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Game Modes Thread

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freelancer32

Senior Member

11-14-2013

Minion Wars!

Instead of Champions you become a minion with specific roles such as: Warrior Minion, Spell Minion, Cannon Minion, then Monster Minion. This is just an idea. I plan to add more details later in edits.

Maps would be somewhere 5v5, 3v3, and if Riot ever makes it 6v6


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Demena

Junior Member

11-14-2013

Tower Defense mode!

Just like Summoner's Rift, except there is only one side's nexus, inhibitors, and turrets. Your team of five (ten?) plays against the AI, who spawns increasingly more powerful and numerous minions (and maybe sometimes champions). Your champions may or may not be randomly selected. Win conditions are variable; perhaps survive after a certain number of waves, a certain amount of time, or just don't have any and see how long your team lasts. To speed along gameplay, players receive Dominion-like gold flow and start at Level 3.[/QUOTE]

and make it so that low level'd AI spawn after certain point, like bosses


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Skubbz

Junior Member

11-14-2013

Wave Wars.

Setup:
1 lane (ARAM), no recall, 5v5, and no items!

Instead of using money for items you use your gold to buy minions that push the enemys base. there should be a wide variety of minions you can buy from and each one could have specific weakness's to certain types of damages.


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GGnubzGG

Junior Member

11-14-2013

a free for all game would be nice


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ThiloughNA

Junior Member

11-14-2013

Regressive :
Champions start the game at level 18 and lose experience instead of gaining it. Upon level down, players must downgrade an ability. The gold flow remains unchanged.


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Wrosgar

Senior Member

11-14-2013

Dominion match where only one point is active at any one time, so players are forced to try to fight over one objective, putting large emphasis on team fights (kinda like the "ARAM" mode that people have done for dominion).

Something similar to the Arena mode in Smite.

Sniping / bowling contest. Utilizing precision and global ultimate's to hit targets dead on. Maybe ziggs ult and the closest to the center you hit on a moving target, the better your score.

Team Assist-Match. Instead of say 30 kills to win, the game is instead like 50 assists to win.

Shroom / Trap / Heimer turret tower defense.


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LaFreeze

Senior Member

11-15-2013

Here are some game modes which I've though could be fun.

Attrition Mode:

At the start of the game each player picks 25 or so champions. (The number of champions to be determined before the game begins.) Once a champion is killed, it can no longer be played and player must pick a new champion from their champion pool. Their items are cashed out for a high percentage of their value as they respawn with a champion. If a player runs out of champions they are out of the game.

The though here is the game because a strategic pick and counter pick with teams adapting to the way the game is going and allowing teams to come dramatically from behind and allowing more champions to see play.

Survival:

A custom map game where increasingly powerful waves of enemy minions push towards the two team's nexus every few minutes. There are no defense other than the champions. The shop, rather than being located in the nexus is above and below the two nexus. The jungle is filled with a wide variety of monsters with buffs getting increasingly tough the further away from the center of the map one goes. Buffs are timed to last from one minion wave to the next forcing players to rush out between minion waves to hunt for them.

Minions would not be just a set of creeps but rather a Diablo esq collection of monsters with different attacks and with rare versions with special powers/buffs making the waves unpredictable and requiring team play to defeat them rather then just feeding a single carry due to their diversity.

The goal of the mode is to force a scramble between the two teams inbetween minion waves for the forest's resources to help keep your nexus as strong as possible with teams having to weight risk vs reward strategies on how to best reap the forest's resources with the least amount of risk to the team. Healing would be limited to items and supports and respawning heal buffs in the forest making healing and sustain very important on this map.

Bot champions spawn among the minion waves and later in the game will roam the forest between waves making "looting" period the game increasingly risky. Ideally teams would have to carefully balance teams for the needs of jungleing, skirmishing and sustain.

The map layout would be a modified spider web something like this:

\__\/__/
_\_/\_/_
__N[]N__
_/_\/_\_
/__/\__\

(Sorry it isn't coming out very well. On the off chance anyone is interested in the idea I'll have to draw up a proper map.)

Factions:

http://forums.na.leagueoflegends.com/board/showthread.php?t=3988714&highlight=

Edit: I'd also like to second the Factions varitation mentioned a few pages back with each faction having their own unique bonus.


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Slovakattack

Senior Member

11-17-2013

Thought i'd give this thread a bit of a bump (it deserves way more attention than it's getting...)by linking my expanded idea for a Conquest Mode: http://forums.na.leagueoflegends.com/board/showthread.php?p=43084989#post43084989


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CyberTootie

Senior Member

11-17-2013

Friendly Fire enabled

Skillshots and AOE effects that have no explainable reason for being immune to a particular unit based solely on his or her team alignment are no longer prone to such immunity.
(Optional: Same applies to single-target spells)
(Optional: Same applies to basic attacks)


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CyberTootie

Senior Member

11-18-2013

Off the Grid

Players can only see within their LOS, and can only chat with and send pings to all players of live champions within or just beyond their LOS radius including enemy champions (team chat disabled, so enemies can eavesdrop). Strategically-placed warning horns are placed throughout the map and can be triggered by both teams (channeling for one second) to alert all live players.

Players are only informed of champion kills within their LOS. Only witnessed killstreaks are announced as such. All champion item listings and stats are withheld in a fashion similar to enemy champion items and CS: last known is displayed until seen by the player's champion. Death timers for other champions are not displayed.