Can we change how the Kill System Works to Eliminate KSing
I have been thinking that most of the game's problem's, such as one good player trying to carry 4 bad ones and still end up losing and raging as a result which in turn leads to toxic players and negativity to players and the game, has to do with the kill system. rather than giving the kill to the player that gets the last hit on the enemy champion, why can't we change it so that the player who did the highest overall damage to the enemy champion receives the kill while the guy who got the last hit ends up getting the assist instead of ksing. Let's face it why should the guy who did 10% of the damage get the most gold and the kill while the guy who did 90% of the damage has to settle for less gold and no kill.
this is done so that the player that plays the carry roles such as AP and AD Carry actually can carry their team rather than always having less gold than they should because they are always getting ks every single chance someone gets the chance to ks they will when they do the least amount of work.
now you may saw that, well but the adc won't be doing the highest overall damage in teamfights and in mid/late game because he is too squishy and has to position himself at the back to play safe and far away to clean up and carry his team so he wont be getting kills post laning phase. while this is very true the fact is that the adc and even the ap carry too need that extra gold from kills they don't get when they are in the laning phase.
let's take a recent game i had. i was playing MF while my blitz was making bad plays and feeding Graves and Annie gold they shouldn't be getting. At one point i had to settle for a vamp specter to survive the laning phase while graves comes back with bf sword and pick axe. seriously how am i suppose to fight a massively fed graves when he already has invested 2425g and i have only invested 800g. It's bad enough he already has like a 1600g lead on me thanks to the bad blitz that i have in my lane. Now just imagine if my blitz or my jungler were ksing me when i was able to out play and kill graves even with his 1600g advantage. Instead of closing the gap on this 1600g advantage by getting the kills from the new system instead i don't make any meaningful progress to catch back up to graves and his 1600g lead because i am constantly getting ks in the laning phase.
Case in point i get ks pretty much every single game and i can honestly say that out of the 3000+ games i had played only a handful of games i did not get ks when i played adc. this pretty much says alot of the lack of gameplay.
i think it's safe to say that this is better for the league and here is why:
Pros:
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Multikills (especially triples, quads and pentas) will be much harder to earn which will make players feel better when they earn something so hard to get now.
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removes ksing from the game
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Forces player to actually assist their team rather than staying back doing nothing in teamfights then coming in and stealing all the kills with no work while the guy who did all the work gets less gold than the guy who did no work at all.
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Helps the league as a whole by showcasing more interaction and more plays as players now have to earn their gold or they get the least amount of gold in the game.
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Helps players win more games by giving the better players more gold and the bad or inactive players less gold (especially the people who solo/duo and have to try to carry 3 or 4 bad players)
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AD Carry gets more gold early game to snowball his lane and give his team a higher chance of winning
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Brusiers now get a chance to gain more gold mid and late game aswell as the laning phase when their jungler comes to gank.
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Junglers, Supports and Tanks now funnel all the gold to the AD Carry in the laning phase aswell as help the brusiers gain more gold aswell.
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Games are more exciting because now if players are behind they can easily catch back up if they are still the ones doing the most damage. this in turns leads to more comebacks which makes games more interesting as games would be more fair instead of the typical "game is decided in the first 5-10 minutes of the match because one team has a huge gold lead early on". instead teams that are 10k-20k can quickly catch back up and make games alot more closer and exciting. closer games = better player experience = happier players.
Cons:
- AD Carry ends up with less gold mid and late game as a result if he doesn't deal the most damage in teamfights.
- Bruisers get less kills if they are behind which in turn gives them even less gold
- Tanks and Supports earn even less gold as a result but this can be compensated by giving tank and support items extra gold.
There's so many pros and alot less con's as a result unless i am missing some other cons.
Or perhaps just divide all the gold across all 5 players. so if there was 1 kill with 4 assists than add the combined gold from all 4 assists plus the gold for the kill then distribute the gold across all 5 players evenly. the same thing happens if one team gets the ace and there was a combined 20 assists you take all that combined gold and divide it by 5 evenly. i honestly can care less about getting the kill, it's the much needed gold than i desperately need in order to improve my chances of winning the game and being able to carry my team.
Riot it's time to shake things up let's make this happen.
as a viable janitor.
mkay..no.