Official Announcements: One for All is Back with a Twist
Red Post Collection
- Morello / Ghostcrawler: DevBlog – The Design Values of LoL
- WookieecCookie / Lyte: Does Chat Restricting Work
Fan Art Showcase: All the Quinn Art in One Thread
One-For-All returns to live servers, but now the rules are slightly different.
Last time you tangoed with One for All, you could nuke the enemy team with five Final Sparks or chain together a series of Unstoppable Forces. Some teams even achieved immortality with back-to-back-to-back-to-back-to-back Chronoshifts.
Now it’s time for One For All: Mirror Mode! We’ve moved the action to the Howling Abyss and changed the rules so players on both teams clash with the same champ. Soon you’ll really play pinball with Monsoons, dodgeball with Dark Spheres or hide-and-seek with ten times the Noxious Traps.
For this iteration of One For All, champ select is determined by the combined nominations of both teams. A vote tracker shows the nominated champions – if one champ achieves a strict majority, they’re chosen. If not, we base the choice on a weighted random from all the nominated champs, so if four people vote for Amumu, three people pick Blitzcrank and the last three all pick different champs; there’s a 40% chance everyone plays Amumu, a 30% chance everyone plays Blitz and a 10% chance for each of the remaining champs!
After playing your first game, you’ll permanently unlock the One For All icon (it’ll take a few days to hit your account). Additionally, we’ve added a feature to One For All: Mirror Mode that allows you to purchase a Battle Boost for your team during champ select. If you purchase one (150 RP), you’ll temporarily unlock all the chosen champ’s currently available skins for yourself and your allies. Everyone on your team also gets a one game 100 IP boost!
This game mode was inspired by feedback from you guys, so let us know what you think! One For All: Mirror Mode will be live from May 29 through June 8 and we’ll be hanging out on the Community Beta looking for your thoughts and awesome ideas!
Morello recently posted an exploration of the defining game design that’s gone into League of Legends.
Morello: It’s long been our belief that to make a long-lasting game, we can’t set our sights on a single target. Being able to constantly work on League of Legends means we’ll never stop evolving and (hopefully) improving the landscape of the game. Hand in hand with that philosophy is also our desire to improve how we communicate – to have a real, meaningful dialogue with all of you guys so we can stay connected to the community while also holding ourselves accountable for the changes we make.
On that note, communication is what this dev blog is about – if League is going to continue to evolve, then why shouldn’t the way we talk about the game? Specifically, how can we continue to have real, meaningful conversations?
This got us thinking that we should really sit down to establish a foundation for our talks: our values. At the center of every discussion, shared values – or knowing where we differ – arenecessary for the conversation to have meaning. Also, and more importantly, we can have conversations about where we’re successful and where we need more work. With these values out in the open, our hope is that if you don’t agree with a change, you at least understand where we’re coming from.
Ultimately, if our goal is to make a competitive, hardcore game that’ll last for decades (and it is!), then these are the values that will get us there.
League of Legends is about the pursuit of mastery and challenge. A player can grow in skill, teamwork, decision making and adaptability, but being the best means learning all paths, not just picking one. We’ll always find new ways to reward and support a player’s developing mastery of the game.
Whether a player aspires to be a motivating in-game leader, a mechanically gifted marksman, or a trendsetting strategist who shapes the landscape; they’re pursuing mastery. Skilled players can carry the game on a few core aspects, but masters understand and work on all of them. Whether a player’s starting their 10th or 1000th game, there should always be new and exciting challenges to pursue.
A meaningful choice requires tradeoffs. If it’s a no-brainer, it’s not interesting. If nobody understands the consequences of their decision, it’s not engaging. If there’s a better choice rather than a differentchoice, players become followers rather than pioneers. We support new strategies by ensuring that tradeoffs exist for the game as a whole.
Instead of offering a best path forward, we want to offer different paths forward that have real tradeoffs. Players should see changes that reflect this philosophy when we introduce strategic tradeoffs for emergent strategies, not because they’re new and unique, but usually because they’re dominating the scene.
