Chapter 282: Heroes
In the first version of *League of Legends*, Chen Mo planned 25 heroes, five positions, with five heroes per position, ranging in difficulty from low to high.
At the very beginning, *League of Legends* didn’t have distinctions like top lane, mid lane, jungle, marksman, and support. Back then, there were even strategies where marksmen went mid, and the team compositions and tactics in public matches were very chaotic.
But during the Season 2 period, some European players’ “Demacia” slogan sounded pretty cool, but ultimately it couldn’t match the higher prestige of Azeroth.
Chen Mo explained it this way.
This game needed to capture the broadest possible player base, so the art style inevitably leaned toward cartoonish, chibi, and bright, which clashed heavily with the realistic, relatively dark art style of *Warcraft*.
Moreover, *League of Legends* would become a brand-new IP, an equally fascinating world. Just like *Diablo*—didn’t it also avoid using the *Warcraft* universe?
Chen Mo’s earnest nonsense successfully dispelled most people’s doubts.
After already producing *Warcraft* and *Diablo*, Chen Mo’s team had no technical or artistic issues in creating *League of Legends*.
Back when Chen Mo made *Diablo*, it was also a way to train the team. After that third-person god’s-eye-view RPG achieved great success, launching *League of Legends* became a logical next step.
For now, the biggest challenge lay in numerical balance, but relying on his second-stage numerical abilities and the memories obtained through memory-recall potions, Chen Mo had no problem reproducing the entire numerical system to about seventy or eighty percent completeness.
After all, *League of Legends*’ numerical system was relatively clear—just attack, defense, ability power, magic resistance, and a few others—and the calculation formulas weren’t too complicated.
Except for Zhao Yuting, who led a small team responsible for the daily maintenance of the Thunder Game Platform, the entire team devoted all their energy to developing this new game, *League of Legends*.
...
The popularity of COG seemed to rise every day.
The map’s creator, Raman Clive, also showed his workaholic nature, making small numerical balance adjustments every week and occasionally overhauling the terrain and game mechanics, pushing the map toward a more polished state.
Although these changes couldn’t reach China immediately, many enthusiastic players continuously ported and translated them.
In China, many *Warcraft* players had become addicted to this map. It gradually became the most popular map on *Warcraft*, even surpassing the ladder in popularity.
On the forums, more and more players were discussing COG. At first, many people were annoyed, feeling that an RPG map shouldn’t take up so much space, but as COG grew more popular, everyone got used to it.
Many people left messages or sent private messages to Chen Mo, urging him to pay more attention to this map, give it special recommendations, or open a ladder system for it.
Some even hoped Chen Mo would collaborate with the map’s original creator to jointly develop it into a new game content attached to *Warcraft*.
Chen Mo ignored all these suggestions.