riot, its time to admit that turret first blood was a mistake

Critmaster Garen··115 votes·4,810 views

the 10 seconds increase in death timers from season 6 aswell.

you want to reduce snowballing in this game? start with this. the bot lane turret can still be the weakest turret on the map. competitive teams will know to capitalize on this. but the regular gold from the turret itself and the map control you get out of taking it should be enough on its own.

youre trying to fix mistakes by slapping other mistakes over it. youre not fixing broken snowballing in this game by decreasing the times that lategame champions need to achieve their power spikes.

all these attempts to cut game times and the terrible attempts to bandaid the out of whack power curves and scaling issues of champions it caused made the game feel increasingly terrible to play.

105 Comments

AMYS GRAVE41 votes

the 10 seconds increase in death timers from season 6 aswell.

And lets not forget the auto pushing minions in winning lanes....

Succubús GF4 votes

The what o.o

Corriandr24 votes

EDITED FOR PROPER BUFFS. If a team has a higher average level,~~ their minions do more damage~~ their minions deal a higher % damage to enemy minions. If a team has taken more towers, their minions do more damage minions take reduced damage from minion attacks by a flat amount. These stack together. I think they added it in last season? I can't remember.

Succubús GF12 votes

That is not okay >:C How did I not know this >.>

Oxyrotten3 votes

Because they hide changes like that, they want you to think they care about game quality and balancel, and that they listen to you.

BUT

Riot only cares about the $$$

Skins Project10 votes

How does money have anything to do with anything here?

That was an attempt at a balance change that may not have been wise but that has nothing to do with money.

Oxyrotten5 votes

Because the goal was to speed up the games and ensure the games remain under 30 mins. They discovered they were losing a lot of potential sales from the asia markets because games would last longer than 30 mins and customers could only get a single game an hour in, thus effectively cutting play time in half.

Take an honest look at all the preseason changes and tell me that pretty much the entirety of them aren't aimed at lowering the learning curve for a younger demographic or widening the market for casual players, or aimed at creating dynamics necessary for LCS BIG PLAYS that casters can scream about.

There is some balance design in there, there always is, but come on rune removal being about min maxing is an outright lie. I mean we have caught riot lying before, it's obvious they just tell us things or throw us a bone to keep us satisfied or distracted. It's all marketing ploys, every game company does it. Look at the fotm cycle riot implements, ever wonder why new champs fall into one of three categories, either EXTREMELY OP, overly cutesy or some other fanservice aesthetic, or a direct ripoff of another game or pop culture icon that is selling well?

It's ALWAYS about the $$$ but I am off on a tangent.

How does awarding gold for first tower balance anything other than create snowball potential? I mean it's pretty well agreed on that things were in much better balance previously, do you really think riot spends so much money on statistical analysis and testing and doesn't have projected effects and a good understanding of the changes they make?

Morgan le Fey9 votes

They didn't hide these changes at all. They got their own sections in the patch notes, even.

Oxyrotten2 votes

So out of even the few knowledgeable players that actually learn the game, how many do you think are aware of this fact?

Was it included in the patch note highlight video? (honest question I don't remember)

Was the entry in the patch notes well worded and reasoned, or was it ambiguous and hidden at the bottom in the small changes that most people don't read? (another honest question)

Morgan le Fey3 votes

I was actually incorrect! Minion autopushing only got a subsection for the general "Summoner's Rift" map updates section, not a full section. Granted, they were announced in the prior patch as well, and were in preseason patches and buried in mountains of other important changes that couldn't all get priority. But still, the "mountains of changes" also makes them harder to find anyways if you don't care enough to read all the patch notes.

https://na.leagueoflegends.com/en/news/game-updates/patch/patch-523-notes#patch-sr

Oxyrotten3 votes

Thank you for linking that.

It kind of illustrates my point, but I guess it could be interpreted either way.

The way I see it is it doesn't offer a decent summary or explanation of the changes (for the layman), and on the other hand obfusticates the changes with the math (which personally I would rather see) but most people will gaze over and not bother reading.

I would go into how the priority for tencent is to shorten game time and push snowball and early game meta down our throats, but I don't want to sound argumentative because no one will listen and just downvote. But suffice to say that it is all about revenue.

