Already made a post earlier, but wanted to extend it since a have quite a few more points to add. Ill try to more or less only talk about gameplay aspects not specific champion balance or bugs (but I hope this mode will be blind pick with bans on live).
Additionally Im not sure if I have to post this here or as an answer to the Nexus Blitz Riot thread to reach the right people, so Ill try both.
**_Reminder: This is only my personal opinion towards the new gamemode. Feel free to share your opinion constructivly and have a nice discussion._**
Placement of Honeyfruit and Scryer's Bloom seem fine, but Blast Cones are just thrown around the Herald pit and its super annoying, looks like this:
Id personally prefer way less of them like this:
This should really never be more than 30 seconds here
(excuse me if the names arent correct)
Bardle Royale: Great event, but it should not spawn as the last event, when it takes too long it will end after minute 18. This results in the final event spawing right after, while the losers of Bardle Royale are probably still 40+ seconds dead.
Bardle Royale Juggernaut: Same as above + If this event spawns at the first event, the Juggernaut will have 3000+ HP while other players probably havent even reached 1000hp (except tanks). Apart from that the selection is random and if its the fed enemy damage dealer there is no chance to win the event.
King of the Hill: Works just fine but feels a bit unfair if it spawns far in the enemy jungle (or even in turret range). Especially if its the first/second event - one game we kept killing enemies but since the spot was so far in their jungle and death timers still low, so they just kept coming back to the spot and won the event because the way from our base was way too far to come back after death.
Loot the Teemo: I read some complaints about this event because of the amount of gold it grants, but its actually very fun when both teams all in the Teemo to get the gold. Only negative aspect is his random movement that often starts/ends deep in the enemy jungle.
Push the Cart: Solid event, only thing that bothers me is that once 2 turrets are down (open inhib) the cart starts to move through the jungle (probably because its the shortest way) instead of staying on the lane.
Snowball Fight: By far the worst Event. So far when this event occured people just kept fighting, I think once the event lasted ~3 minutes and Im not even sure if we finished it our the time ran out (if this is even possible). Apart from that when the event ends 0,1 second before I wanted to throw a snowball it puts my flash on a neat 200sec cooldown.
Sudden Death: Speaks for itself and a good way to end the game. Could use some better abilities though. And one very unlucky thing: When you are about to finish at 17:50 for example and you fail (your team dies), your team dies, the Nexus spawn and your team is 50+ seconds dead. This is a 100% free win for the losing team. Maybe (and this is just a thought) every player could respawn with the Sudden Death to have a final 5v5.
All in all the events are good and it would be great to have see more events over time.
(same here, not 100% sure about the names)
Blessing of Blitzcrank: Not much to say, works fine as a reward. (Take care of the jungle turret, since its inside a wall it will pull you behind it)
Blessing of Soraka: Not super creative but it also works just fine as a reward.
Blessing of Zilean: Its super tilting if every enemy has a GA. Super fun if your team has it. I can almost feel the tilt of the enemies.
Blessing of Janna: Feels very strong since its amount is giant and time unlimited. You can only lose trades when someone has the shield, its so high you cant even poke against it. Maybe it could decay over a LONG time (like 0.5% per second for example).
The base canon thing: This one is just super fun and I hope it wont get nerfed like limited duration.
Cursed Minions: Not much to say either, looks like a fair reward.
Thats probably just me but the base (Nexus and turret) feels so lost in an open space and not really like a base.
The map feels very empty at red circle and a bit weird at yellow circle. Orange circle feels absolutely senseless and I havent seen it being used more than once or twice in 12 games.
Some of the bushes feel needless or very annoying
needless = red, annoying = orange and yellow. Maybe if the wall between the 2 lanes (at yellow circles) would be a little bit thinner and the bush between the walls (that seperates the 2 lanes) a little bit more up, it would feel better instead of those 3 seperate bushes like this or something
green = thinner wall, blue = old bush in the middle, orange = new bush in the middle
I read that some people dont like the 'forced' double jungle, but imo its implemented pretty decently. Though im wondering if there could be a better camp placement or rather a 4th camp to spread it more. maybe like this
though Im not 100% conviced either since the wall placement around the jungle turret feels very awkward.
Most of my 12 games looked like this: Botlane wasnt used more than 5 minutes (often less) then it was either 3 people midlane or a big clownfieste between mid and jungle. The only reason to go botlane was a big minion wave. Junglers dont really move to botlane at all since you either have to go over midlane (pretty obvious) or over the lane. To come over the lane takes too long and even then your wave has to be pushed to the enemy turret to get inside the bush and you have to wait til the enemy wave pushes back and in this mode its not worth it to wait more than a few seconds. Maybe if there was a jungle camp in the useless space on bot or an altar to take like in twisted treeline but thats just a thought.
This is no feedback I just hope that the map will get its own theme to differ from the other maps. Personally I love the Bilgerwater theme (and we already have the bilgerwater base canon reward).