should be made more distinctive. It’s not wrong to have quests for every role, but there should be more options to tailor them to the various role subcategories that have different needs within the game: tank, bruiser, engager, assassin, etc.

CHANGES:
Each role must have 5 distinct choices upon quest completion, similar to the support quest, so as to provide different stats depending on the champion’s subcategory being played in that role.

PING: CHANGE: MANDATORY - TIME: MEDIUM - RESOURCES: MEDIUM

Pings are currently among the most toxic elements of the game, and despite their significant value, they are often a source of arguments, reports, and bans, and are used by players as an outlet for frustration.

CHANGES:

3 types of pings:

Area pings: These only affect the area where the ping is clicked, not the entire map. They can only be used by clicking on the ground. They cannot be spammed: maximum of 3 every 20 seconds. Example: “push” and “freeze” pings are area pings; they will not be visible outside the specific location on the map where they are used.

Map pings: These appear only on the minimap and remain visible for 5 seconds. They cannot be spammed: maximum 1 every 5 seconds. Example: A “miss” ping will be visible only on the map.

Chat pings: These create a direct message in the chat. This type of ping can be used at any time. Example: Clicking on a champion’s frame, active abilities, or ultimates used by opponents will send the champion’s name and the ping time to the chat: AHRI ULTIMATE MINUTE X

Role Pings: Each role has unique pings to support more detailed communication. The needs of different players vary depending on their position on the team.

New client section dedicated to pings: There will now be a page in the client similar to the Emotes page, where you can choose which pings to bring into the game based on role and save them as presets.

SKINS: CHANGE: MANDATORY - TIMING: IMMEDIATE - RESOURCES: LOW

The game is competitive by nature; reading animations is part of a player’s skill set and should be considered a fundamental component. Currently, there are numerous skins in the game that can give players advantages or disadvantages, with animations that are hard to see, similar to one another, and visually distracting. Studies and tests have already been conducted on this matter, and the game has serious flaws in this regard.

CHANGES:

In every game mode, it should be possible to disable skin animations in the client by checking the corresponding option—for allies, opponents, or both—so that only the character’s skin is visible.

IN-GAME INTERFACE: CHANGE: MANDATORY - TIMELINE: IMMEDIATELY - RESOURCES: MODERATE

Players lack sufficient information to help them understand the game.

CHANGES:

PLAYER GOLD GAIN: You can view the gold accumulated by your teammates and enemies, represented by different colors. This information is displayed on the SCOREBOARD page

Gold table by color: green for up to an 800-gold deficit, yellow for up to a 1,500-gold deficit, red for over a 1,500-gold deficit, white for a 0 to 1,500-gold lead, blue for 1,500 and above.

DEATH TIMER PENALTY. See the penalty in seconds that players receive for deaths. Visible on the SCOREBOARD page.

DISMANTLE DEBUFF, showing the amount of buffs for the ALLIED TEAM and the ENEMY TEAM. Visible on the SCOREBOARD page.

GOLD WASTE: Amount of gold lost by the opposing team. Visible on the SCOREBOARD.

BAN: CHANGE: PROPOSAL - TIMING: IMMEDIATE - RESOURCES: AVERAGE

Changes to the draft, such as the recently introduced first pick vs. map position selection and the “Fearless” mode, are very interesting, but I don’t think they’re enough.

CHANGES:

BLIND BAN MODE: The option to re-ban if bans are shared between the two teams. The first player to select the ban re-bans it (in case of a tie, a random choice is made)

DRAFT BAN MODE:

The option to include SAFE PICKS that bypass the entire ban phase (available to both teams). Increase the second ban phase by one ban for a total of: 1 safe pick + 3 bans + 3 bans - POSSIBLE MAP DRAKE BAN as explained on page 2, if Option 1 is chosen for the drakes


PAUSE: CHANGE: PROPOSAL - TIMING: IMMEDIATE - RESOURCES: LOW

If we want a competitive system on par with traditional sports, we need to take inspiration from them.

CHANGES:

SOLO game modes: not accessible; it is not possible to make this valid in these modes 5V5 GAME MODE: The team can initiate a PAUSE vote, which can be activated only once per match and lasts a maximum of 3 minutes. It activates only during inactive phases of the game: no combat and opponents must be at least 20 seconds away. DURING THE PAUSE, players and staff can interact.This is designed to foster strategic teamwork, drawing inspiration from sports like volleyball and basketball, where team-staff interaction is an integral part of the game. Do we want to improve the perception of professional gaming within the community? Well, let’s use elements from sports to enhance esports! 