Rich and exciting fights need to be two-sided, not one-sided. In order to dominate your opponent, you need to consistently outplay them, not just pull off that one perfect kill. League isn’t won at champion select and no phase of the game should be decided before a team steps up to fight. We strive to ensure a player’s decisions, actions, and reactions matter.
While counterplay is a type of meaningful choice, it’s so important to League of Legends as a competitive multiplayer game that we consider it a pillar of our design values. A fight loses its excitement if the first punch wins – it’s what you can do after that adds depth and complexity. We try to prevent hard counters and abilities with no room for reaction, as no game should be over without a real show of skill.
No victory is won alone. Players need to rely on teammates to augment their strengths and cover their weaknesses. Supports can’t make plays without a team to follow up, and marksmen can’t dish out the damage without protection.
Rather than designing champions who do everything, we create distinct roles to enhance teamplay. Marksmen deal tons of damage, but they’ll likely deal tons more with a tank up front and a support by their side. Teamplay is also an avenue for self-expression. Whether a player wants an assassin that waits for the perfect engage or a tank that fights when he pleases, we want to present a wide selection of champions that can deliver on a variety of distinct roles.
Players should fight their opponents, not the game. We strive to present information in a clear and precise way so that League can be about dominating opponents with skill and teamwork – not through bookkeeping hidden information.
Clarity means we want distinct, transparent mechanics in everything we design. When the outcome of a game hinges on a player’s ability to quickly assess the situation, information needs to be clear and accessible. This doesn’t mean we tell players the best play to make, but we should make sure they have the right info to make calls as best they can.
A constantly evolving game is a healthy game. We will continually update League of Legends with new champions and mechanics. As long as we work through the lens of our design values, we believe we can create a more satisfying and compelling experience.
Players and designers are both a part of the League of Legends experience and evolution doesn’t come through inaction. Our commitment to evolution means we can keep League healthy and dynamic over a number of years. Mistakes will be made along the way, but with player feedback and consistent iteration, we can create a constantly improving, ever-evolving game.
With our values right here in the open, we can have open conversations about how we approach design in League of Legends. Better still, we can be held accountable when we make changes that aren’t in line. If you have any questions, feel free to leave them in the comments, but stay tuned for in-depth articles from senior League of Legends game designers on each core value. We’ll be updating this post as they go live!
Q: Why can’t we delete Teemo?
Q: Why is Clarity so bad?
Q: When will Mages be buffed?
Q: Why was Feral Flare released on live servers in such a problematic state?
Morello: We agree – we messed up on Feral Flare, and that’s why I think it needs a lot more work. The great part about talking about these publicly is that you guys are better armed to talk about where we’re making mistakes.
It was successful in opening up the jungle to other junglers – but there are also much deeper problems there in how that happens and what the enemy’s options are. I DO like that the strategy is different.
Wanna talk about egg on my face – let’s discuss how our direction on the jungle in the last 3 years has had the opposite effect.
Q: Will anything be done to prevent AFK-ers in Ranked?
Morello: This is a complex issue, I feel your pain (I just had 3 AFKs in my own placement matches). Making a system that can tolerate or avoid this, without removing the meaning of rank (via a “gameable” system) is something we’re very interested in, though Lyte can speak much more intelligently on this than I.
Busted! If you rearrange the letters in “Singed” you get “Design”
Q: Are comebacks hard to design in League?
Morello: I think the balance between consequences and making this so you can comeback is hard to do, but something we’ll always be looking to smooth out. We don’t want the game to be “you can always win!<3″, but we do need to make it not about a single moment until later in the game.
These values are really a compass for where we’re going, not where we are today – many of our designs fail this rubric.
Q: Is LeBlanc problematic right now?
By these values, we would change LeBlanc to add interaction/counterplay.
Q: Is Caitlyn too stagnant to meet your design goals? Why is she so hard to counter?