Riot only cares about the $$$

Edit: I found this amusing;

We've got our eyes on it - if this isn't accomplishing our goal of getting the winning team to press their advantage (and instead, destroys the fabric of League of Legends as we know it), we'll quickly iterate and respond rather than letting it languish.

AMYS GRAVE2 votes

we'll quickly iterate and respond rather than letting it languish.

Ohhhhh you made me sad.

AMYS GRAVE3 votes

Yeah, that's why if you're losing you can't afford to group. When you add in that minions do more damage to towers it means you MUST answer a pushing lane even if it is 1v0 just minions pushing or else you'll lose turrets. Wonder why your top can't answer TP plays or mid can't follow up roam? That's why.

Looknook1 votes

This change actually benefits the losing team a lot too. Before the change the winning team could simply freeze the minion wave near their tower, and if the losing team tried to break the freeze kill the team ahead would kill them. Thus the team that was behind would just have give up all the gold and exp.

AMYS GRAVE2 votes

If the winning team is freezing lanes then the counterplay is to group and push together as a team while the enemy is split up freezing waves. There is a back and forth to the strategy there. There is something to do as the losing team. You can't freeze waves and answer a grouped push as the winning team, you had to make a decision, and auto pushing minion waves removes the decision making from the winning team and the losing team. The losing team doesn't have the privilege of grouping or they lose towers to the minion waves, the winning team doesn't have the ability to reliably freeze the minion waves so the only play for them is to group and snowball. No one gets to make a decision in this scenario. We don't get a more interactive game because of this mechanic, it is in fact more deterministic.

Leetri11 votes

It's actually so the losing team can farm minions easier and catch back up in gold. If the minions pushed equally the winning team could just starve the losing team out of any gold and reduce their comeback chance even more.

AMYS GRAVE13 votes

If the winning team is freezing lanes then the counterplay is to group and push together as a team while the enemy is split up freezing waves. There is a back and forth to the strategy there. There is something to do as the losing team.

But since freezing is no longer a viable stategy, the losing team is forced to stay in their lanes while the winning team groups for objectives that can't be contested. If you go to contest the objective, then the minions will take towers on their own meaning you have to be in lane to farm those minions. The fact that the minions auto push to you removes all agency on the losing side because you can't group, you can't roam, and you can't get help from other lanes as you get dove because their lanes are pushing into them too. Meanwhile the winning team has gotten the advantages from grouping that your team couldn't afford.

The auto pushing minions are not a catchup mechanic, they cripple any decision making you have.

Z3Sleeper2 votes

The feature isn’t THAT bad. You can still just go to a side lane and slay the enemy wave and leave and your minion wave will outpush the enemy wave like normal despite their minion buffs.

The buffs are very minor and basically just turn “even fights” between minions into winning ones for the leading team.

It’s not like a single melee minion is steamrolling wave after wave on it’s own.

TL;DR: you still have agency over creep management and wave manipulation, even on the losing team.

about 17 cats2 votes

TL;DR: you still have agency over creep management and wave manipulation, even on the losing team.

Yeah. You either contest a neutral objective and lose a turret, or you defend the turret and risk losing a neutral objective because you decided not to contest it. Good job bro, you found agency in all this. That's... impressive.

Z3Sleeper3 votes

Clearing one wave doesn’t take an hour.

If you let the minions stack up to your turret when an objective you need to contest has spawned then you already failed.

Once again, wave management even vs 20% increased damage enemy minions is still extremely easy and braindead. You clear the wave so your current wave and next wave stack up (quik mathz, 1+1=2, 1+20%=1.2, 2>1.2).

A stacked wave will never get outpushed by a wave with the bonus modifiers. Never. So if the minions are on your turret when you need to contest an objective it means you don’t know how to manage waves to avoid that situation in the first place.

AMYS GRAVE2 votes

By pushing that extra wave (which requires waiting 30 sec for it to spawn and get to lane) to get it stacking you're already too late to contest the objective. Dragon or RH can be taken in 30 seconds easily by a reasonably grouped team.

Z3Sleeper2 votes

Who... what? Why would you wait 30 secs for it to get there?

Do i really have to explain wave management? This example isn’t even complicated. You clear a wave and your minions will stack up. I didn’t say clear a wave AND the next wave.