ALL THE CHANGES DESCRIBED HERE CREATE A STRUCTURE THAT ALLOWS FOR PRECISE AND DIRECT GAME BALANCING: 

DISMANTLE DEBUFF: direct control over the map’s progression 

ELEMENTAL BUFF: control over teams’ statistical resources

POWER: Wave management and gold gain

ACTIVE AND PASSIVE LEGENDARY ITEMS: precise balancing of item values and prevention of abuse. Greater variety in gameplay.

SHARE GOLD: Global kill participation, vision support gold, and jungle assist gold, which serve to foster better interactions among players.

These changes reflect the goal of maintaining average game lengths of 25 to 35 minutes while enhancing gameplay quality through interconnected resources rather than passive mechanics. Various charts and visual information follow:

NOW COMES THE PART ABOUT THE GAMEPLAY EXPERIENCE AND THE VALUES WE WANT TO CONVEY TO PLAYERS  BOTH PLAYERS AND NON-PLAYERS WHO ARE PART OF THIS GAME (players, cosplayers, casters, spectators).

GAME MODES:

Each game mode must have a POPUP indicating the type and some details

NORMALS: CHANGE: PROPOSAL - TIMING: IMMEDIATELY - RESOURCES: AVERAGE

For those who want to play for fun, Normals are currently not very appealing, and Solo Queues are often used instead. Solo queues are competitive by nature and create a lot of friction among the different types of players who, as of now, are all in a single game system. Playing for fun and competing are two things that aren’t on the same level. You can have fun while competing, but you can’t play for fun without competing, so let’s clearly separate the player categories and provide them with the best content.

CHANGES:

Daily and weekly quests and rewards unique to normal modes should be added

Only in Normal modes, within the minigames, will it be possible to advance in the champion mastery system!!!

QUICK PLAY: These should be tweaked to provide a better gaming experience, but this isn’t a priority right now.

NORMAL FLEX: You can play in a maximum of 3 premade teams. This is designed to provide a proper gaming experience for small groups.

NORMAL PREMADE: Limited to 5 members and grants access to special team rewards and special chest drops (specific titles, specific icons, chests with more content)

ARAM is not my priority

ARAM MAYHEM is not my target

ARENAS are not my target

Random fun modes are not my target

TRAINING MODE: CHANGE: MANDATORY - TIMES: MEDIUM - RESOURCES: HIGH

Currently, the game's main issues are toxicity and its appeal to new players. Instead of simplifying the entire game—and thereby ruining its essence—the solution lies in the training mode!

CHANGES:

GAMES VS AI AND CUSTOM: Add an advanced mode with bots on the hard difficulty (HARD, which already exists). This can be used as a MINIGAME, as a mode with increased account level progression (difficult to farm), and as a punitive game (see the dedicated PENALTIES section).

Only in HARD mode can you advance in the champions’ mastery system.

TRAINING MODE / MASTER MODE: FULL access to all game content. Access to champion bots with the ability to choose difficulty level, items, position, pause the game, and set their status (similar to training dummies).

THIS MODE ALLOWS YOU TO SAVE, EXPORT, AND IMPORT PRESETS—> CREATING MINIGAMES. Content freely accessible to players, content creators, coaching staff, etc.—you can create minigames for everything: spacing, kiting, attack moves, dodging, aiming, recreating specific in-game situations, 1v1 and 2v2 lane simulations, and so on—limited only by your imagination.

This dramatically increases the amount of in-game content, and the community can use it for both amateur and professional activities. (See MARIO MAKER)

MINIGAMES CHALLENGE: Native content within the client, specific mini-games designed for targeted training in game mechanics: LAST HIT, AIM, DODGE, SPACING, ATTACK MOVE, 1V1 TRADE, 2V2 TRADE + PLAYER VS BOT HARD with various difficulty levels (from 1 to 10).

This content also serves as a tutorial and a progression path for new accounts and for advancing in the champion mastery system—it should be viewed as the “fundamentals” of the game.

Completing Level 10 difficulty in the minigames grants an extra bonus toward account level progression and progression in the mastery system for the champion used. Completing all minigames at Level 10 grants access to a special reward: Special Chest + Premium Icon + Title + permanent increased progression in the mastery system.

(It will be faster to advance in the mastery system with all champions)

The CHALLENGE MINIGAMES integrated into the game are also used for PUNISHMENT.

CREATED PRESETS do not grant progression in the champion mastery system.

RANKED MODE: CHANGE: MANDATORY - TIME: MEDIUM - RESOURCES: HIGH

First topic of discussion: changing the MMR system? I believe a linear system is better than MMR, which over the years has proven to be a flawed system that is easily exploited for boosting and smurfing.

