8 April 2016 - 17:19

Top 7 Things To Fix For LoL

The top 7 things that should be fixed in LoL and an analysis of what's the general issue.
Dot Esports

There have been a lot of changes to League of legends over the years. Here are a few features added since s5 that have been degrading the game. That doesn’t mean the game is worse as some features also upgraded the game. Don’t worry, LoL is still competitive and fun in general but a couple of things are denying the game from reaching its potential. Some of these changes might not be as noticeable in the current meta, but sooner or later they’ll reappear to annoy us.


7– Supportive vision items

Frost queen’s claim’s active went from being a borderline useless slow to a new Twin Shadows. Twin Shadows used to be an optional 6th item for midlaners and using its ghosts late-game was sometimes really good. By then, there was no more slots for wards and baron fights were really important.  Now, everyone can throw the ghosts since the early game and even midlaners buy the item sometimes. It’s one of the many changes that added too much easy vision to the game and made early game ganks, skirmishes and teamfights harder than ever. Prepare for 20 minute ResidentSleepers.

How to fix it: Add another active and make the icy ghosts only usable after the 30 minutes mark.

6 – The fall of assassins

Assassins make an appearance here and there but they are really rare these days. The problem is that it’s really risky to play them because there’s too many tools to deny them. Exhaust (40% damage reduction) is obviously huge against assassins and to be honest, it should be changed to give another type of debuff. Like per example making the target take 20% more damage for 2 seconds. The biggest problems however are all the updates that make vision easier to maintain (the vision trinkets and their new upgrades). They make it really hard for assassins to find picks or flanks. Finally, since s5 some champions (such as Tahm kench and Kalista) can single-handedly deny the only task of the assassin (to burst someone down).

How to fix: Remake Exhaust (change the damage reduction by anything else). Redesign some of the ridiculous champions (a Thresh that does his best to land his skillshots on a Zed to deny his kill is legit, but a Tahm Kench saving his carry with 1 button and 0 effort is lame).

How to fix: Add an item to assassins that allows them to bypass some vision. That way, they could at least try to set-up something.


5 – Double teleport

Teleport is surely a crucial summoner spell to the game. It helps split-pushing, play-making and rotating on the map. It adds a lot of skill cap to the game. However, allowing teams to have more than 1 teleport is ridiculous. Since Origen first exploited this playstyle at Worlds, teams around the world have been frequently doing it. It allows teams to do a lame and easy 1-3-1. When every team starts to use this style, they get scared to ever doing anything on the map because they can always collapse on any engage. Therefore, a lot of mirror double teleport games are boring.  On top of everything, it helps weaker midlaners keep equal cs in the midlane.

How to fix it: Make a limit of 1 teleport per team.

Use of double teleport in s6 LCK game

4 – Weaker towers

Since s6, towers are weaker and this makes the tower-trading lane-swap popular, which is the most boring and dull type of lane-swap. Teams can still try to make good and clever plays during these lane-swaps but their creativity is heavily limited. On the other hand, Rift Herald is now an interesting objective as it allows to siege and to destroy these fragile towers.

How to fix it: Obviously, make them tougher again.

3 – Zero gold dragon

We need blood. Nobody watches esports to see PVE minion slaying and tower pushing for 20 minutes. The dragon is only a minor win condition that rarely happens. It's slain ,without any contestation, by the team that was prepared to kill him - usually when there’s nothing else to do.

How to fix it: Make dragon drop gold again and make him a little bit stronger and healthier. That way teams can chose to get a dragon over towers but they will still need to be really cautious because it will be heavily contestable.

2 - Tahm Kench

This is the worst design for a League of Legends champion. Even if he kind of disappeared from the meta, he will be back, don’t worry.. or worry. Tahm kench is the champion with the most effective yet brain-dead peel in the game. On top of that he can teleport around the map and bring an ally with him. This kit surely is anti-competitive and irritating to watch. If the hypercarry AD meta comes back, everyone will remember why we should bench the Kench.

How to fix him: Remake his kit, honestly.

Tahm Kench

1 - Blue ward

Most teams improved their coaching staff since season 4 and there’s clearly more warding in competitive League of legends. The trinkets contributed to make warding easier, players that didn’t have the discipline of spending their gold on the green wards don’t have to worry anymore. The skill-cap around warding in general got lowered. The most game-breaking ward is the blue one. Clairvoyance used to be a summoner spell, now it’s a free ward upgrade that anyone can get. It’s even better because it stays there for a lot of time. It can help teams with poor vision set-ups to still keep an eye on objectives.


How to fix it: Change it by any mean. One of the ways is to completely swap the yellow ward upgrade to a new ability. Instead make the current blue ward effect to be attached to an item. Teams that really need it, will at least have to invest their gold for it.


Why I didn't add more champions

I only mentionned Tahm Kench because I don't believe overpowered champions are a big problem in MOBA games. Each champions adds his kit to the goal of his team comp. There are also bans,counter-picks and other strategies to bypass OP champions. comps and play-styles are the main reason teams win the games. Tahm Kench ,however, is degrading due to the sheer annoyance of his kit. It's counter-intuitive to the good changes Riot has been implementing to the game (remaking old champions that had boring and out-dated kits).




To summarize, most of the problems with LoL these days are due to the inflation of easy ways of controlling the fog of war. Many of these changes were made around the idea (as explained by Riot) that the team ahead in gold will be able to buy a lot more green wards and will control the map. It’s true that it could happen but their way of fixing the problem was overzealous. With so many ways of controlling the map, everything gets more predictable and teams play with too much caution. That slows the tempo of many games unless both teams are doing a lot of mistakes – clown fiestas. Sure there are still high-end games with a lot of action but I predict that by summer split (when the new s6 rosters will get more experience and will try harder due to Worlds), the action in LoL will be at its lowest. Vision needs to be controllable, by that I mean there should be rules to limit its use. Per example, if a team gets 3 blue trinkets, they should be punished. The cooldown of their blue trinkets should increase for each player that has one. If there are more rules like that, vision will require a lot more skill to maintain. We will be back to the concept of quality over quantity.






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