While the knowledgeable players from higher elo than me
(Context: I'm Plat in 3v3 currently, I've historically never played much ranked compared to others however ranked 3's have been my favorite for a long time. I peaked D4 in 3's last season, where I then stopped playing)
are presenting their well stuctured arguments with some of which I'm agreeing (those pro funneling, but not opposed to any change), some disagreeing (remove funneling from 3v3), I'd like to use the former as a stepping stone to support my own single argument which reads:
The problem with the 3v3 ranked meta is not the existance of hypercarry comps, but rather the way players encounter them and the options they have in that situation.
Yes, this argument decouples itself from the the question wether or not hyper is overpowered compared to jgl meta, and just tries to answer whether or not they can coexist in a healthy state, and wether or not the proposed change would be helpful.
The opinion that the hyper meta is unfun and thereby unhealthy is a popular opinion on reddit whenever a post about 3v3 is made, and I can see why. Most importantly, I can't blame someone thinking it is: When you encounter a hyper comp for the first time in 3v3, you're likely to get steamrolled, for 2 reasons:
- You're inexperienced with playing against the hyper comp, and chances are the hyper comp is, since jungle meta is basically nothing you have to learn anew on TT while hyper comps usually prepare for their new playstyle before going to ranked
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this means you are unsure what the enemy champions will be capable off, and that ofc is a major disadvantage
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it also means that you are almost certain to not prevent the hypercarry from sucking up all the resources they can get, which results in a massively overfed enemy since his scaling goes unchecked. It's like you were feeding and never knew it. Because you weren't proactive, because you didn't know that you needed to be!
- You're more likely to face smurfs playing hypercomps than smurfs playing jungle comps, as smurfing players play what they know, which at high elo tends to be hyper comps. The ease of getting games with high natural mmr ranges due to the gamemode being less popular than SR, due to having less active support than SR, also cuts into this. This 2nd reason is the less impactful one.
The problem is that it is hard to aknowlegde that you do not know how to defeat a strategy you're new to, and struggling to do so on your own will be 'unfun' to you, obviously. Resources exists (like the '3v3 Bible' by Brizi & Divine, NA 3v3 challengers) but unlike SR, they're much more scarce and less popular - There are much fewer 3v3 streamers currently since, alas, the mode is unpopular and with it interest is low, and there is little encouragement to jump the hurdle of picking up 3v3 with the exception of a challenger jacket for the top 50 and in-game rewards (I particularly like that we got a Victorious chroma associated with the gamemode though), there is no competetive scene for 3v3, no great tournaments, no fame. These issues are all fundamental for the single issue of 'is the hyper meta healthy to 3v3', which honestly I can only so well answer without a degree or years of experience in game design: However my opinion is that in order to move forward, both metas need to stay relevant, because both have fans and neither one does fundamentally destroy another's fun or playability, only in balance hyper meta is currently a bit stronger than jgl meta (opinion), which could be changed. Implementing the same fix SR got however does seem like overkill to me.
I find that once you know what you should be doing in a Hyper mirror or a Jgl VS hyper matchup, the game becomes awesomely competetive and fun for both sides. (Reasons for and against found in the other comments all around here) And if you don't know what to watch out for in the Hyper VS jgl matchup, you can very easily lose. The map really makes you learn what 'pressure' is and how to dictate what the outcome of fight can be before it is resolved, often before it has begun. The only issue I have is that for each team there is only so many opportunities for mindgames or surprising tactics, as the age of needing wards to tell where the enemy team is going is long over, and the reworked map from late 2012 (back when the map art and visuals were a massive step of innovation) therefore feels just. that. small.
TL:DR Hyper meta is precieved as unfun (independant of if it actually is or not) because of a lack of resources and role models players know or think of, which is because of a lack of encouragement to play the mode (this incudes the things Riot could do, and the appreciation of 3v3 players by the community. These 2 things work themselves down the drain or up to glory hand-in-hand). Nerfing Hyper comps hard will not single-handedly solve the issues the mode has, and it'd be frustrating to those who do enjoy hyper comps in 3v3 not because of them being the most powerful strategy.
I appreciate feedback for this argument from anyone, native to 3v3 or not. It's been years since hyper meta was new to me, and I've enjoyed it ever since, for the most part (didn't enjoy ardent meta quite as much as the meta champions there were not my kind of taste, that's very subjective though, and it shows how change is refreshing and good). What are your experiences while you were climing the 3v3 ladder for the first time? What were your experiences with the change the meta does go though. And if you stopped playing 3v3, why is that, in your specific case?