Hooooly this is why most people don’t know how to close out games or make comebacks. Yikes.

Did you not even read my extremely simplified quik maths? Your 1 or 1/2 a wave plus the following wave WILL NEVER lose to a single wave of 20% buffed minions.

1.5 > 1.2. It’s not that hard. The fact that other people are downvoting too really makes me worried for the human race. Circlejerkers just throw all logic out the window and overexaggerate everything.

AMYS GRAVE2 votes

Who... what? Why would you wait 30 secs for it to get there?

Minions waves spawn at 30 sec intervals, so if you're staying to push an extra wave that your opponent didn't stay for ...

You clear the wave so your current wave and next wave stack up

... you have to wait 30 seconds for it to spawn. Otherwise you're not getting your stacked wave because your fancy mafimatics 2>1 only applies if you push one more wave than your opponent. So either you're staying in lane 30 seconds longer to get that push going or your wave is pushing into you. Which is it then? You don't get to have it both ways.

1.5 > 1.2. It’s not that hard. The fact that other people are downvoting too really makes me worried for the human race. Circlejerkers just throw all logic out the window and overexaggerate everything.

You're getting downvoted because you're being condescending with meaningless math and trying to take both sides of the argument. Either you stay longer than your opponent to build the slow push to make your quick mafs meaningful at all, or your minions will push into you. Pick one.

Z3Sleeper3 votes

Did I say push an extra wave? No, I didn't. I said clear a wave. ONE WAVE.

Here I'll draw a pretty number picture.

1 = first wave 2 = second wave a = ally e = enemy

a2 a1 vs e1 e2

Now watch closely what happens when you kill e1:

a2 a1 vs e2.

WOAH

and a2 a1 > e2+20%

Math.

Z3Sleeper2 votes

Dear god the density. Let's try this again.

a1 and e1 are fighting. If you kill e1, a1 is alive and a2 and e2 are alive.

If a1 and a2 are alive, they will beat e2 when they stack up because it takes longer than 10s for a minion wave to beat another. Woah.

And now for when the wave is stacked vs you, we'll call this the e100 wave.

if a1 is fighting e100, if you clear e100, a1 and a2 will beat e2.

Is this too much yet?

I'll go deeper for ya.

a1 and e1 spawn at t0.

a2 and e2 spawn at t30. Which means they are alive at the same time and they both take relatively the same time to travel. a2 will take slightly longer (5-10 seconds to travel up to e2 where a1 is) but it will arrive in time to stack up with a1.

This is how minions work. This is how wave manipulation works. This is why people don't shove waves because you literally don't need to. You need only to give your minions an advantage to snowball themselves on. Stacking the push by clearing an additional wave is just a waste of time.

Also this is in regards to minion autopushes. If the enemy champion is there none of this matters because both players are effectively taken off the objective game.

The entire argument was that minions were autopushing (aka without a champion) and it's "impossible" to deal with their "constant" pushing. Which is simply not true because you can still stack non-buffed minions to snowball through buffed minions.

Spoofghoul2 votes

meanwhile wining team farms more dragons, towers, heralds, barons and all of your jungle and all of your vision

yea totally helping those autopushing minions

[zombie-brand-facepalm]

korg0232 votes

All the ways Riot is promoting snowballing in games, its disgusting!

RankOneUganda4 votes

{quoted}

And lets not forget the auto pushing minions in winning lanes....

this is the biggest one that they refuse to discuss.

My Waifu Vanilla2 votes

That is entirely so the wood 12 top laner can't also freeze for free when he is 3/0 in lane thus starving out his lane opponent even more than he already is. The minion increased damage to towers from a few patches ago is a bigger problem than the minion increased damage to minions from like 2 seasons ago. You still CAN freeze when ahead since the change, but it is much harder to do so and you have to actually think about doing it instead of generally having a 50/50 chance to miraculously have a freeze.

Most people take changes out of context and then complain about them. If the auto push was removed then the boards would come crawling with complaints that they gave Pantheon first blood and he perma froze the lane under his tower thus causing you to get camped and end up with 20 cs at 10 minutes while being 0/4. The auto push is only a problem NOW because the big minion waves that are now formed if left unattended can actually take towers instead of doing roughly 1/2-2/3 like they have been for the past 2 years.