CHANGES:

MY PROPOSAL: Linear scoring system: As in any competitive sport or tournament, a ranking system should be based on direct points: +15 LP per win and a +5 LP bonus for the third consecutive win; -15 LP per loss and a -5 LP penalty for the third consecutive loss; the score resets after 1 opposing game.

Soft reset every season and hard reset every annual season. A 10-game placement ranked series to assign players from Silver 1 to Gold 1. Matchmaking balance with a maximum 100-point difference.

The MMR system can remain, but with a soft reset every season and a hard reset every annual season. A 10-game placement ranked series to assign players from Silver 1 to Gold 1.

GENERAL RANKED RULES:

NO RANKING SYSTEM AFFECTS OR PROVIDES BONUSES IN OTHER SYSTEMS.

MASTERY SYSTEM LOCK: To use a champion in RANKED mode, you must have completed a certain Mastery level based on the TIER you’re playing in. Example: In Bronze rank, you need Mastery Level 5 for the champion to use it. The requirement increases by 1 for each tier.

OTP MODE: OTP is a form of play that is too individualistic, and while fascinating, it must be regulated: in ranked systems, there will be an OTP PENALTY. Using the same champion for more than 3 consecutive games results in a penalty of -3 LP gain in the linear scoring system or -10% LP in the MMR system. The penalty resets when you use a different champion. Please note: the OTP penalty remains in effect if the champion has a usage rate of over 50% in the selected game mode!

PROPOSAL: Use MMR in RANKED SOLOQ and RANKED PREMADE modes, and the linear system in SOLOQ PRO MODE.

RANKED SOLOQ: Solo queue system with no option for duo queue; choose 2 roles. Option for LP bonus for playing out of role or for a secondary role via autofill: +3 LP per win. The best players play every match. Rewards for each season and a final reward for the annual season. Dedicated chest, skin, icon, and border.

RANKED PREMADE: 2 to 3 players. Replaces FlexQ. Rewards for each season and a final reward for the annual season. Dedicated case + skin + icon + border.

RANKED CLASH PRO: REALID-access mode (account verified with ID), maximum 8 members. In-client competitive system: the TEAM registers, pays a ticket fee (like the old Clash), and participates in weekly active queues with WEEKLY, MONTHLY, and SEASONAL rankings:

WEEKLY: Each team will be randomly placed in a 64-team bracket with random and automatic match pairings; games will be BO1, and the dates and times will be listed in the schedule section before tournament entry. The winning team receives the weekly prizes: 400 RP per player, a dedicated icon, and access to the next tournament. (The tournament can be repeated, but prizes are valid only once per month.)

WEEKLY NATIONAL ROUND OPTION: Valid only if you wish to replace the national and regional leagues. Each team must consist of at least 3 members of the same nationality. Each team will be randomly placed in a 64-team bracket with random, automatic matchups. Matches will be BO1, and the dates and times will be listed in the schedule section before the tournament begins. The winning team receives the weekly prizes: 4,000 RP per player, a dedicated icon, and access to the next tournament. (The tournament can be repeated, but prizes are valid only once per month.)

MONTHLY: This tournament will take place on a day always indicated on the client in the “Schedule” section, creating multiple automatic brackets of 64 teams. Matches will be best-of-1 (BO1), and the final will be best-of-3 (BO3) with ID verification. Each winning team of this monthly tournament will receive a significant prize of 2,500 RP per player, a premium icon, and access to the SEASON tournament. (The tournament can be repeated, but prizes are valid only once per season.)

SEASON: All teams that reach this stage (the winners of all monthly tournaments) are automatically placed in a single bracket with no slot limits. Matches are best-of-1 (BO1) up to the top 16, after which the bracket becomes best-of-3 (BO3) double elimination, culminating in a best-of-5 (BO5) Grand Final.

The top 2 teams will receive wild card entry into the EMEA edition (and corresponding leagues in other regions worldwide).

SEASON REGION LEAGUE OPTION: If you have chosen to replace the national leagues with the specified weekly national round, the Season tournament becomes the REGION LEAGUE (e.g., EMEA). Matches are BO1 up to the top 64; after that, the bracket becomes BO1 + BO3 double elimination, with the Grand Final being BO5.

The winning team of the SEASON tournament WINS entry to the EWC as a wild card (all-expenses-paid invitation to the live EWC event) + a prize of 6,000 RP per player + a cash bonus from SUPPORT SKIN* (explained below) + a permanent team icon within the client!!!! + a premium version of the Clash-themed skin.

ADDITIONAL SPECIFIC INFORMATION ON THE FORMAT

Since teams are verified, players’ stats can be viewed 5 minutes before the draft begins—automatic join to Discord with rooms locked to team members only—violations and account sharing are punishable by disqualification. (See the Penalties section).

