Why is there always a particular meta in League?

Womp123·2/1/2016, 5:42:54 AM·1 votes·841 views

I remember when I first started getting into league(roughly season 5 or earlier) the meta was making top laners and juggernauts so op and that made assassins like zed, lb, fizz, yasuo, etc. pretty weak. Now they change the meta buffing a bunch of items for adcs and making them hypercarries not only in the adc position, but also in the jg and top lane!! I feel like the meta is like a rollercoaster, going up and down and around switching playstyles so fast that once you "master" or at least understand the current meta, the new one comes in and you feel hopeless. I still love the game and think it's awesome, but I kinda wish it were a bit more balanced in all the roles. But then again maybe they change it so much to keep it interesting and new players come and old players stay.

13 Comments

TehNACHO2/1/2016, 6:10:34 AM4 votes

Oh, Kongquest's description of meta from a general perspective is great, but I'd like to contextualize why League's meta is the way it is.

What would you say is the most important stat in the game? I'll give you a hint, virtually every other stat in the game is in some way bound to this particular one I'm asking about. In short, it's gold. The team that both collects the most gold and then takes the best advantage of that gold is usually always the more successful team.

So how do you get gold? You can kill champions, you can take objectives, but at the end of the day, the vast majority of the gold you should be acquiring comes from farming, whether it's Minions or Monsters. Naturally you position your team around each potential stream of Gold: A Top Laner, a Mid Laner, a Bot Laner, a Jungler...and then the fifth player. We've run into a problem, what do you do with the fifth player?

We don't want to put him Jungle, as that impedes the Jungler's income. We could base him mid, and use his presence as a form of "roamer" between the lanes. In fact, this was the old meta; what we recognize as today's support could easily have been the "roaming" support of the team, focused entirely on chain ganking constantly.

Another possibility is to put the fifth player in a side lane. You lose the roaming potential of basing them mid/river, but you also gain a unique team building opportunity. See, side lanes are dangerous as they are geographically longer, and thus far more dangerous for a squishy carry to survive in normally. Think of how most Top Laners are almost always champions with built in tools to defend themselves, be it a plethora of CC, Tankiness, or some defensive gimmick like Riposte. If you base the fifth player bot however, and designate their entire job towards defending the bot laner, you can afford making the bot lane a carry, circumventing the danger of a long lane by giving the carry a personal bodyguard. This also makes amazing usage of gold due to how gold scales exponentially in this game: to rephrase, one fully fed carry and a gold starved support are faaaaaar more effective than two half fed non carries. Because AD Auto Attackers abuse the exponential effects of gold the absolute most, and because they are the least effected by the lack of experience due to sharing it with the fifth player, this creates the AD Carry-Support relationship we know today in bot lane.

Also, to answer the question of "why bot lane?", it's largely due to objectives. Specifically, Dragon. By basing the ADC-Support lane bot, you guarantee that there will tend to be more champions on the bottom side of the map and thus guarantee more support for taking on the Epic Monster in an emergency or at an opportunity. These are why AD Carries and Supports are synonymous with bot laners.

As an off note, we want a Tanky guy top to defend himself and we can afford a DPS bot because of the support. Since Mid is easier to make a carry lane due to its safer geography, we can put a Burst Carry mid. Assassins, Mages, and so on, this balances our team on the three major pillars of damage: Tankiness, DPS, and Burst. Tankiness is countered by DPS which is countered by Burst which is countered by Tankiness. By guaranteeing these three elements on our team due to how we designed the team based on the restrictions of the map, we maximize the team's potential at team fighting by making sure that there is a definite answer on our team no matter what part of the damage triangle the enemy team throws at us.

Jungle has its own meta partially independent from the laner meta, and the supports have their own triangle meta independent of the damage triangle that dictates our laners, but this is a comprehensive review of "standard" meta: Tanky top, Jungler, Burst Mid, DPS Bot, Support Bot. Like the effects of nature on evolution, it was outside pressures like the geography of the map and the need to maximize our gold that largely defined the metagame that champions perform most efficiently at.

Jefftiffy2/1/2016, 5:53:33 AM2 votes

Why is there a meta? Because all kits are really close together and do similar things, and there are mostly general items picked up by every body so no matter what Riot does, items will favor specific champs over others. This is mostly caused by lack of item diversity combined with how many items are justs stat sticks or items with passives.

Dota not only has more items, but each item fulfills a niche rather than be extremely general. (no this is not a Dota is better point, just showing that they know how to allow there to be a more broad meta)

Erockandroll2/1/2016, 6:21:01 AM2 votes

They are trying to make every class of champ distinct and have a function in a team comp that isn't completely overshadowed by another class. And in doing so, those champs who now have a distinct function become powerful, because they perform that function well.

And when every Riot makes large System changes. ("We want shorter games apparently") The who powercurve gets thrown under the bus. As such changes favor one class of champ or the other. But what we have to understand is that certain meta's are really inadvertent. Riot is trying to make the game better, not enforce a meta.

What I think we fail to understand though is that these things take time. People keep complaining about Riot not doing this or that, When each patch cycle is 2 weeks. "Why isn't riot Doing anything about this?" Well, they are, you just need to be patient.

MadManApocalypse2/1/2016, 5:45:48 AM1 votes

Balance? Rito?

Look, if you want balance go shove a fork in a hawaiins' ass while he walks across hot coals, trust me they stand more still and are much more well balanced than ritos design philosophies.

Little Stick Man2/1/2016, 5:47:33 AM1 votes

Meta stands for Most Effective Tactic Available the reason it changes is because when new information, whether that's champions, number shifts, items, or mechanics are discovered, it naturally shifts the previous most effective tactics and, in some cases, complete changing them. over the past 2 years or so riot has been pretty in control of how the meta goes. think of season 1-2 like the wild west where the land was new and anything was possible, as time goes on the land gets more tame