Morello: Agreed – it’s easy to see why Caitlyn performs well so consistently. Her range and safety eliminate any other tradeoffs pretty well. This makes her more self-sufficient and reliable, which then pushes out other picks who may have more appropriate strengths and weaknesses (say, Ashe).
In many cases, balance will look fine, but the ability to make choices that are variety, interesting and exciting can be really undermined by these all-purpose designs. Many of our gameplay reworks need to focus on this.
Suggestion: Make small hot-fixes for Champions who are problematic to counterplay and study the metrics in-between
We don’t think randomness necessarily violates the clarity value. Randomness is just one of those challenges you need to overcome and can help ensure that players are actually reacting to current situations at that moment. When randomness gets out of control is when it gets to the point of randomly winning or losing, which was the problem we were trying to fix with fear.
In terms of counterplay, having a single powerful ability or even a combo that is tough to counter isn’t necessarily a violation of that value. As the opponent, you can time your own abilities to try and go in when your opponent’s cooldown is down for example. It’s when you feel like you literally have no options that counterplay is really being violated.
The specific tactic you suggest of making frequent small changes is a viable one and we have done that on occasion. There is also value to ripping the band-aid off quickly or making larger changes to make sure we’re actually moving the needle. It’s tactically simpler sometimes to overshoot the target and then correct back than it is to incrementally buff or nerf something that is going to end up taking dozens of increments to reach its target (if that makes sense).
Most of you got this intuitively, but it is worth restating that these values are aspirational — they are what we want the game to be. There are plenty of examples where we currently aren’t living up to the ideal, and those are things we want to fix over time.
Suggestion: Implement a Council of Players, similar like the one in EVE Online
Ghostcrawler: I am personally very passionate about any mechanism that improves player and Rioter communication. While I am familiar with the CSM, I’m not immersed enough in EVE itself to know how players evaluate its success.
Q: Do point-and-click abilities lack counterplay?
There are ways of putting counterplay into point and click abilities, though, to steal a Morello expression, in my opinion point and click (or more technically correct unit targeted abilities) are “guilty until proven innocent”. One way to add counterplay is range. Annie Q is okay because of its relatively low range. Another way of doing it is by having your cake and eating it too–aka Lucian Q, which is a unit targeted ability that borrows dodging counterplay from skillshots (but fails at execution; this could be a devblog all by itself).
Reminder: Design Philosophy vs Design Reality
DanielZKlein: Remember that this blog post describes our values and goals. We’re not saying “EVERYTHING CURRENTLY IN THE GAME PERFECTLY AND FLAWLESSLY ADHERES TO THESE STANDARDS”, we’re saying “this is the game we’re trying to make. All our design is striving to bring the game closer to this platonic ideal.” Do call us out whenever we do not live up to these values, but please don’t expect every single instance of where we fail to live up to these values to be fixed overnight. There are so, so many.
That said, I’m so happy this is out there now. It’ll make talking to you guys about design much easier and much more fruitful. Thanks to Morello and Pwyff for putting this together!
The debate for whether chat restricting is proper punishment continues. Lyte and Wookiiecookie are once again on the forums to explain to players why they’re muted and how this system reforms toxic elements in the community.
Relevant Red Post Collections
Q: What’s wrong with showing Tribunal chat in public?
WookieecCookie: Since the reform card system is currently disabled (until the tribunal is back) it’s not exceptionally easy to get chat and provide it in a format that is acceptable for the public. We generally don’t manually release lines of chat as it takes some extra time to edit out information we don’t want to share. Since an excerpt of chat was already shared, I felt it appropriate to give extra context.
Q: Don’t we need something other than Tribunal reports so players know why they’re punished?
WookieecCookie: We agree! Unfortunately the reform card is tied to the Tribunal System. Since we took the tribunal down for extended maintenance we had to disable reform cards as well. It would take too much work for us to transfer the reform card feature to the chat restriction experiment. That’s time we’d much rather spend on improving the Tribunal and getting it back online.