Participation in the final stages of the Monthly tournaments requires visual verification of players via webcam and match recording with voice chat enabled. (by Riot Games mods?)

Schedule Table: Whenever a Team Clash Pro Mode is created, you’ll be directed to the SCHEDULE tournament screen, which will display the dates and times for matches, including the specific days and time slots for the Monthly tournament and the “from–to” range for the Season tournament, so that every team is clear on their schedule.

If any team fails to show up for a scheduled round or time slot, they will forfeit the match due to a no-show and incur a penalty. After 3 no-show penalties, the team will be disbanded and any points earned will be forfeited.

Example:

Option 1: Weekly 64-team bracket tournament—max 6 rounds: Monday, Tuesday, Wednesday, Thursday, Friday, and Saturday from 8:00 PM to 9:30 PM to start the game; one round per day is mandatory.

Option 2: Weekly 64-team bracket tournament—max 3 rounds: Tuesday, Wednesday, and Thursday from 7:00 PM to 8:00 PM (Phase 1) and from 8:00 PM to 9:30 PM (Phase 2). Summary of phase divisions: 32nd + 16th on Tuesday, 8th and 4th on Wednesday, 2nd and finals on Thursday. The same concept applies to monthly and seasonal tournaments, which will last 2 to 3 days.


SCRIM CLASH: All teams registered for the Clash will have access to a scrim circuit among tournament participants outside their bracket (priority given to teams that have reached the same round) in complete anonymity, without being able to communicate with the opposing team. The draft system follows the same format as in Ranked Clash Pro. At the end of a game, you can request a vote for a rematch. There is no game limit, and you can use it every day. FINALLY, SCRIMS IN THE CLIENT!!!


SOLOQ PRO MODE: REALID-access mode (account verified with ID), maximum 200 games, duration 1 month, no duoq, access via Ticket, and RP rewards based on the level achieved + a specific icon + a specific premium skin—and NO RESET!!! Each season starts at -25% of the maximum score achieved that month; every 3 months, the top 0.5% in the rankings are eligible for a special seasonal prize: 3,000 RP + a cash bonus from SUPPORT SKIN* and a dedicated page on the website or Discord featuring the leaderboard and players available for tryouts with COMPETITIVE PARTNER teams for their ACADEMIES: TALENT SCOUT PAGE. The teams will choose who to try out; it’s a sort of direct signing based on a verified ranking.


COMMUNITY TOURNAMENT: CHANGE: MANDATORY - TIMEFRAME: SHORT - RESOURCES: LOW

Leverage what made LEAGUE OF LEGENDS great within the community to create content that attracts former pro players, content creators, and cosplayers to organize activities as PATRONS and ORGANIZERS

REALID access mode (account verified with ID). Use existing tournaments (e.g., drtutt) and other prominent community figures from past years, as well as new ones like Caedrel, Rekkles, etc., to create dedicated formats named after them (subject to agreement between the parties), sponsoring the event with special icons dedicated to the tournament’s patron and prizes for the top teams. + A LARGE RP prize + cash bonus from PATRON ICON*

In addition, a dedicated page on the website where sponsors, streamers, and cosplayers can sign up to be part of the project. See the LFT SYSTEM selection...

CASH BONUS:

THE RANKED CLASH PRO AND SOLOQ PRO MODE FORMATS will feature a dedicated skin and two versions: the event-exclusive SUPPORT SKIN, which can be purchased from the shop—with 40% of the proceeds going toward a PRIZEPOOL for the winning teams (or top 4??) of the SEASON EVENT - The premium version of the skin will be the prize for the winning team and the top 0.5% winning players in SOLOQ PRO MODE!!!

This way, you support teams and organizations, foster a sense of community, and—most importantly—create a STORY for players and teams, as well as for those aspiring to become PROs, enabling them to achieve milestones like the EWC and the academies of the world’s top teams!

The COMMUNITY TOURNAMENT FORMAT will feature an icon of the tournament sponsor in the shop, which can be purchased there; 40% of the proceeds from the purchase will go toward a PRIZEPOOL for the winning teams, in addition to any other prizes such as sponsorships, RP, etc.

PUNISHMENTS AND PENALTIES: CHANGE: MANDATORY - TIME LIMITS: MEDIUM - RESOURCES: MEDIUM

Tolerance for misconduct, boosting, etc., must be proportional to the context

AND VERY STRICT!

