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An introduction to game flow changes this preseason

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FeralPony

Live Balance Designer

10-29-2013

<div class="legacy-vbulletin"> <div class="article-body"><p><strong>*NOTE: These posts have been updated to reflect our current preseason changes for patch 3.14*</strong></p><p>Hey everyone,</p><p>FeralPony here to run through some high level changes coming this preseason that fall under a topic we're calling "Game Flow." Game Flow is effectively how the core game functions and plays independently of specific roles, champions, items, etc. It's how the minions move, gold enters and leaves the map, objectives are created, and how strategic battles are won and lost. It's the systems in place that aren't under direct player control.</p><p>So what does it include? Here's a look at some of the changes we'll be implementing this preseason:</p><ul><li>Kill/assist gold</li><li>Game and objective timings (when things spawn etc)</li><li>Objective values/rewards (Turrets, Baron, Dragon, etc)</li><li>Experience</li><li>Inhibitor mechanics</li><li>Death timers</li><li>Map layout &amp; brush changes</li><li>Jungle (this is a large enough system it'll be included in another post)</li></ul><hr class="divider" /><h4><strong>Tons of Changes!</strong></h4><p>You might be saying, "By the factions of Runeterra, Pony, that's a lot of changes!" You'd be absolutely correct, but the bulk of these are small changes meant to enhance other aspects of the game. Each of these changes have unique goals that I'd like to provide additional insight into.</p><hr class="divider" /><h4><strong>Objectives</strong></h4><p>We're making some adjustments to global objectives in Summoner's Rift.</p><p><strong>Dragon: </strong>The gold and experience rewards for slaying Dragon will now increase over time.</p><ul><li>In the preseason, securing dragon will remain a worthwhile objective even into late game. In addition, dragon will provide more experience rewards for teams down in levels, making it a valuable objective for those who are losing heavily. Winning teams will want to keep dragon secured to retain their lead.</li></ul><p><strong>Turrets: </strong>The team-wide gold for destroying turrets is going down, but the gold given to the players directly responsible for destroying turrets is going up.</p><ul><li>This change rewards players directly for taking positive action instead of diffusing the reward by splitting it up among their teammates.</li><li>Tower kill participation rewards are based off anything to do with proximity to the tower, damage to tower, or even healing / buffing a teammate who destroys a tower. If you do anything of the above within a long window of time, you will get credit for participating in the destruction of that tower and you will get a split of the local tower gold (150g).</li></ul><p><strong>Super Minions &amp; Inhibitors:</strong> Downed inhibitors will no longer make <em>all</em> minions stronger. Instead, minions in lanes with downed inhibitors will now push harder than before, while minions in other lanes will be unaffected.</p><ul><li>Clarity was the core goal here. Currently when a single inhibitor goes down it causes all minions on the winning side of the map to become stronger, thereby pushing down their lanes as well. This applies pressure to the defending team, but also allows players on that team to farm the pushed lanes in relative safety and possibly pick up a game-changing item or two.&nbsp;That said, it's still very difficult to come back from a downed inhibitor because even after a great comeback play, the resurging team must still push out ALL of their lanes before the enemy team respawns. We'd like to give teams that make these epic plays a real shot at making a comeback.</li></ul><hr class="divider" /><h4><strong>Other underlying systems:</strong></h4><p>In addition to the changes we're making to global objectives, we have some smaller changes to other underlying game systems:</p><p><strong>Bounty Calculations: </strong>We mentioned this earlier in our support post, but we're adding "assist streaks," where players who have far more assists than kills will get bonus gold per additional assist. Additionally, we're changing the way death streaks are reset. Previously, they were based only on kills and assists, but we're looking into ways to tie in other forms of contribution. Finally, we're also looking at bounty rewards in general and how much of an impact they have in the early game versus the mid to late game.</p><p><strong>Minion and Jungle Spawn Timers: </strong>All minions and jungle camps will spawn earlier in the game.</p><ul><li>We're experimenting with shaving a little time off of when minions and jungle camps spawn to get the game off to an earlier start. There was just too much idle time in between loading the match and the first moments of action. Our changes here allow almost every opening strategy to remain viable without being too generous for map-wide team shuffles.</li></ul><p><strong>Brush Changes: </strong>We're cleaning up a lot of the L- and C-shaped brush formations so that players can gain vision of the entire brush with one ward.</p><ul><li>In the jungle, this means more accessible sight lines for both the warder and anyone attempting to move through the jungle.&nbsp;</li><li>We've also dialed back on some brush that we felt created odd combat situations. We saw situations before where one ward in one brush would leave fights stacked enormously in the favor of the team with the ward.&nbsp;We've trimmed back the brush in these regions to still allow for sight lines to be blocked and for melee champions to have a tactical zone to hide in, but brush no longer denies vision to entire battlefields when unwarded.</li></ul><p>That's about it for Game Flow! Some of these changes may be small, but we think that when taken together they'll play a big role in making for a more dynamic and exciting preseason.</p><p>We'll also be posting this on&nbsp;<a href="http://www.reddit.com/r/leagueoflegends/comments/1ph8kv/an_introduction_to_game_flow_changes_this/"><strong>reddit</strong></a>&nbsp;where we may pass through to clarify some questions. Later this week we'll be doing a global recap to follow up with the most up-to-date information from questions around the world!</p><p>-FeralPony</p> <style type="text/css"> .article-body .region-na, .article-body .region-br, .article-body .region-eune, .article-body .region-euw, .article-body .region-tr { display:none; } </style> </div> </div>


