Why I decided to quit league momentarily~

Bdoom··2 votes·653 views

I have noticed that since season 5 has begun, the most important role to carry from is THE JUNGLE. Preferably early game, high damage/tanky junglers like Vi, and Sejuani. Now lets think about this, what can I do as a laner who doesn't jungle. If I am playing adc what can I do to help my team if I fall behind? Nothing, as soon as things snowball they stay ahead, the reason is, even if you do catch someone out, they are so tanky you can almost never kill them. There is non stop cho gath mid, vlad mid, and many other tanky mids and tops lately. On top of this, there is a huge amount of maokai, sion, top lane. As for support there is a lot of nautilus I have noticed. Basically what I'm getting at is, I feel that in this current meta, buying wards is useless if everyone has 4000 hp and is snowballed. Not only this but when the enemy team gets dragon control, it is almost impossible to get control back again. You can no longer "solo carry" a game I feel. I've even been seeing many high elo streamers have trouble carrying games right now. Baron, and dragon are so overly necessary that I sometimes feel getting five dragons is more important than getting an inhibitor. I just do not like the completely one sided games I have had this season. It's either me completely stomping the enemy and going 15/0 and feeling like shit because I'm stomping so hard. OR it's the opposite where it's like 5 to 25 by 20 minutes. Where is the back and forth in league of legends that I know any love? Where is the part where I feel I have a chance to win every game. I feel as if some games are just impossible to win unless the enemy MASSIVELY throws. Also, with tanks being so huge, they can tank NEXUS/INHIB turrets and lose no teammates in the process.

What do you guys think? Is the game too snowbally or not? It use to never be this way.

7 Comments

Grimmrock1 votes

part of the problem with previous seasons was that in a team oriented game, a game that supplies 10 players with 2 five man team, a single person would be the point at which you could count on to be the only one doing well, and carry the entire game. making the team about teamfighting, objective control, rotations, vision control, being a better teammate, not just a better play I think is probobly one of the most healthy things riot has done for this game.

Tanks can be annoying, sure, and early ganks are now a very strong asset, but this has always been true, its simply highlighted now because all of a sudden, the jungle has an actual impact on the flow of the game, where as before objective control of jungle thingies was not as necessary, you didn't depend on the presence of your jungle to win fights and make big plays, now you do. This isnt because you have to, but rather because when you do, you're creating a better influence of power through the entire team, its no longer GG adc gets one kill, or GG mid is fed, its <the enemy is ahead, if we focus properly and coordinate we can shut her down and earn almost 1000 gold for our team) (3 people involved in this situation, 1 getting 500 for shutdown, the other two 250 for shutdown assist)>

Bdoom1 votes

{quoted}

part of the problem with previous seasons was that in a team oriented game, a game that supplies 10 players with 2 five man team, a single person would be the point at which you could count on to be the only one doing well, and carry the entire game. making the team about teamfighting, objective control, rotations, vision control, being a better teammate, not just a better play I think is probobly one of the most healthy things riot has done for this game.

Tanks can be annoying, sure, and early ganks are now a very strong asset, but this has always been true, its simply highlighted now because all of a sudden, the jungle has an actual impact on the flow of the game, where as before objective control of jungle thingies was not as necessary, you didn't depend on the presence of your jungle to win fights and make big plays, now you do. This isnt because you have to, but rather because when you do, you're creating a better influence of power through the entire team, its no longer GG adc gets one kill, or GG mid is fed, its <the enemy is ahead, if we focus properly and coordinate we can shut her down and earn almost 1000 gold for our team) (3 people involved in this situation, 1 getting 500 for shutdown, the other two 250 for shutdown assist)>

I think the jungle has always had a impact, infact it is my main role. However, I feel like when I play any other role besides mid or jungle I am essentially irrelevant when I get behind. Mid lane always has an impact... waveclear, roams, burst damage... However, with other roles I feel like your impact is so little that the most important thing to do is camp bot lane and get early dragons.

Grimmrock1 votes

As a jungle main, I have never felt as impactful as I do now in this season, post cinder.

That being said, often I find that a fed mid or adc can really change the flow of the game, and a good top will draw so much attention that they heavily influence openings in mid and bot, each role has an impact, its simply changed, instead of solocarrying with an adc, they're no longer 2 shotting people and wailing on towers

Bdoom1 votes

{quoted}

As a jungle main, I have never felt as impactful as I do now in this season, post cinder.

That being said, often I find that a fed mid or adc can really change the flow of the game, and a good top will draw so much attention that they heavily influence openings in mid and bot, each role has an impact, its simply changed, instead of solocarrying with an adc, they're no longer 2 shotting people and wailing on towers

What I'm more getting at is not of whether or not junglers are effective or impactful but instead I'm talking more about how there is less comebacks now. With dragons giving flat bonuses instead of gold bonuses and baron giving you a powerful siege and tanks being able to tank inhib/nexus towers. I feel that when a tank or a team gets ahead, they stay ahead, meaning, I feel early game champions have more of an impact now than ever because early game champions can set your team up for dragons and give your entire team those buffs. I feel that this season, dragons have made less comebacks, more snowballing, faster games, and it also makes playing late game hyper carries less relavant. Why play a hyper carry if the enemy team has 4000 hp, and 5 dragons by 30 minutes and your just finishing your 3rd or 4th item by then? Hyper carries are almost irrelevant I feel now. It's all about getting that early lead. I'm not sure if it's good to have the game this snowbally as it is.

Grimmrock1 votes

I personally like the idea that If you're domming a game, you should continue domming unless you make the mistakes, and those mistakes are capitalized on by the enemy, the game can very much shift back and forth, but that requires both teams to be playing the same level of team play, you dont see that much in solo, which is probobly why its seems so snowbally

Bdoom1 votes

{quoted}

I personally like the idea that If you're domming a game, you should continue domming unless you make the mistakes, and those mistakes are capitalized on by the enemy, the game can very much shift back and forth, but that requires both teams to be playing the same level of team play, you dont see that much in solo, which is probobly why its seems so snowbally

Thing is though, there is absolutely NO back and forth, for example, the percentage ad/ap from dragon is a bonus only gained from dragon. If you never get a dragon then you are at a disadvantage. If both teams have 6 items, the team with dragon buff bonus will always win. Games should be less focused on dragon and more focused on team fights, dragon shouldnt be the deciding factor on whether or not you win a game or not.

Dangerous Man1 votes

"Nothing" Splitpush towers ya idiot, ADCs mow down towers and if you are losing fast, you need to splitpush an inhibiter then help your team fight a 4v5 because they need to push the super minions

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