In the meantime, if players genuinely are concerned or frustrated about their chat restrictions they can write to Player Support to talk to my team about it.
Q: How does chat restricting work?
WookieecCookie: You start the game off with 4 or 5 lines of chat. As you continue to play the game you will unlock a few additional lines of chat. This way, a player can still have the ability to communicate throughout the game but they will have to think strategically about what chat is important vs what is unnecessary banter.
You can check out our full knowledge base article on it here: https://support.leagueoflegends.com/…cted-Chat-Mode
Q: What about people who intentionally troll & feed? Why aren’t they punished?
WookieecCookie: Players who feed, rage and troll are not immune to our punishment system. They are treated the same way as people that verbally abuse others. If they don’t respond to our chat restrictions then it’s very likely they’ll end up with other punishments like the loss of ranked rewards or in-game suspensions.
Q: Isn’t a Bachelor’s in Computer Science more impressive than a Ph.D in Psychology?
Lyte: Maybe. It depends what you’re looking for. In Neuroscience or Cognitive Neuroscience (the field I’m from), some of the top scientists in the field are former Computer Scientists or Physicists. In Economy, some of the top economists in the field are former Psychologists or Neuroscientists.
Psychology (whether it’s Social, Cognitive, etc) often collaborates hand-in-hand with Computer Scientists to help them out and vice versa.
Q: Why am I chat restricted when I don’t trash talk?
Lyte: Let’s be more constructive. Your chat restrictions were deserved. We generally prefer not to copy and paste chat logs, but just looking at a sampling of chat logs reveals negative behavior where you just piss off a lot of players. You will earn more chat restrictions or a permanent ban if you continue to behave this way, and even if you don’t agree that your behaviors are bad, many of your own peers don’t believe you should even be able to play League of Legends. In fact, in many games, even the enemy team is telling you to stop raging at your teammates because they are doing OK and just having a bad game.
“YOU DON’T PEEL”
“YOUR NOOB WHOLE GAME”
“THIS RIVEN SUCKS”
“THIS RIVEN IS SO BAD. ASHE DOESN’T PEEL. ONLY KAT FEELS MY PAIN.”
“ASHE SUCKS. I CAN’T DO ANYTHING WHEN ADC IS A COWARD.”
“IT’S LIKE GIVING A CHILD THE EXCALIBUR.”
“OMGZ, ITS THE EXCALIBURS… TOO BAD I DON’T HAVE THE BALLS TO USE IT.”
“I HAS **** BEADS”
“ASHE DOES’T EVEN HAVE A KILL. HUEHUEHUE.”
“NOT A GG”
“because I don’t care, lol”
“just a bunch of children that blame others for their own discrepancies”
“i destroyed your nid, and outplayed you. lolol. Get off your high horse, kid”
“yet you couldn’t beat me 1v1″
“lol, stupid team”
Many players would agree that spamming negative comments in caps all game isn’t a positive experience, and when you intentionally start messing with your team because they are “kids” and you “don’t care,” it’s definitely not a positive experience either.
The chat restriction system isn’t perfect. There are going to be a few false positives, and we will do everything we can to minimize them and correct them, but you aren’t a false positive.
Follow-up Q: Aren’t you being too strict at punishing players who are not racist or overly offensive?
Lyte: It’s not “us.” It’s not Riot versus the players, or Riot versus certain language. The community participates in defining what’s cool and what’s not in League of Legends. Numerous players in the community felt that this language was unnecessary, and we support the community 100%. Remember, this player wasn’t just getting a little feisty–this was a large chunk of his games, every time. This also wasn’t the worst examples… just a random sample since I only had a few minutes available.
Q: Is it true only people who haven’t been punished by the Tribunal get to vote in it?
That’s just flat out wrong. It’s nearly always been a random sample of League of Legends players. I know you might find it hard to believe, but most players are pretty awesome and don’t believe it’s just about “not being racist.” It’s about being human beings and just having fun and enjoying the game.
