So I listened to that podcast about the state of the game...and I have questions about it...
Some thoughts here:
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How does it make sense that you guys think we aren't getting enough from fighting and we're using Banner and ZZ to take turrets...but you're lowering death timers? I understand you guys know what your'e looking for this time (less "sudden death" sort of wins where matches end with people thinking "wow...we just lost huh?"), but exactly how are you guys going to do that while still retaining this happy medium for game lengths where some games can be stomped out early and others can still drag out to 40 minutes (cause at this point I imagine people saying matches are too short are over-exaggerating and not really paying attention to what's happening per game).
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You guys spoke on how marksman-laning diversity is good to see, but the community as a whole is growing tired of it. You guys touched on why, but do you guys have any upcoming plans for itemization or kits that'll allow mages to head down bot lane without being a burden later on due to being lower leveled? Do you guys have any ideas for how to deal with the Sterak's + Maw combo so that marksmen can't just super shield themselves? I imagine marksmen going to new places would be more bearable if they retained their key weaknesses, and I think the reason that this is so hard to deal with is because of Sterak's. You could make its shield scale off of a percentage of your bonus health so that marksman essentially can't use the item anymore unless they built some
fighter
items
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I don't think you guys really talked about the balance between tank/ad/ap itemization being skewed way too hard towards tanks and way too hard away from ap by proxy. A ton of assassins and light fighters just keep grabbing tank items or fighter items and going rampant, and although you guys have been nerfing cases one by one (Akali/Fiora for example), I think this doesn't really tackle the big issue: tank items seem too cheap, yet too effective. You get your money's worth faster than someone buying damage while using your level advantage and maybe one or two damage items to do "enough" damage to key targets. Do you guys have any plans to deal with this issue on a broader scale so we sort of stamp this out a bit more..."permanently"? Maybe increase their costs while mixing up defensive recipes so those going for defenses will hit those defense-oriented spikes at a similar time that they'd hit their damage oriented spikes, but at the same not have to sit on underwhelming stats until they get there (that's basically my only idea outside of hitting everyone's bases and scalings at the same time)?
Would be great to get a response.
Original podcast: http://na.leagueoflegends.com/en/news/community/community-spotlight/state-game-meddler-zirene-and-more