AMYS GRAVE3 votes

it is much harder to do so and you have to actually think about doing it instead of generally having a 50/50 chance to miraculously have a freeze.

You always had to think about freezing a wave, and it was never a 50/50 chance of freezing. Knowing when and how to freeze was one of the core skills in league that has been all but forgotten by many because as a skill it has become irrelevant in the snowball environment that has been created.

Catastrophic1 votes

I always advocate for that change, cause if you're losing lane, you REALLY want that wave to push to you. Especially in brutal lane matchups

AMYS GRAVE2 votes

It may let you farm it out, but it denies your ability to group for objectives. This gives the other team control over the map as they please and relegating you to only farming your wave and periodically getting dove as the enemy snowballs off objectives that you had no ability to contest because you were forced to stay in your lane to stop the minions from taking tower on their own.

Catastrophic2 votes

I see, you have a point there

kattzkitti11 votes

It's funny, because in my matches it's usually not bot lane that gets turret first blood.

That being said, I'd also like to see turret first blood removed. It's such an arbitrary thing, yet it causes an extreme impact on the game because it gives the team that gets it an instant 1,500 gold advantage that the other team can't match via any other mechanic. That's enough to decide most games outright.

Critmaster Garen13 votes

{quoted}

It's funny, because in my matches it's usually not bot lane that gets turret first blood.

On a more serious note, I'd also like to see turret first blood removed. It's such an arbitrary thing, yet it causes an extreme impact on the game because it gives the team that gets it an instant 1,500 gold advantage that the other team can't match via any other mechanic. That's enough to decide most games outright.

but on average it is usually bot lane that gets turret first blood.

bot is a priority target for junglers, especially due to the high potential for gold generation and the density of objectives down there.

bot lane turret is the easiest to take. and a successful jungle/mid lane gank means you have 3 to 4 people down there to take it. its exactly what happens in most games. and why games snowball out of control so quickly.

on top of that, marksmen and support itemization right now is generally among the cheapest in the game. this usually means a winning bot lane snowballs the hardest off their item advantage.

the long death timers generally increase snowballing in all lanes. if you die, you lose out on more minions, and the enemy has more time to pressure your turret. its another contributing factor, why turrets have felt so fragile over the last two seasons, despite the health buffs.

its also why summoner 12 has become almost mandatory in top lane. its useful when you get ahead to make roam plays, but also when youre behind, its absolutely neccessary not to get completely destroyed in lane just because you have been 2 man dived and died once. the farm lost from the increased death timers and the time you need to run back too lane would mean you lose so much gold and xp that youd never be able to recover.

kattzkitti5 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=7cNYA8xN,comment-id=00000000,timestamp=2017-12-26T19:01:43.911+0000)

bot is a priority target for junglers

I wish I had your junglers in my games.

RankOneUganda6 votes

{quoted}

It's funny, because in my matches it's usually not bot lane that gets turret first blood.

That being said, I'd also like to see turret first blood removed. It's such an arbitrary thing, yet it causes an extreme impact on the game because it gives the team that gets it an instant 1,500 gold advantage that the other team can't match via any other mechanic. That's enough to decide most games outright.

the fact is first tower team has over 70% winrate.

Morgan le Fey2 votes

I'm curious how much of a change that is from before Turret First Blood happened. Not only is first tower an advantage by itself without TFB, but the better team - and thus usually the winning team - is more likely to get TFB anyways just due to being better. Plus, if a team gets early-game momentum, they're likely to get first tower. Both of those contribute to that statistic, so we'd need to have a pre-TFB level to get a good idea how much of an effect TFB has on that number. 1.5k gold is a lot.

Deathbypie11 votes

But I don't think Riot does want to reduce snowballing, unfortunately. Most of their changes over the past while have been in favour of making games faster.

TwitchInMyPants16 votes

{quoted}

But I don't think Riot does want to reduce snowballing, unfortunately. Most of their changes over the past while have been in favour of making games faster.

Pretty much true. Like they seem to have this fantasy of every league game ending in 20 minutes yet somehow having the same tactical depth and nuance lmao

Critmaster Garen12 votes

{quoted}

Pretty much true. Like they seem to have this fantasy of every league game ending in 20 minutes yet somehow having the same tactical depth and nuance lmao

ya. its not going to happen. i dont know what theyre expecting to accomplish.