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TiberiusAudley

Adjudicator

10-29-2013

Sticky?

Quote:
Baron: Baron buff is being shifted away from a team fighting bonus and towards more of a sieging bonus (think bonus movement speed or bonus damage to turrets)
We wanted to shift Baron buff away from an overpowering team-wide buff that gives the buffed team an advantage in any situation. Instead, we want to clarify Baron buff as a window of opportunity to end the game.


Yay! This is something Riot talked about long, long ago when they added the regen and such to it, but the changes they made never quite pushed it in that direction. Glad to see it's been reworked into a manner that actually fits that role while still allowing ACTUAL FIGHTS to happen.

Quote:
Turrets: The team-wide gold for destroying turrets is going down, but the gold given to the players directly responsible for destroying turrets is going up.
This change rewards players directly for taking positive action instead of diffusing the reward by splitting it up among their teammates.


So both a buff and a nerf to 2v1 lanes. It gets more gold for the ADC/Support who knock down the early tower, but doesn't give the entire team a massive gold boost. Helps jumpstart a Marksman into gold they can use to fend off bruisers. Also means bigger lane-snowball for a team that pushes down a tower, and that it is bad to ever leave Jinx or Sivir alone in a lane. Buff to split pushers/duelists!

Quote:
Super Minions & Inhibitors:


OH MY GOD THANKS. I assume that was a leftover from DotA that just made it into LoL. It never really made sense here. Once again, leaves more room for comebacks.

Quote:
Minion and Jungle Spawn Timers: All minions and jungle camps will spawn earlier in the game.
I've been wanting this primarily for Dominion and Treeline, but I'm glad to see it's happening for Rift as well.


Quote:
Brush Changes: We're cleaning up a lot of the L- and C-shaped brush formations so that players can gain vision of the entire brush with one ward.
In the jungle, this means more accessible sight lines for both the warder and anyone attempting to move through the jungle.


WHOO, NO MORE CONFUSING BANANA BRUSH WARD "UNCLEAR OPTIMIZATION" WARD PLACEMENTS.


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JamJarsook

Senior Member

10-29-2013

Those inhib changes are pretty significant, as getting the other lanes to push passively was a very strong mechanic for the winning team to snowball after that first inhib falls.


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Noxe Out

Recruiter

10-29-2013

Looks like it's going to get a lot tougher for the team winning strongly to close out the match.


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SlVIR

Senior Member

10-29-2013

asdasda


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PrefaceOfTheGods

Member

10-29-2013

We need more detail


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Talith PA

Senior Member

10-29-2013

Why isn't there a grace period at the start of a map like there is on Dominion?

I'm talking about that period of time where you are confined in base to shop, make last minute lane assignments if you want to change things, reconnect if you were having trouble at loading, come back form being AFK since that one guy was taking ages to load, etc.

Considering you can just delay the spawn time by however long the grace period is and the importance of having everyone active and on the same page, it seems really odd that this hasn't been added in yet.


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Just Mid

Member

10-29-2013

Looks aight. Interesting change to Baron and I'm looking forward to seeing what has been done with some of the brush.


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eXigenT

Senior Member

10-29-2013

Can't wait to try it! Nov 11th can't come soon enough.


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HappyMaskSalesmn

Senior Member

10-29-2013

^no one read it