What’s up guys it’s me Jeremy.
It’s no secret that League of Legends is not a perfect game, but among all of the bugs
and missteps that take place, there’s a lot of quality of life inconsistencies that
really are underappreciated on the list of things that should be improved about this
game.
These inconsistencies can be confusing for players, and overall lead to things being
counterintuitive, and although fixing them might seem like a minor issue, when you put
them all together it makes a big difference in streamlining league of legends and improving
the quality of life aspect of the game.
I know there are some rioters who watch my videos, so in this video today that was inspired
by Disguised Toast who did a similar thing for hearthstone, I’m going to be pointing
out all of the inconsistencies we came up with, that exist in League of Legends mechanics
and doing my best to see if we can maybe get them fixed.
As well, I’ve partnered up with ProGuides.com for the editing on this video.
They recently released a new service that allows you to ask questions to high ranked
players and get a reply within under a single minute.
And they have a free trial that gets you full access so you don’t have to take it from
me, you can decide for yourself if you like it or not.
Anyways let’s get started.
Our first mechanic that we have is execution indicators.
When you play Cho’Gath Zed, or Build Duskblade of Drak’Tharr, there is an indicator that
will show up on your opponent when your ultimate, or in duskblade’s case, the passive proc
will successfully kill your target.
This is an awesome mechanic that makes those characters a lot more intuitive and make it
so that it’s a lot difficult to accidentally let someone live with a sliver of hp left.
It’s awesome that Cho’Gath, Zed, and Duskblade of Draktharr have this execution indicator,
but Garen’s ultimate, Demacian Justice deserves to have a similar execution indicator.
As well, Darius’ ultimate Noxian Guillotine deserves to have a similar execution indicator
as well.
On big powerful ultimates that are supposed to be use as an execution, especially in garen’s
case since he has such a big missing hp scaling component to his ultimate, and darius who
has the cooldown reset aspect, these execution mechanics on their ultimates would make those
characters more intuitive to play, and would add a nice mechanic into their gameplay.
The next mechanic we have are stacking indicators.
Both Nasus and Cho’Gath have an indicator on their buff bars that detail how many stacks
of nasus’ siphoning strike or cho gath’s feast respectively that you currently have.
It’s a nice mechanic that makes it easy and streamlined to see how many stacks you
have, but a similar stacking component should exist on Sion’s Soul Furnace passive to
show how much hp he has gained using the effect.
It should also take place on veigar’s baleful strike, however that is going to happen once
the mage update goes live, so props to riot on that one.
What’s more though is that this type of mechanic should exist on the Bounty Hunter
Keystone mastery to dictate how many unique enemies you have killed.
Kindred’s bounty hunter passive has a similar indicator, and it would make sense for this
buff bar indicator to also take place on that mastery.
Speaking on the topic of masteries, we also have the assassin mastery, which gives increased
damage against an enemy champion when there are no allied champions nearby within a range
of 800.
Kha’zix has a similar indicator on his Taste their fear ability, and although the indicator
for kha zix is much more serious and is a really big indicator, something like an icon
on the opponent’s buff bar when you click on them is enough for this mastery, as the
range of the isolation is a lot bigger than you might be lead to think, unless you looked
it up on the wiki or something, and it can be a bit unintuitive for players to make use
of this mastery due to the lack of indicator.
Another mechanic that is inconsistent is warning icons.
Both Evelynn and Rengar have the same warning icon of the exlemation point above their head,
for rengar, an exclamation point appears over your head when his ultimate is active and
he gets within a certain range of you, and for Evelynn the icon appears over your head
when you are playing Evelynn and you are in stealth but a nearby enemy is close enough
to see you.
If you are playing Evelynn and an enemy rengar ults and prepares to jump in on you, if you
are close enough to an opponent to proc the exclamation mark from your passive you have
no way to tell that a rengar is about to come jump out of stealth and assassinate you, thus
removing a core counterplay mechanic that exists when playing against rengar.
As well, a similar indicator exists when finding a ward after using your smite on the big raptor,
that would also conflict with a rengar ulting in on you.
And in addition, it makes no sense for these indicators to be different when warwick has
a totally different indicator despite having a mechanic that I would consider to be fairly
similar.
It doesn’t have to be a huge change, but changing the color or size of one of either
Evelynn or rengar’s indicators would help a lot to distinguish between the two.
