Game Modes Thread

First Riot Post
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NamRev

Junior Member

01-29-2014

The new game mode they added is amazing. You get a passive, Q, W, E, and, R. But not all from the same champ. So think of having a Karthus ult, with Ezreals Q. Or something like that. I just think it would be really cool to customize your own character. Or have the other team do it for you. However you want to set this up would be really fun. The options are endless. And it sounds like hours and hours of fun in League.


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Masalar

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Senior Member

02-01-2014

So, this idea came about while we chatting on Howling Abyss. It's called "Feed the Poros". The Poros can and do attack. Your team gets a point every time the die to a Poro. If the other team gets the kill, no points. There'd have to be Poro scaling or something, but either way, it would mostly be for comedy sake. Maybe every time a Poro gets a kill they get bigger and do more damage. You get the idea.


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Robosaur1111

Member

02-08-2014

Unending Waves:
Minion spawn delay reduced. As the game progresses, more minions spawn per wave. A super minion is spawned in every wave every now and then, and when inhibitors are destroyed that lane gets twice as many super minions including the bonus super minion every now and then.


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Suzushina Yuriko

Member

02-09-2014

A mode like counter-strike (so unoriginal I know), except with no bomb defusing but with dominion.

  • The map is Crystal Scar, with the capturing mode of Dominion.
  • There are 5 rounds. Best of 5 wins the game.

Gameplay:
  • Players start at level 9 with 8000 gold for first round.
  • Round begins.
  • Players can leave the base after 15 seconds. (Maybe 30 seconds for round 1 to accommodate loading lag)
  • Players cannot buy nor heal in base once 15 seconds pass. Nexus obelisks are disabled. (To prevent hiding in base)
  • Each player gains 1000 gold for his first kill and 600/360/216/130 gold for his subsequent kills in the round. (To limit snowball)
  • Players do not respawn after death.
  • The round ends when the nexus loses all health, or when one team gets aced.
  • Players lose all items after the round ends, and drops 2 levels, but gains 3000 gold. (To normalize previous fast rounds and long rounds)
  • New round begins.

Map Changes:
  • The rate of nexus losing health is altered to make each round last 3~5 minutes in a typical round.
  • The rate of passive gold gain is altered so players get around 3000~5000 gold in such round.
  • The rate of passive experience gain is altered so players get around 3~5 levels in such round.

Numbers need further tuning, but that's the idea.


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RiotForScience

Senior Environment Artist

03-04-2014
20 of 21 Riot Posts

Quote:
Originally Posted by Suzushina Yuriko View Post
A mode like counter-strike (so unoriginal I know), except with no bomb defusing but with dominion.
  • The map is Crystal Scar, with the capturing mode of Dominion.
  • There are 5 rounds. Best of 5 wins the game.

Gameplay:
  • Players start at level 9 with 8000 gold for first round.
  • Round begins.
  • Players can leave the base after 15 seconds. (Maybe 30 seconds for round 1 to accommodate loading lag)
  • Players cannot buy nor heal in base once 15 seconds pass. Nexus obelisks are disabled. (To prevent hiding in base)
  • Each player gains 1000 gold for his first kill and 600/360/216/130 gold for his subsequent kills in the round. (To limit snowball)
  • Players do not respawn after death.
  • The round ends when the nexus loses all health, or when one team gets aced.
  • Players lose all items after the round ends, and drops 2 levels, but gains 3000 gold. (To normalize previous fast rounds and long rounds)
  • New round begins.

Map Changes:
  • The rate of nexus losing health is altered to make each round last 3~5 minutes in a typical round.
  • The rate of passive gold gain is altered so players get around 3000~5000 gold in such round.
  • The rate of passive experience gain is altered so players get around 3~5 levels in such round.

Numbers need further tuning, but that's the idea.

That mode sounds like it would be really fast paced and aggressive. I would love to see a map where you start a little more powered up.


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Izzumz

Senior Member

03-04-2014

Came up with this idea a while ago. It was a great gametype and people enjoyed it whenever I hosted it. The only problem was people who didn't understand the rules or cheated which of course there wasn't a way to enforce.