Do you really just go yell at random people in public? Maybe you do, but most people don’t think it’s cool.
Q: Isn’t chat restricting in a competitive game where interaction is needed a bad way to punish players?
Lyte: I hear this complaint a lot, but there are fines for many kinds of behaviors in most professional sports. We’re not limiting chat for everyone and not allowing any interactions–something like 95% of players have complete freedom to chat and interact in any manner they like.
We’re just limiting chat for those who the community agrees don’t have enough respect to use chat responsibly and with respect for others.
Q: Doesn’t chat restriction lead to players reporting the muted person for “refusing to communicate”?
Lyte: A lot of players just use pings to communicate in-game, and they are almost never reported for Refusing to Communicate. In fact, a lot of players are concerned about that report type when it’s rarely used in the situations players are concerned about.
For example, we’ve never seen a chat restricted player get an additional punishment because of Refusing to Communicate. It’s usually because they continue to be negative, verbally abuse others even with their restricted chat, etc.
Q: Does the 95% reforming statistic include inactive accounts?
Q: If this system is so effective, then why am I matched up with toxic players so often?
Lyte: I think this may be related to a cognitive bias. A lot of players report experiences like this, but forget that it’s maybe just 1 or 2 players in the game–not everyone in every game.
If you look at the number of players you interact with (up to 9 strangers per game) and the number of players that are actually negative… it’s a low percentage. This means that a high number of games might be frustrating experiences, but it’s due to a very low percentage of players.
Do you play 3v3 in League? Me neither, but this might interest you.
WARNING THIS POST IS PROLLY GON’ BE REAL LONG
Hey, thanks for making this thread. There’s a lot of good discussion here, and feedback such as this is what’s going to help us make the map better in the long run.
For those of you who don’t know me, i’ve been working on Live Balance and assisting in Reworks/Champions for almost 2 years. Pretty recently i’ve joined Nome and the legendary ManWolfAxeBoss to aid their efforts of making our Alt Maps better for everyone. Most recently we shipped Soul Anchor to Dominion (mega-props to Manwolf for this one) as well as balance changes to items (sweeper, BFT and Twin Shadows) and systems changes like the ones to Inhibitors, Monster Level Scaling as well as the ones you’re talking about here.
Let me make clear that while the work we do is informed (we keep up with the opinions/posts of high tier players like this one, as well as having access to a ton of data) i’ll admit it’s iterative. There will be side-effects of changes that we either didn’t intend or don’t wholly support, and my goal is to react swiftly on a patch-by-patch basis to help resolve some of the issues you’re feeling. We’re players of League (and lovers of Dominion -and- TT alike) and aim to increase the quality of life for these communities as best we can. So let’s work together and make a better experience for everyone
THAT SAID! Let’s get into meat of y’all’s feelin’s and break down what’s up.
I’ve detailed and broken into points your concerns in this thread, and i’ll respond to them as best i can. If you feel i’ve left any out drop me a comment and i’ll try and get to it.
- ‘Smite being optional’ is desirable – these changes ruin that.
- The necessity of Jungle Items limits my diversity of items that i can build on junglers.
- The jungle pool has become less diverse with these changes.
- Y no Madreds???
- Turtling is too effective with AP/Waveclear champions (Ziggs being a big one named here)
- Ichors OP
- Games are taking longer (or at the very least feeling longer)
- 3v3 becoming a mini-5v5
Smite isn’t optional
First up on our list gives me a chance to detail our current thinking about jungling on Twisted Treeline. At this time, we do not believe that jungling should be mandatory the same way that it is on SR. Since the map’s release, comps with ‘support’ lanes vs ones that had junglers were a unique and defining characteristic of teams’ playstyles. We want to keep this and feel like it’s a point of mastery and learning for TT players. That said, if you do want to jungle on TT there are certain conventions we expect you to follow.
