Am I the only one who is still mad at the pre-season changes that straight up encourage snowballing?

L0ve Is Blue··5 votes·279 views

1- longer death timers 2- Minions getting stronger depending on your level and the number of towers you destroyed 3- Weaker towers

Yes, there were some changes to towers and death timers but it's still not as good as the towers and death timers that were in place before. And this stupid minion advantage can we just remove that? If a team already has a tower, level and gold dissadvantage can we just NOT make it so they can't split push at all because the steroid filled minions of the enemy team can just push on their own with their 15% damage reduction from minion and 6 aditional damage.

And the shield on inner turrets... Why was it removed??? The second turret should sure be harder to get and have some more minion resistance. And the slow on the turrets in base what happened to that? Shouldn't it be punishable to dive someone in their own base?

4 Comments

JustMonika131 votes

"Death timers slightly reduced around the 20-35 minute window." "(Turret) REINFORCED ARMOR now grants 66.66% damage reduction instead of 200 Armor and Magic Resistance." (to make up for reduced health)

As of patch 6.9.

L0ve Is Blue1 votes

Still shit bruh

Have you even played before season 6? Towers used to give you shields, have way more armor and be actual objectives.

And when you get first blooded by a lb she was not level 5 while you are 3 when you come back

Teridax681 votes

I agree, none of the changes you mentioned are fun, but the original goal of them was to reduce average game durations to around 30 minutes, a goal they achieved successfully. Ideally, we should have none of those mechanics and still have games of equal duration, though that would require finding alternatives to the above solutions.

Personally, I'd be in favor of speeding up late-game gold and experience gains so that players on average would reach level 18 and a full build around the 30 minute mark, maybe even before. Right now, it feels kind of silly for Riot to force games to end at a time when people still want to rank up their abilities and complete their builds, and I suspect one of the reasons games sometimes extend for longer than they should is because people stall until they reach level 18 and 6 full items (plus an elixir). It's also not entirely good for late-game champions, who either enter matches at the risk of never seeing their early work pay off (e.g. Kog'Maw immediately after his rework and before his buffs), or end up balanced to a point where they power spike a lot earlier than they should (e.g. any Devourer/Guinsoo's champion). Right now, the game does a good job of matching early and mid level breakpoints to certain milestones (i.e. level 6 at 10 minutes, level 11 at 20 minutes), but after that it takes a lot longer for champions to reach level 18 (usually the 40 minute mark), and speeding up the process at that point could help close games more quickly.

Mirkhail1 votes

People were asking for shorter game and faster games, games were pretty long if i remember right. So they increased snowballing but also comebacks. Death timers were increased so that a late game team fight would have won the game. Weaker towers made sense but it was poorly implemented and with dragon being not a priority they easily get focused, now with the buff for tower and the new dragons things will change. Minions advantage is a nice idea and it isn't as massive as you think, i saw a lot of enemy weaker minions push lane, they made this change to help push lane a bit more without your minions being immediately killed. They shield wasn't needed and wasn't healthy, why 2nd tower needed to give you a shield, 2nd tower aren't meant to be difficult to take but dangerous since you will be in a very bad position. Dives someone should be dangerous for the cc of the various champions not because the tower have a slow.

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