State of the Game - An Analysis
Hello everyone, I am Avios1, A League player sitting at gold, who has played since Season 2. I have had a lot of experience throughout my League career, and I feel as if I should write a post about the state of the game. Anyways, onto the post!
In Leauge of Legends, this game is about Strategic victories across a map known as Summoner's Rift. A magical battleground where teams of 5 people face each other, with the goal of destroying the enemy Nexus. With a wide range of Items and Champions, strange Strategies appear everywhere, allowing people to make an unlikely victory through Splitpushing, Sieging, or a good ol' Teamfight.
But something has been lacking in this game right now. Games seem.... Unfun. I may be speaking for myself, but its a Stomp-or-be-Stomped game style right now. With Assasains running Rampant across the Rift, Snowballing their way to victory, there seems to be no real strategy, other than to deal damage and deal a lot of damage.
With the introduction of Preseason masteries, people like
,
, and
, have been thriving, but no one knows exactly why this is happening. Why don't we take a closer look?
Thunderlord's Decree
One of the new masteries introduced in the Preseason of Season 6, Thunderlord's Decree has added a nice spike in Early-game power for Assasains, where they are usually not the strongest. (Being they are stronger mid-game than early or late). But now, Thunderlord's Decree has added, with the Description (Paraphrased) being: "Hitting an enemy champion with a spell or basic attack 3 times in a row will deal 10-180 (30% bonus AD + 10% bonus AP) magic damage in an area around the target. Cannot be activated more than once every 20 seconds.
With the introduction of this mastery, Assassins have been able to deal extra damage that they wouldn't have had early-on, allowing the said assassin to be able to kill enemies earlier than they would normally be able to. With the kill potential added by Thunderlord's Decree, snowballing has become dominant in most games, where Dealing damage is the key strategy, and nothing else matters. Every role is now taking this mastery, with the average count being 5 per game, there is no real strategic ability applied in games.
AP Items
With the introduction of the Preseason and the ADC overhaul, prices have been vastly increased, causing most Mages and AP wielders to buy
, due to it being cheaper than most AP items, giving CDR, and a nice gold for hitting a champion every 10 seconds. it allows AP casters to be able to catch up in items when Assassins are rampant, it is even harder to get gold when you have to go into a teamfight or even farm, with the fear of being blown up by someone like
, focusing on hitting Champions for gold allows their gold problems to dwindle somewhat. but with the huge gold costs, there is little Mage's can do unless they farm for late-game, which is a rare encounter right now.
Game Details
With the game length being around 17-30 minutes per game, Late-game is a rarity right now, with Snow-balling being the main strategy in the game. The Turrets were nerfed with something that they had a job of doing, which is Protecting the Nexus. With their nerf to the Armor and Magic Resist, it has been easy to take down turrets at 10 minutes, which is providing Assassins more room to do their job, but a little too well. there is no real secure place in the game other than the Fountain, which isn't very effective for the team if you were to sit at the Fountain. The new minions system could have been needed back then, but with the current changes afflicting the game right now, it just makes the game harder to make a comeback, which leads to surrendering, which leads to unfun games.
(Possibly) Problematic Champions
, The Pridestalker - Known as the Kitty-with-cheese-stealth, the Pridestalker enjoys ulting and then blowing up the enemy carry, but tends to make the game very snowball, with him being able to stack up 5 Ferocity, activate Q twice, jump on an enemy while activating Hydra, W and E at the same time as his Q goes off, the burst is extremely high, killing almost anybody. With him in the game, someone is guaranteed to die. fast.
, The Blind Monk - Mr. LC$BIGPLAY$, (I'm a bit biased against him) he can fit into any comp, anytime, anywhere. with high scalings and low cooldowns, he is able to single-target burst or AoE cripple the enemy. with a shield, and built-in sustain, he is the best jungler that can be played in any meta. (Yes, he was still played during the Cinderhulk meta.)
, The Unforgiven - Although being a Feast or Famine champion, his Windwall doesn't make the most of sense, blocking every projectile that goes through it (Some exceptions, though). That's my only concern tbh.
As my overview of the State of the Game, I believe that it is too snowball-y, that Assassins are too overtuned and the game is too short, less comebacks, and not as fun. There needs to be some Strategic victories, more comeback-styles, and more DIVERSITY. I am not just talking about champion diversity, I am talking about Mastery Diversity, Runes, Summoner's Spells, and more. This is my 2 cents, so hope you guys can appreciate it.
NOTE: If you are going to post a comment, please be reasonable and use logic. Don't be a Keyboard warrior please.
There is no TL;DR here, please read the whole post before commenting.
Good luck on the Rift!