On both maps, Junglers perform a very important role – controlling game flow through uncertainty and strategy. Their power on these maps have been linked to and controlled by the use of Smite and build paths giving us predictable power curves/spikes throughout the game. We intend to enforce this on TT as well. There may need to be a ton of balance changes to support this stance – Smite might need more damage, a lesser CD, a cooler effect, who knows? Jungle items might need to be reworked entirely to fit the needs and flow of this map. If it comes to that, we’ll compensate where necessary.
Jungle Items limit build diversity // Jungle champions are too limited
This one i feel less sure on. Let me up front agree with you that yes, build diversity for junglers is limited. I do not agree that this is new, however. Ravenous Hydra was (and likely still is) bought on every common jungler as their first and sometimes only damage item. It didn’t just limit the jungle items outright – how good you were with Hydra defined how good a jungler your champion could be, with an exception being made for Evelynn. We see making Spirit Items better as an opportunity to introduce diversity to jungle picks and builds by allowing different characters to be played.
That’s probably not true right now. It’s likely that Lee Sin, Kha’Zix, and all the other top tier junglers still just build Hydra and dominate everyone. Instead of just taking out Hydra with the nerf shotgun however, i’d like your thoughts on what spirit items could accomplish to enable diverse junglers (Super Golem Spirit letting Maokai, Nautilus. Amumu more niche? Super Wraith Spirit letting certain AP’s into the fray?)
Y No Madreds?
We’ll be adding this. Now that we’re embracing machete/spirit stone, we’ll likely be putting this into Grez’s lantern or something else. Unsure how it will manifest, though i like the idea of tweaking the costs such that you could start with either Spirit Stone or Madred’s Razor’s from start of game. Would like thoughts here!
Turtling is too effective with AP Champions/Waveclear
While i think this is a problem, i’d argue this is mostly a champion specific issue. Ziggs does this on every map he’s played in – but ours having two lanes makes his ‘clear endlessly in one lane and ult another’ even more obnoxious. Ichor’s duration and effect also make stalling champions pretty rough.
It’s unclear how we’ll respond to this right now – i’d like to hear your ideas on how you’d like to see it solved, but my gut says that waveclear is just too powerful on this map. Your champion can probably hit a point where they -can- one shot minions, but maybe it needs to start later? A lot of possible solutions to this. As an aside, the tower defense changes were actually made in an attempt to address this meta before it took hold – Champions like Ziggs, Cassi, Vel’Koz and Syndra (and many others) who can waveclear to siege a tower with little to no effort would poke the towers down super quickly – so this change was made to try and give people defending AP sieges a little more time/bulk to deal with it. Naturally this means defending AP/Waveclear is also pretty hard to deal with.
Regardless, this is something we’re keeping our eye on with great interest/caution.
I agree here. This isn’t ‘BOTH ICHORS NERFED NEXT PATCH GG RIOT’, but i think Blue Buff on an elixir and Tower Damage on an elixir may just be too strong. It could also be the duration/cost, but i’m inclined to think that any gold threshold that says ‘you stall the game out longer for x minutes’ is probably overdoing it. Will put a lot of thought into what elixirs -should- be, but as with every other bullet-point (you guessed it) i want to hear what y’all think.
The last two concerns have a lot to do with the overall identity of the map (What should TT be?) and as such, i’d rather respond to them separately and give them the discussion they deserve instead of trying to boil my thinking down to a paragraph or two.
Not the longest post ever, but not the shortest. This is not me simply telling you how things are going to be, but meant to be a first transmission that can lead to y’all communicating with us on the issues you’re most passionate about.
Fire away! ALSO IF YOU MANAGED TO READ ALL OF THIS YOU ARE A HERO [i probably overused commas to hell]
This thread is like Christmas in May. Enjoy!
Do you love League art? Check out all these awesome collections:
- A common misconception is that color blindness usually means that you “can’t see color,” or that everything is monochromatic and black/white/gray. This is extremely rare.
