League of Legends: Fans dissatisfied with minion changes, Riot designers respond by posting player match statistics. (Part 2)
2026-06-08 12:36
The customized version sparked discussions within the community, with conspiracy theories emerging. Many believed that the official team had predetermined the winner, seemingly targeting a high-level player to make it difficult for them to perform well in the competition. Not to mention casual games, the change in the minion aggro mechanism directly affected the entire combat environment and ecosystem. Many players would find it difficult to adapt, and the designers were blamed, accused of being the instigators. Perhaps tired of the criticism, their patience was limited, and they began to refute all the jokes one by one.
The designers identified the contradictions in the comments, initially using sarcasm and urging players to quickly make the game more beginner-friendly, easy to pick up, and easy to understand. After receiving feedback, they decided to remove the most complex creep aggro mechanic in the community—something only about 10,000 people worldwide understood—and deemed it worthless. Finally, they said, "Forget it, I can't explain it. I've already been convinced by those who have maxed out their skill ceiling. When I get to work tomorrow, I'll ask the team how long it will take to add turning speed and last-hitting creeps into the game." Their impatient tone only fueled the players' dissatisfaction.
Chovy, the king of last-hitting minions, got a pentakill, proving his successful adaptation.
Going back to the basics, is the creep aggro mechanism really that difficult to handle? DOTA 2 players don't have this problem; it's already part of the game's mechanics. The operating principle is very simple, divided into last-hitting and denying. The former means that after killing an enemy creep, you will get full experience and gold, which is common in MOBA games. The latter means that you kill low-health creeps yourself, preventing the opponent from gaining any benefit, but you will get some experience but no gold.
This well-known mechanism has a very clear logic: don't let the enemy gain an advantage, slow down the development speed. Introducing it into the gameplay of League of Legends can raise the skill ceiling. Removing it may create more problems. Nobody understands why the designers made such a decision. Is it wishful thinking or just a discussion? Let them clarify.
Since blaming the designers didn't work, they shifted their focus to the players, targeting the minion-farming king Chovy. Removing his hat would result in an epic nerf for him. Guanfeng was bound to be unhappy about being affected, so he vented his frustration on the field, ultimately securing a pentakill with Cassiopeia. He adapted quite quickly, but it's unclear whether this kind of play will further lower the game's popularity, as even veteran players are hard to retain.
Image source: Internet
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