Read moreSubjective first reaction, as someone who's played League for 15 years and does about 60%/40% ARAM + ranked nowadays: I was excited about the new game mode up until reading about augments. There's a huge hole in game modes to be able to pick the champ you want to play, play it in a match that typically takes <15 minutes, and not have massive mechanical gimmicks that makes everything play like a different champ. I do understand that's a challenging mix to make work with League pacing, but having a quick game mode to pick a champ and have roughly transferable practice/muscle memory to rift matches feels like such a clear opportunity that's currently missed.
The first iteration of Nexus Blitz was the most fun because it was the closest to that model, and each successive version that introduced more Mario Party-style mechanics just interrupted the essence of what made it enjoyable/sticky. I think Ultimate Spellbook actually struck closest to the best balance on that otherwise....
I think you might be pleasantly surprised, or at least I hope so. As an example here's a quick rundown of a playtest game I got in last week:
- Picked Alistar (I've played him a lot in ranked, wanted to see how he'd do here).
- Wasn't duo queueing, so got matched with another Rioter playing Nautilus. Ok, not ideal to have two lower damage tanky support types...
- Built a bit more AP than I normally would, early rounds went ok but not great for us
- We both independently get offered an augment that adds a true damage dot to targets you hard CC. We grab it and swap to making a really lockdown, drag out the fight comp going super tanky and ability haste heavy now that we actually have a victory condition. Still feels like playing Alistar and Naut, just with some significant modification.
- A later augment gives us a lot of health regen when on low health. Further helps with the gameplan!
- Make it to the state where it's just us and one ...