[{quoted}](name=Iota Theta,realm=NA,application-id=3ErqAdtq,discussion-id=0jl3b0uM,comment-id=000200000000,timestamp=2019-02-05T14:40:45.982+0000)
It makes it harder, that’s the point. Roaming champs used to have it easy, because they could roam to help a lane, get a kill, come back, and unless the opponent was able to farm incredibly well, the roamer had the edge. And then they’d start snowballing. Now there’s some extra risk to roaming, as a champ with strong enough clear can take some plates and maintain even footing. They can get something for pushing to punish the roam. This is a good thing. Chip damage was always valuable, but now there’s also an extra incentive to not be a roaming champ.
Yes, they have made it harder at times to solo carry. Interestingly, there are counter views on this from people. An aspect of solo carrying is snowballing from playing well. You get a lead on your opponent and you can translate that into power vs others. Yet, not too long ago, we had massive complaints of snowballing, how one lane lost can be a lost game. They’ve gradually worked in more mechanics for comebacks, to make snowballing less of a thing in some instances (others it is worse, true). And..this is a team game, so while solo carrying is a thing still, the overall focus should be on the team as a whole.
Unfortunately, you have absolutely no idea what you're talking about, and you're taking things you've read about completely out of context.
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Comeback mechanics flat out do not work in favor of the losing team at high MMR. They only funnel more gold into the already winning team. It takes a massive mistake on a level that rarely happens to utilize these mechanics, and even then, only scaling champions can really take advantage of it.
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The complaint about 'one lane losing snowballs the game out of control' was specifically in reference to bottom lane, because the first team to lose their turret completely loses control of the majority of the map, and that's still the case, but it takes longer for the turret to be lost.
The reality is also that most games are over within the first 10 minutes, with one team being down 10+ kills, before you even have a chance to do anything as a team. If the focus is going to be completely on the team, and solo carry potential is going to be neutered like this, then something needs to be done to mitigate games where multiple lanes are basically AFK feeding.