GayFluffyUnicorn7 votes

Cuz riot is on that idiotic path to cash in as much as possible from casuals who can't or don't want to play several 40 minute games a day. Also LCS needs to be more "enjoyable" to watch by turning it into a snowball clownfiesta.

General Esdeath 10 votes

3 things that Riot needs to change about turrets to stop snowballs

  1. More attack speed on turrets
  2. No first tower gold
  3. The closer a turret is to the nexus, the stronger it needs to be. There's no reason my inhib turret should be the same as the outer turret.
Ahris5 votes

The fact that all dps and game winning objectives are in bot lane makes League pretty stupid.

Rathar Dashing2 votes

Except Baron, Rift Herald, and the entire midlane.

Skins Project2 votes

LOL

Serika Zero2 votes

The point of first turret blood was to remove "lane swap" meta, where the adcs and supports and junglers were focusing on just taking turrets while rotating around the map. and the top laners as a result ended up as secondary supports with barely any farm before minute 10 and very under leveled as they spend most time either attacking turrets or helping their jungler clear the jungle

Meta started in pro play and it started to become part of diamond + games back then. So, it was only a matter of time till it got down to plat, gold, silver and bronze and those elos would start playing that meta as well.

But until such a thing occurs, pro games (lcs) were much different than normal game of lol (normal/ranked) and riot saw their profits go down (people less excited about lcs when what they see happening there was not happening in their games as only 1% are diamond+). So, to get "familiarity" back and to stop the lane swap meta from becoming a thing in soloq, Riot introduced FB turret.

So, by all means. First blood turret decision was a huge success. And still is to this day (as you no longer have toplaners with 10 farm by minute 10 due to lane swap meta).

This is why, your entire analysis is sadly wrong. And honestly everyone that upvoted you are either jumping on the hate bandwagon for the lolz of it or not understanding anything about why first blood turret became a thing in the first place. Kind of sad if you actually think about it.

Critmaster Garen11 votes

[{quoted}](name=Serika Zero,realm=EUW,application-id=3ErqAdtq,discussion-id=7cNYA8xN,comment-id=000e,timestamp=2017-12-27T10:44:17.839+0000)

The point of first turret blood was to remove "lane swap" meta, where the adcs and supports and junglers were focusing on just taking turrets while rotating around the map. and the top laners as a result ended up as secondary supports with barely any farm before minute 10 and very under leveled as they spend most time either attacking turrets or helping their jungler clear the jungle

Meta started in pro play and it started to become part of diamond + games back then. So, it was only a matter of time till it got down to plat, gold, silver and bronze and those elos would start playing that meta as well.

But until such a thing occurs, pro games (lcs) were much different than normal game of lol (normal/ranked) and riot saw their profits go down (people less excited about lcs when what they see happening there was not happening in their games as only 1% are diamond+). So, to get "familiarity" back and to stop the lane swap meta from becoming a thing in soloq, Riot introduced FB turret.

So, by all means. First blood turret decision was a huge success. And still is to this day (as you no longer have toplaners with 10 farm by minute 10 due to lane swap meta).

This is why, your entire analysis is sadly wrong. And honestly everyone that upvoted you are either jumping on the hate bandwagon for the lolz of it or not understanding anything about why first blood turret became a thing in the first place. Kind of sad if you actually think about it.

are you kidding? turret first blood achieved what they wanted by preventing laneswaps, but it fucked up everything else.

it massively increased snowballing and as a result threw the entire game pacing completely out of balance. when they added it, games suddenly ended at 12 to 15 minutes, became gank fiestas on bot lane and lategame scaling champions lost any viability. why do you think bot lane ziggs was a thing at all back then? because hes one of the strongest champions to demolish turrets and could push for that turret first blood to snowball his team.

it did more damage than it contributed anything positive.

its not even like top laners gained any agency over the game as a result of the change compared to the laneswap meta. when every single fucking objective is down there on bot lane, and games are STILL decided around 8 to 10 minutes by which bot lane wins, then top lane STILL remains a secondary support role. so what did it actually accomplish?

and then they nerfed junglers, reduced turret first blood by a tiny amount and buffed the ever living fuck out of marksmen to suddenly pwoer spike 10 minutes earlier than they should. which just did even more damage.

removing turret fortification on bot lane on its own should have been enough to prevent lane swaps. the turret itself already grants gold and as a team you gain map control around dragon.

or maybe riot should have looked into working with the laneswaps instead and improve the situation of top laners instead of trying to prevent them in the first place.

and what was the purpose of the 10 second increase on death timers on top of it all? was that really a healthy change to the game? because i dont see any positive results.

