One of the longest reads on the forum, and I'm tired, so I just skimmed it.
Basically, I agree with you. LoL will never go without last hitting, however.
I would love to see an ARTS/MOBA game designed without the entire last hitting mechanic. I haven't played it, but I believe the game Demigod does something like this; more emphasis on turrets and crushing creep waves than just finishing off low HP creeps.
I couldn't believe how you stuck to your idea so hard, so I finally read the pdf you posted. And I gotta say... I understand a lot better now.
You have almost no idea what you're talking about. You have an extremely biased view on how things in this game work, and have a personal grudge against the mechanic of last hitting. You're nearly blind to the negatives of removing it, and ignorant of it's effects on game balance.
You say killing a tower gets your team 30 seconds ahead in farming? There is so much more to it than that. First of all it puts your team 2:30 minutes ahead in farming, if we're being specific. No, not 30 seconds for each champion, 2:30 for the whole team, because it also includes support and jungle, who generally get less farm. Not only that, but it gives you map control. It makes it harder for the enemy to ward all gank paths, harder to protect map objectives, basically it makes it easier for the team who took the tower, to be aggressive. Whether they will be aggressive is completely up to them, and their understanding of the game. But from what I've seen, most players instinctively go to gank other lanes, steal the enemy jungle, etc.
If you're playing for blue team and you take the purple middle or bottom tower, you now have a much better control of the dragon. That's just one of the effects it has. If the purple team keeps their lane pushed far on their side (and if they're last hitting they can't do that for long) then blue team can just go grab the dragon and the purple's blue buff, as the purple team will be slower to react to such things because they'll be further from the objective if they don't push.
You treat last hitting as if every player in this game can do it perfectly, and gets 100% of the minions all the time. That is only true for the very best of the best, and only when they're completely outlaning the enemy. The biggest reason for the lack of early aggression is the fact that champions just aren't built for kills at early levels. You can only kill someone very early if they make a stupid mistake, like facecheck a brush, or when you have more champions than they do. Or if you harass them and chip away at their health, for example when they're going for last hits.
The same lack of aggression in the early game would still be there in your model. Just with less harassing and more straight up pushing and minion wave clearing. Assuming minion aggro hurts the same way in the early game. Unless you want the minions to completely ignore the champions, and just make it a PvP arena?
The tower hits still granting minion gold is also pretty weird. You want to encourage pushing, then take away the only big benefit it gives early game? The whole point of pushing early game is that the enemy can not farm as well under a turret. And then you'd give the gold to their whole team to boot? I just can't understand your thought process here. Even at a 75% rate, that would be pretty bad. It wouldn't encourage leaving your lane as you claim, it would just mean you gain free gold out of nowhere for no reason. It would lessen the problem of getting pushed a little bit, but at the same time it would also make zoning more powerful than pushing.
The risk zones, I think, are bad. I understand how you think they'd reward aggressive pushing, but it's much more likely they'd encourage split pushing and less team fights. And would make games snowball hard.
I think making a game mode like you suggest with a laning phase but no last hitting is a huge waste of time. It would just be a PvP arena, where you arbitrarily split the team up, just because there's a limited number of spots for income. If you truly want to make a game mode without last hitting, you need to have other sources of income, that require some sort of skill to acquire or deny. Otherwise it's just a PvP game, where k/d is the only thing that matters. On a map like Summoner's Rift, you need to be skilled at both acquiring and denying resources to get ahead. Your suggestion would pretty much eliminate the skill requirement for acquiring resources, or at least make acquiring them incredibly passive.
Mechanics make the game harder.
There, I've stated why you don't like last-hitting. You can't refute it. Sure, you can dance around it by saying "But it makes the game boooring" or "All the games look the same" or even "I don't think you should miss gold for barely not last hitting a creep," but the fact is you do not like the mechanic because it makes the game harder.
And do you know why taking away this mechanic is so detrimental? Let's look at some other mechanically intense games: StarCraft Brood War and StarCraft 2.
BW was hard as ****; you could only have 12 units in a control group, no MBS (multi building selection), and pathfinding was so atrocious you were better off micro-ing individuals yourself. So the skillcap for BW was incredible, and even after 14 years there hasn't been a single person who "perfected" the game mechanically.
Enter SC2. Less mechanical prowess is required. Infinite control groups, MBS, and clumpy, precise pathfinding. The skillcap, mechanically, was lessened, and nobody denies it. But do you know why StarCraft can survive and even thrive on a loss of mechanics like that? Because they weren't the only mechanics in the game. Now the game is far more a strategy game, based on unit movements and tech transitions and precise timings. BUT, there are still a PHENOMENAL amount of mechanics required to play at a professional level, and I personally believe that there are untapped mechanics that could make the game even more exciting and difficult (yet rewarding).
Last hitting is one of the very, very few mechanics MOBAs have. In League, you only ever control one unit (barring 30 second periods like Annie's ult or Morde's ult), there are no denies, and wards are infinite. It was clearly designed to be easier, yet similar, and that is absolutely fine. I have fun with this game, and I have fun with DotA.
If you took away last hitting it wouldn't be similar, it would be Diablo 2 arena without the arena plus items.
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