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Hidden Mechanics are Killing this Game

It's absolutely impossible to understand this game without asking the devs how it works. Meanwhile, the devs answer questions on how it works, then suddenly the 100 people that hear that info have a huge advantage.

List of mechanics that are hidden for no reason:
Champion Mastery
Team Synergy?
What Age does
What every champion stat actually does
What lane hug/farm/harass/kill actually does
Etc

Example:
Bob sells 8 stat Ashe main to pick up a new 16 stat ADC. New ADC should theoretically be twice as good, but is not. New ADC has no team synergy, no soloq games on Ashe and doesn't respond to the same strategy setup well at all. Bob is now extremely frustrated because his new ADC he saved up for is not helping at all and he has no idea why because none of those mechanics are explained in-game. Jimmy on the other hand has asked Henri lots of questions and proceeds to annihilate Bob with his knowledge of all those hidden mechanics.
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i tend to agree a bit. A lot of stuff should have some sort of visible explination.


Hell , u guys could literally implement a synergy bar for each team , that fills the more the team plays togheter....and drops when players are changed....or play off role , or whatever...
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Agree on most of this, i think some mechanics are good to be figured out by players but atleast let the players know that the mechanics are there.

Does team synergy exist? We tend to incline it does but we dont know for sure and how do we improve on it? Do we just play more games? We have no idea
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Another annoying thing that comes with hidden mechanics is hidden mechanics updates....
Let's say I finally get a strategy going where all my lane laners use Kill and I win a lot. Oh then Henri buffs Hug Turret to counter Kill lanes and tells 50 people about the buff, but I'm not online at the time.
Suddenly I start losing vs everyone and have no idea why...

Ideally you should have something next to the options like
Kill: 10% more likely to commit to an all in, synergizes with bursty champs.
Hug Turret: 10% more likely to run away from an all in, synergizes with scaling champs.

That way we can actually make a decision instead of clicking on what we think would work based on real League and not really knowing it doesn't work like that in lolmanager.
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I agree only with champions stats, I mean how i'm about to know how much tankiness my player need?
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Going off that, the tankiness is role specific. 50 tank Annie as a support has 5x more health than 50 tank Annie as a mid. I have no idea why it's like that and the only way you find that out is by watching a bunch of replays.
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Haha wtf i didnt know such things exists, ty very much shame on devs..
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does the team synergy actuall exist? never heard anything about it before lol.
Also that tank stat seems weird, are you sure about that?

Also the hidden champion experience is just a rumour as far as i know.
Some dev wanted to discuss with henri if it really exists but he never replied since then.

But i agree that there should be no hidden mechanics.
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The fact aht all stratigic elements are turned off and this is still a beta is killing it. We cant take dragon, we cant do baron we cant do much of anything. The issue is not only that is hidden mechanics but also that alot of this was not tested at all, they didnt put in the time to test. On the other hand i dont feel like there is alot of hidden mechanics, just a ton of randomness and lack of depth
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Thanks for the feedback. Will let me know better what is important to focus on.

I should be focusing more on writing content on the pages rather than answering specific questions in chat when only few will know this.
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U could make a new sticky thread with stuff like that i think. Might make clear a number of things. Also if u could take alook at my suggestion thread. I think that 1 wouldnt be that hard to fix. I (and some other players) were talking last night in chat , and we were thinkin that our current roster of champs needs a bit of tweaking - aka buffs/nerfs , because the meta for some certain roles is so stale at the moment
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This is definitely something we are working on. We have some really cool things coming down the pipeline. As stability continues to improve we will be shifting a majority of the focus into guides and content! Really good post, I appreciate it.
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U overtheorize it.
Champion mastery is a simple concept: Let ur player play games on a champ and he gets some % better on him.
U actually dont need to know how much he gets better all u need to know is which champs ur players need to know and divide ur soloq games on them.

Team synergy: doesnt exit as far as i know and if it exists i didnt notice it.

Age: Yeah would be good telling than on the academy page and the players page.
The players simply retire at the age of 25, and new academy players get younger the more they cost.

Champion stats: this is an interesting one. Im pretty sure the most relevant stats are range, burst, teamfight and the lane.
Range lets the champs deal their damage safer, when someone has burst he can wreck someone at the beginning of the teamfight, teamfight and the lane explain themselfes.

The laning things actually do what they say: When u have a bad toplaner, who is constantly feeding in the laning phase cause hes against a star toplaner setting him on hug turret actually help, but when u are on the other site set him on kill so he can wreck.
Just look at how good ur players are on their lanes and set according to that.

Than ur example: Im honest it sucks. A 16 compare to an 8 makes a massive difference even when he has no champion mastery at all.
But even 5 starts dont help u when ur strat suck ;)

Champion tankyness is sth that needs a rework, but not only that, the whole strategy set up needs a rework, which we will eventually get together with the advanced greyed out strategies.