How do we bring back true teamfights?

ADC Yuumi··1 votes·1,313 views

Nonono, not a rant or a "revert to season 5" thing.

If you just play a normal game and the teamfight breaks out, it's usually over under a minute. It's mostly because of a high-damage carry burning through targets without needing help from the team.

I understand honoring the skillshot and skillbased playstyle, but having a skirmisher who knows just where to position themselves in a teamfight finish the teamfight themself is a little over the edge, no?

Even though it was slower, low burst high CC champions and those infamous unkillable tanks made those teamfights how they were. It was more like seeing a combo with Morgana Q -> Malphite R -> Janna Q -> Brand R. Something like that despite the extremely high CC could take the enemy team down around 25% of all their health. Vs. A Riven / Pyke / Urgot / etc. at the right place at the right time scoring an Ace by themselves.

Trying to steal baron but failing because your support is still dead. Vs. A really skilled jungler smiting the baron away and walking out without a scratch.

Picking a DPS, a Healer, a Warden, an Enchanter and a Fighter so you can cover for all checks and counters the enemy team may have. Vs. Picking a Burst Mage, Three Skirmishers and a Diver so you can try to power through their defenses with endless damage.

How do we make the game more team-based and make others feel needed as team players instead of 4 people funneling the game to the most skilled? Again, I'm not saying to punish the skilled players. They deserve the damage they can do for landing their skillshots. But how do we allow the noobie playing, let's say Annie in this case; benefit to the team other than a burst kill secure champion?

I feel like the answer could be bringing back the "unkillable" tank meta or the shield meta, but I'd like some input. What do you think, without being toxic in the comments; is a good way of bringing back true teamfights?

2 Comments

Monlyth1 votes

I think you have unrealistic expectations of how long a teamfight should be. A minute-long teamfight is extremely long by MoBA standards. I can't think of any MoBAs where minute-long teamfights are the norm, and I've played several outside of League.

Also, in your example of

Picking a DPS, a Healer, a Warden, an Enchanter and a Fighter so you can cover for all checks and counters the enemy team may have. Vs. Picking a Burst Mage, Three Skirmishers and a Diver so you can try to power through their defenses with endless damage.

That fight basically boils down to a generalist comp vs. a specialist comp. The generalist comp tries to counter everything, and so it isn't effective at countering any one specific thing. The dive comp has a much more focused and specialized strategy. So imo, the dive comp should win if both teams are playing at the same skill level. Otherwise, what's the point of playing anything other than generalist comps? And if generalist comps dominate the meta and can easily defeat any other style of teamfighting, then I think the meta would quickly become quite stale.

USAstar1 votes

By bring Fiora back. Blade Waltz 1v5 penta kill is a ideal team fight for me.

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