All penalties will be automatic, based on the statistical average for the player’s corresponding tier

NORMAL MODES: Direct penalty: AFK, death spam, minor chat misuse, etc.: mini-games targeted at the specific issue must be completed to regain access to the account. Serious misconduct: temporary account ban + daily quest mini-games to reduce the penalty

RANKED MODE: Immediate penalty: AFK, death spam, too-low stats, minor chat abuse, etc.: Mini-games to complete in order to use the account, PROPORTIONAL to the player’s tier and tailored to the specific issue. Example: GOLD ELO players must complete a Level 3 mini-game.

Serious violations—temporary account ban and 20% loss of rank position!

CLASH PRO MODE: Penalties are shared with the team for that event. SERIOUS misconduct results in a REALID ban for the player for the event where the infraction occurred. For the team, this results in a forfeit loss and the player being benched for the event where the infraction occurred; there will be no penalties for deaths, etc., since it is a team.

SOLOQ PRO MODE: Direct penalty: AFK, death spam, inappropriate chat use (not severe but spam), etc.: mini-games to be completed to use the account, PROPORTIONAL TO the game tier and targeted at the specific issue, plus a warning. After 3 warnings, the player is blocked from the leaderboard and loses points for the current month. Example: DIAMOND ELO mini-game level 7.

Example mini-games:

Deaths exceeding 200% of the tier average – “SURVIVE” or “DODGE” mini-game

Total damage per role below 50% of tier average - AIM mini-game

Mildly toxic behavior—depending on severity, X number of games vs. bots; average Gold gain below 50% of tier average—LAST HIT mini-game

and so on…


LFT SYSTEM FOR PLAYERS - COSTREM - COSPLAYERS:

Now that Discord is integrated with Partner, let’s leverage its potential with automated systems:

PLAYER LFT: Automatically allow players to initiate an LFT request on the official Discord channel by filling out a linked form, with automatic sorting based on their responses (requires enabling a Discord bot script)

Have paid Discord moderators to manage this for tournaments and to monitor suspicious activity

COSTREAM coordinates directly with Riot Games for events via a dedicated page (something already exists but needs to be integrated with the elements added above)

COSPLAYERS: They need a dedicated section where they can post requests for collaborations with teams or events. Same approach as with Costream.

 

 

THERE ARE OTHER THINGS, BUT I THINK THESE ARE ENOUGH FOR A FREE SOLO PROJECT.

I’d be happy if this material inspires some changes.

IT’S ALL UP TO THE COMMUNITY, AS IT SHOULD ALWAYS BE!!!!

- FOR ME, A DEVBLOG IS ABOUT OUTLINING PLANS AND INTERACTING WITH THE COMMUNITY -

If you want to support this project and believe it’s worthwhile, you can help me get it to the higher-ups in the community by sharing it, signing the Change.org petition, and presenting it to your favorite content creators or international team staff—or do whatever you think is best.

If this project of mine leads to others, it will only enrich the community—THE IMPORTANT THING IS TO TAKE ACTION AND STOP BEING PASSIVE AND COMPLAINING WITHOUT DOING ANYTHING!! This is the main reason I brought this project to light.

I’ll be happy to accept suggestions and constructive criticism—it’s up to the community to decide the game’s future!

It would be great if discussions on this topic were sparked and/or protests organized with days of not playing the game to show dissent against this game, which deserves so much more than what they’re doing!

GL, GUYS—MAY THE COMMUNITY BE WITH YOU…. quote.

LINK ORIGINAL FILE   ITALIAN : https://online.fliphtml5.com/pneak/yvgi/#p=1

LINK TRASLATE ENG VER: https://online.fliphtml5.com/pneak/rrbo/

 

(I AM CAPABLE OF DEVELOPING ALL CONTENT IN A FINAL AND PROFESSIONAL MANNER AND AM AVAILABLE FOR ANY EXTERNAL CONSULTING. ALL MATERIAL FROM THIS PROJECT MAY BE USED BY THE COMMUNITY FOR THEIR OWN PROJECTS. FOR RIOT GAMES, IT MAY ONLY BE USED IF CREDIT IS GIVEN BY INDICATING THE SOURCE. I AM NOT LOOKING FOR A JOB AT RIOT BECAUSE I DO NOT APPRECIATE THE WORK OF THE STAFF IN CHARGE OF LEAGUE OF LEGENDS, UNTIL THEY CHANGE IT)

I apologize for any translation or formatting errors, but this is a private work without AI usage and made on Ward. I hope you appreciate the content, not the form.

Thank you to everyone who took the time to read this; it makes all my effort worthwhile,

Raniero Samsara Di Giulio

 

 

avatar of the starter
Raniero Di GiulioPromotore della petizione

Aggiornamenti sulla petizione