-Protect The Teemo

  • 4v4 on Crystal Scar
  • One Teemo per team
  • All champions allowed.
  • Round ends when one Teemo dies.
  • Not allowed to return to base unless dead, or round is over.
  • Cannot leave base after dying until new round begins.
  • Winner of the round caps the top point
  • At the end of round, both teams must regroup in base.
  • Only Teemo can surrender the round.
  • If a tie condition is met, the top point is neutralized.
  • Teemo cannot buy Guardian Angel or Stasis items.
  • Players cannot enter the outer (visible) ring.
  • Teemo can go invisible, so make sure to buy oracles and/or Hextech Sweeper
  • There shouldn't be any creeps that spawn ever. But no killing them anyways.
  • Nobody can grab the middle buff.
  • If one team wins three rounds in a row without a surrender between, the top point is neutralized.


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Linna Excel

Senior Member

03-04-2014

I'd like to see a few game modes for learning the game.


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Tortferngatr

Senior Member

03-04-2014

Quote:
Originally Posted by RiotForScience View Post
Got Urgot?
*bans Yasuo*

Oh yes, certainly...


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Everyone here

Member

03-07-2014

Here's a game mode: Vision Impairment.

Map limited to Summoner's rift:

Rules:

  • Fog of war is lifted from the entire map, bushes still provide fog of war. Champion positions are revealed to everyone (champions with stealth abilities and skills with stealth are exempt).
  • Wards and items that grant vision also impairs the enemy's minimap vision and champion vision by creating an area fog of war on the minimap for you to hide in. if the vision range of a ward overlaps with the vision range of a ward for the opposing team, the fog of war is negated for both sides on screen and on the mini-map.
  • CV and trinkets are now more useful as it is the only spell that provides true vision to your team on screen and on the mini map. It also impairs the enemy team's vision by creating a fog of war area revealed to your team that has the same duration of their effect.
  • If you are inside an area of fog of war created by the enemy's ward, your champion vision range and minimap vision range is now blind to the area outside the fog of war generated. Also Your allies lose sight of your position on the minimap and any messages typed to allies are muted unless it's a send all message which everyone will know.
  • Being in a fog of war created by you or a team member grants minimap stealth, bushes inside a fog of war circle generated by your team lose their ability to impair your vision outside the bush range and grants vision on your minimap
  • Bushes can conceal the locations of both allies and enemies; your champion vision range and mini-map vision is limited to only the area covered by the bush if you're in one unless it's covered by a ward's "vision range".
  • Announcements of events occurring under the fog of war of one team is not announced to the opposing team (i.e. First blood) unless the team has vision of the event occurring (i.e. deaths inside the opposing fog of war are unannounced unless another team member saw his teammate getting pounced by an enemy and dying).
  • Baron buff grants an oracle's elixir buff to the team who kills him, negating the vision impairment created from the enemy fog of war on their minimap, enemy champions are still stealthed on the mini-map if they are inside the . However, it does not grant them actual true vision to stealthed champions, wards, shrooms or what's inside the nearby brush.

This is exact opposite of what the fog of war is usually implemented in these kinds of moba or RTS games. And It'll change the way how players will interact on SR with wards and vision. Do you use wards to provide shelter or to impair the enemy team in their own jungle? Or do you negate their cover by placing a ward inside their fog of war? Or do you just make a ward train to keep your team under constant cover? Do you use champs with massive aoe and range and bombard them under their fog of war? Or go for assassin type characters and burst them down before their teammates close in on you?

I can easily say that this game mode could be the most fun to play with as well as help players learn what vision is and why we use wards and trinkets. Tell me what you think!


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Hullabaloo907

Senior Member

03-16-2014

Someone else said multiple teams, i think it would be cool to have 4 teams with 3 people each. Have a set up like summoners rift, except with a base in each corner. In the center, there could be an objective monster, and buff monsters would be placed so each one would have to be contested between two. As long as the turrets were tuned so you would have to teamfight, i think this would be a blast.