How to reduce snowballing but still keep games a bit shorter

Mira Arya Enthe··45 votes·2,074 views

Increase passive gold generation speed. Add a small passive exp generation. Nerf kill gold.

It also evens out the income of all roles, makes full builds/lvl18 come sooner thus speeding games along, makes it less burdening and painful to be in a melee vs ranged bad matchup. Jayce vs Garen

In return items could be tuned and hyper scaling champions could see slight adjustments to prevent it from being a direct buff to them like first tower blood and the new jungle were. Yasuo Vayne Twitch etc

By giving more gold for free but less for getting kills, people may also finally understand that killing somebody is suppose to give you wave control, minion denial, and the ability to take towers and objectives or roam. Rivenmain: "Kills are no ment make me lcs feed?"

Players who were disconnected by internet or client issues won't be as far behind. Brand: "Guys I swear my house was on fire!"

Supports won't have as much to complain about as far as gold as the gap will shrink. Plus support and bot carry will have a more comparable level to others. With only a slight lowered amount from sharing. Bard: "Bwooong"

It will make matches end easier without as large of gold gaps between the two teams. Meaning an early snowball in one specific coughbotcough lane doesn't end the game at 5 minutes. But higher gold/lvl means champions from both sides can make stronger pushes earlier. Players will also be more comfortable taking risks, as dying won't be as harsh, more risks equals more lcsbigmechanixplays. Meaning matches will be shorter.

I realize this will take some power from lane bullies Pantheon But that power can be added back in elsewhere.

No exact numbers are mentioned here. Just an idea.

Thoughts?

20 Comments

dominusx15 votes

tfw when you deny the enemy toplaner 13cs after a freeze is better than the feel of getting a pentakill. #toplanethings

talking about the whole kill value - lane control part you mentioned. i like this idea personally.

Papa Andrei4 votes

Best feeling ever. Being able to zone out a Teemo. Soooo satisfying

AcidTheWarlock1 votes

Zoning Pantheon off a whole cannon wave at level 5 is fun too.

Yes, stand closer when my little bar below my health goes red....

ClatoVerataNicto11 votes

Increasing passive gold and decreasing kill gold sounds like rewarding passive play. Riot hates rewarding passive play in theory.

You SHOULD be rewarded for outplaying your opponent early. You shouldn't almost automatically win because of it. I'd like to see turret first blood removed and overall damage reduced. I think this would make early leads important, but not so huge that you can suddenly explode the enemy team and snowball out of control.

Mira Arya Enthe2 votes

The advantage of killing your enemy is gold, exp, far denial, free farming, objectives, roaming and wave control.

Raiyza8 votes

Its a nice idea, but it won't work. As said aboe, it will only promote passive play. Teams will be less inclined to get kills.

What needs to happen:

Matchmaking needs ot be fixed to where players play at the SAME SKILL LEVELS. First tower blood needs to go. Overall damage needs reducing. Towers need to be buffed. If you ask me, Solo queue needs to be purely solo. No more Duo Queue. Call firefighters for poor brand. Get bard a Gong. ???? Profit.

Arakadia1 votes

Listen to this man. Please, none of what he said would hurt game quality, its a buff to game quality.

TyrekGoldenspear4 votes

lol'd at Brand.

As for the idea this sounds pretty interesting. It would help my teammates realize that objectives matter, not kills.

Grokmir2 votes

Honestly just delete the dumb first blood shit. On towers and kills.

xBushx1 votes

Still turns the game into a "one 25 minute team fight ace determines the game" meta.

Mira Arya Enthe10 votes

Vs a first team to gangbang bot wins, or a first team with one feeder loses, or a one 45 minute team fight ace determines the game meta?

Ralanr1 votes

It'd be interesting to see. Part of me would like to see kill gold decreased and see how it effects everyone. Suddenly kills become way to risky and not enough of a reward.

Raiyza1 votes

You'll see Seige champions surge out of thin air. The meta will shift in that single direction. Teamfight comps will not be needed as much.

Kled Man Walking1 votes

league of socialism? i can dig it

aspects11 votes

Garen item 3089 item 3089 item 3089 item 3089 item 3089 item 3089

The Trent1 votes

Maybe add a plant to top lane that gives them a teleport without actually making them have to take teleport. I would guess you would make the top laners fight over it though, which could give lane bullies the extra power they need.

Liofa1 votes

This idea is so stupid I might see Riot implement it, I mean we're already moving in the direction of HotS where skill doesn't matter so why not generate more passive exp and gold. Why even have creeps, just start with 8k gold buy some items have 1 teamfight and whoever wins wins, 2 mins games amirite. Or better yet just turn league into an FPS, that way you won't even have to play a MOBA anymore even better.

Spoofghoul1 votes

i would want less snowball first and foremost

even if that means games last 50 minutes

i want more strategy in league first

i want damage scalings down this everyone oneshots everyone bullshit has got to stop it isn't fun or rewarding gameplay

after that has been accomplished all we need to do is buff the herald buff make herald spawn like 3 times give it a team wide defensive buff

now we got the drake buffs and herald buffs which are permanent to help you acquire a lead that isn't xp or gold and thus can never be caught up to by stalling the game

this should be enough to ''snowball'' in addition to xp and gold leads if you can't win with that you don't deserve a win

getting lucky in the first 5-10 minutes is not a consistent display of skill and game knowledge , , ,

WiegrafOfValor1 votes

#OR

They could just make minions give better passive EXP and a bit of Passive Gold (similar to item 3096), with that we still be able to deny gold and exp from our enemies, at the same time also letting the player have more control on bad matchups by not letting himself get killed and remain near the minion wave.


#ALSO

We could change the way gold per kill work, we could split somewhat evenly by the number of players involved in the kill. Example: 1 player = 500g ( Full value ) [ 1X 100% = 100% ] 2 players = 250g ea. ( 50% value ) [ 2X 50% = 100% ] 3 players = 150g ea. ( 30% value ) [ 3X 30% = 90% ] 4 players = 100g ea. ( 20% value ) [ 4X 20% = 80% ] 5 players = 80g ea. ( 16% value ) [ 5X 16% = 80% ]

With that we may stop the clown fiest in botlane, since the team doing that will earn less gold that they should. We will give more value to solo kills and remain the adc/supp kills with full value while punishing clown fiesta in bot lane.

Another good thing is no more ADC complaining about support getting kills, since they will get the same amount of gold as they would by giving the final blow. Solo laners same thing with the JG.

FourVsFive1 votes

Just increaseing passive gold gain by 2x would be good enough that you do not have to nerf kill gold. Because you will not be as behind in gold with the passive gain. What they need to remove is first tower blood though. Or simply make first tower blood give a smaller gold bonus?

More from Gameplay

More by Mira Arya Enthe