- The most common use of “color blind” really refers to red/green color blindness. It has some genetic links and mostly affects men due to them only having one X chromosome. Women would need to have the same genetic defect across both chromosomes to become red/green colorblind – men lack that redundancy. In contract, blue/yellow colorblindness is equally likely for both sexes (though extremely rare).
- Color “blindness” isn’t as much of a binary as you might think – it’s much more of a spectrum from completely “blind” to just color deficient. If you’re in this category, odds are you can see and identify red, but have to focus much more than someone without any color deficiencies.
- One in every 12 men have some level of red/green color deficiency. Statistically speaking, that means you’re probably running into someone who has deuteranomaly every few games (we haven’t actually studied this, but just extrapolating from the entire male population). On a stream of hundreds of thousands, tens of thousands are probably colorblind (which is why we switched to blue/red instead of blue/purple as the default in eSports spectator).
- Photoshop has a pretty great color blind filter. For me, it’s View–>Proof Setup–>Color Blindness. You can use this to see any image as a color blind person would see it. Gimp also has the filter, and there are a few free online ones too (just Google “Deuteranopia filter”).
List of improvements for Summoner’s Rift
MasterVidallis: The map needs a graphic rework pretty badly. The general design is fine for the most part, it’s really just about the textures and the shapes of the decorative models. Here are some ideas from an very active player who also happens to be a professional designer:
A lot of the issues has to do with just low resolution textures and low polygon models for the both the map itself and the items on it. That they both need to be increased significantly goes without saying, and with today’s computers even at the low end, there is no need for such a low graphic map. But onwards to some specific aesthetic suggestions.
1- The cartoony styles works for the game and is it’s identity, so I’m not saying the jungle needs to be realistic, but I do wish it looked and felt like a jungle as we all call it that. Pine trees don’t belong in the jungle, it’s a jungle not a forest, neither does that really pastel color pallet. I would love to see some more tropical jungle looking trees, some more fierce and colorful flowers, something like this is what I imagine for the vegetation stylehttp://www.worldfortravel.com/wp-con…zon-Jungle.jpg.
2- The towers need a lot of love, they’re magical so more magic effects like designs that light up when it’s attacking and a more epic magical explosion when it goes down (just bigger, probably light purple particle effects on a wider radius sort of thing, would be awesome. They should also fall apart gradually and show damage as they are attacked. I think rather than human shaped they should be creature themed, one for each side, a lion for one side and dragon for another would be really cool. This would give each side of the map more visual identity and people would soon call it “dragon” side and “lion” side.
3- I think the river, being so shallow would be much cooler if redone as a swamp, which would also be more suited for the jungle. So things like little frogs and a murky greenish color for the water texture would be awesome.
4- The baron area should feel epic when you walk into it, rather than just sticking out of the ground it should look like it burrowed itself up through a cave stone floor and the area should feel like a cave with magical symbols shining on the walls. There should be skeletons by the entrance and an ominous light effect coming from the area as you walk by the river.
5- The nexus is this massive source of power and should be redone entirely with some lively animation so it looks more like a living energy source irradiating from the crystal, probably various circular motion light effects that look almost liquid spinning around a large round crystal, players should feel like they’re attacking the crystal itself when hitting the nexus not a stone base. The crystal should glow red when being attacked and start pulsating faster and faster as it gets lower, as if it knows (it knows!).
6- The bushes should look taller and like bushes, not low poly tall grass, seehttp://lucieonthelam.files.wordpress…/dsc01437m.jpg on the right side. Their shadows should also be more intense so they look like they’re completely dark inside.
7- The summoner’s platform looks really bland considering it resurrects players and deals a lot of damage. It should look entirely and change color when enemies step on it.
These are general as I could write pages on pages to get to the details, but hopefully it gives you some ideas.
Fan Art in Full 3D of Diana
- by Summoner Endesong, link to thread
If you have any questions, feel free to ask me at @NoL_Chefo.