Snowballing vs. Comebacks
Hello League community. I've seen a lot of posts talking about excessive snowballing that has made for some unfun games especially in higher elos in which one team will just open mid shortly after a significant lead is reached by the other side (or so I am told; can't back it up).
To be honest, I would not want a game without any kind of snowballing i.e. a fair chance for both teams throughout the entirety of the game. In such a "fair" game doing well in lane would hardly equate to doing well in game and the games would last for a long ass time. League, by nature, is a snowbally type of game. Levels, gold, experience, and items all contribute to this and there will never be no snowballing. The level of snowballing can be curbed, though, by a multitude of things from damage levels to how much gold turrets and minions give to turret strength etc.
There are, in essence, two levels of thought regarding this issue: 1.) If I do well in lane I should keep doing well and have a better chance of winning the game 2.) I want there to be at least some chance of a comeback and I don't want a single mistake - such as a gank - to ruin my chances of winning.
The problem with the first level of thought is that it can lead to games that are decided almost by the first blood or first turret leading to shorter games and more open mids/ffing. The problem with the second level of thought is that it can be tricky to gauge exactly where the line should be drawn; should the average game length be over 45 - 60 minutes? Honestly I do not want games to last that long on average in a grind-style type of game (but that's just my opinion).
It's hard for me to say exactly what should be done. On one hand people will complain regardless of what games are like. I feel a lot of the problem has to do with positioning and teamwork. Rengar, for example, dishes out a lot of damage with an insane leap range, but if the opposing team groups up when he ults there is little he can do to kill a carry without dying.
I am a support main and I can tell you that proper peel and positioning win games. In a land of high damage, keeping the opposing team from landing said damage is vital and can be done pretty easily. It just takes patience and timing. I see qq posts about mages going support and I am just sitting here like:
Yes there are some things that can and should be changed, but both teams can utilize whatever the meta is. Whatever happens I don't want a tank meta in which tanks go every role and slap each other for 5 min. without dying. I'm pretty pleased with the state right now and can't argue in terms of gameplay. I've seen pretty much the same things I have for the past 3 seasons (DQ aside). People will always complain no matter what and I feel high damage is just a scapegoat for people having bad games. Turrets could dish out a little more damage and could be defensively stronger, but other than that I'm having a good time.