Serika Zero4 votes

the change did what it was supposed to do, therefore, it was not a mistake and a good idea.

example. if your goal is to stop conflicts in the human world and you achieve that by killing all humans, your choice wasn't a mistake, it was a good idea now, if you were to find ways to improve upon that idea like (having humans not get exterminated in the process of achieving world peace), the idea would be even better confetti noises

Which is why this entire thread is a failure. You guys are calling a success, a mistake or failure. When it did exactly what it was supposed to do. Now, could that be improved? sure it can

However, starting your discussion with: omg rito you fucked up everything, you only made a mistake, remove first turret blood!!!!!!!!! is not going to help.

Likewise, i keep seeing people complain about how snowbally and quickly games end. Yet, the same people, are the ones that complained you can just turtle for 30 minutes and win fights late game around the time when overwatch hype was at a higher level. And how overwatch games end quickly and how that makes it better than lol for a moba. Same fucking people.

So yes. This is just a rage thread, not criticism nor constructive discussion. Which is quite stupid and even more saddening to see it getting more and more upvotes.

Critmaster Garen2 votes

[{quoted}](name=Serika Zero,realm=EUW,application-id=3ErqAdtq,discussion-id=7cNYA8xN,comment-id=000e00000000,timestamp=2017-12-27T14:01:26.942+0000)

the change did what it was supposed to do, therefore, it was not a mistake and a good idea.

example. if your goal is to stop conflicts in the human world and you achieve that by killing all humans, your choice wasn't a mistake, it was a good idea now, if you were to find ways to improve upon that idea like (having humans not get exterminated in the process of achieving world peace), the idea would be even better confetti noises

Which is why this entire thread is a failure. You guys are calling a success, a mistake or failure. When it did exactly what it was supposed to do. Now, could that be improved? sure it can

However, starting your discussion with: omg rito you fucked up everything, you only made a mistake, remove first turret blood!!!!!!!!! is not going to help.

Likewise, i keep seeing people complain about how snowbally and quickly games end. Yet, the same people, are the ones that complained you can just turtle for 30 minutes and win fights late game around the time when overwatch hype was at a higher level. And how overwatch games end quickly and how that makes it better than lol for a moba. Same fucking people.

So yes. This is just a rage thread, not criticism nor constructive discussion. Which is quite stupid and even more saddening to see it getting more and more upvotes.

ok. first of all i didnt claim in my op that adding turret first blood didnt accomplish what they intended to do with it. i said that the side effects have been more destructive to the entire game health and game balance than the laneswap meta.

while there was not even a fucking reason to increase death timers at all.

but aside from that, turret first blood actually DID accomplish nothing. you said they introduced it because top laners had been reduced to secondary supports due to the laneswap meta.

explain to me how putting every single objective on bot lane on the opposite end of the map for top laners, and making adc/support duos snowball the fuck out of the game, and nerfing tp to reduce roaming opportunities for top laners to impact bot lane gave top laners any agency over the game.

right now top lane is dominated by a tank meta. in other words supportive champions who dont carry, but contribute by initiating and peeling for the fed adc. while top lane carries are practically irrelevant unless theyre snowballling three times as hard has their own or the enemy bot lane. which is almost impossible, since there is less potential for gold generation in a solo lane than in a duo lane with a weaker turret.

so how is top lane not reduced to a secondary support role in this meta aswell? the only difference to the laneswap meta and the game with turret first blood looks to me like that it destroyed game pacing and the resulting snowball fucked with power curves of a major portion of the champion pool. it didnt help top laners at all.

id call that a bloody mistake. this isnt just a rage thread. i listed plenty of arguments to why the addition of turret first blood failed.

but im also not going to hide my frustration about the fact over riots bullheaded decision to stick with this failed concept for two whole years.

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