Another mechanic that we have is range indicators.
Twitch has an awesome range indicator on his expunge, that really helps you make sure that
a target that you applied poison to is in range when you cast your expunge to be sure
that you land it on the enemy champion instead of just on some minions because you were out
of range.
This indicator is awesome, and a similar indicator should exist with Kalista, who has a passive,
and and an ability, her rend, that functions mechanically in an extremely similar way to
expunge.
Kalista is the most obvious example of that, but there are a lot of other abilities that
deserve to have a similar range indicator on them as well.
Sejuani’s Permafrost, her E should have a similar range indicator to know if you are
in range after applying frost on a target.
As well, Kennen’s Passive, mark of the storm when combed with his Electrical Surge should
have a similar range indicator to know if you are able to hit your opponent.
These are all abilities that often hit minions since they can be applied via an area of effect
spell, so a lot of the time you might be able to activate the ability, but because you didn’t
know your opponent was out of range, you end up hitting only minions, and a range indicator
would be a nice addition to those champions.
As well in a similar notion of range indicators, Morgana’s ultimate has a range indicator
on the second proc taking place, and it’s a nice thing to have for counterplay to ensure
that you never try to flash away from morgana but end up still being in range anyway because
you didn’t know.
It’s a solid mechanic, and is one that should definitely exist on leblanc’s ethereal chains
who interacts with it’s target in the exact same way that morgana’s ultimate does.
And in addition to leblanc’s E, there is also Karma’s Focused Resolve, her W, that
has the same interaction, and deserves to be given the same range indicator.
Flashing away from a chain but then somehow still being in range of it because you underestimated
the range is a frustrating thing that occurs, and the range indicators are nice to have
to prevent that from happening.
As well on top of that, we have auto attack proc indicators.
This started as a thing on Yasuo’s Sweeping blade to show an indicator as to when you
would be able to cast it again on the same target.
After that, a similar indicator was added to Nautilus with his Passive, and Udyr with
his Bear stance, and it’s a really awesome thing to have in a champion to show when you
can reapply your ability on them.
A similar indicator should exist on Jarvan the 4th with his passive to make it more clear
when you will get that bonus damage on a target once again.
This is especially confusing since the tooltip of jarvan’s passive says “This effect
cannot occur on the same target more than once every few seconds” but in actuality
the cooldown is 10, 8, or 6 seconds based on your level, all of which are a lot longer
than once every few seconds.
This next inconsistency is a bit vague since Riot doesn’t really release the information
about skillshot hitbox widths, the only time we get information is when we see a nerf or
a buff to a skillshot width in the patch note, but essentially the skillshot widths and respective
cast indicators are extremely inconsistent, and could use a massive overhaul to standardize
them, or at the very least riot should release the information on skillshot hitbox sizes.
The main examples we have of this based on the data we have gathered from the patch note
changes are that many people complain about certain abilities having skillshot widths
that are inconsistent to their actual hitbox size, either graphically, or via the cast
indicator.
We have mana cost, cooldown, damage, scaling, provided to us, and the size of the hitbox
is definitely equally as important as the mana cost on an ability, so standardizing
the cast indicators and sharing the hitbox width of skillshots with us is something that
I believe should be done in order to make skillshots consistent across league of legends.
And that just about covers all of the significant inconsistencies we were able to come up with,
there’s a few more but we felt that they were really minor and at that point I’m
honestly just nitpicking.
I’m sorry if this video topic wasn’t as interesting as some of my others, but it was
one that I felt was really important to make, because honestly I’m about just as if not
more invested in league of legends being a good game than the employees at Riot are,
and I wanted to do my best to help improve the game without bringing in any personal
bias or things that others might disagree with.
All of these things are quality of life improvements that I see as having little to no negative
downsides to existing, none of them give a champion more or less damage or more or less
range on their abilities, and they help keep league of legends mechanics streamlined.
So, I’ll definitely be showing this video to the few rioter friends that I have, and
hopefully we can get some of these mechanics changed for the better!
That’s gonna be it from me, thanks again to proguides.com for helping me with this
video, if you enjoyed the video hit that like button and if you didn’t hit that dislike,
subscribe if you want, thanks for watching, and I’ll see you guys next time!