Lets talk current balance (bot lane and top lane)
I've seen a number of people stating things such as :
- Games are ending too quickly (or rather are too fast paced? That's another discussion though)
- Bot lane has too much of the say in the overall victory/defeat of a match.
- First blood turret is too snow-bally
- Top lane doesn't have much, if any, say in the overall victory/defeat of a match.
- Supports feel too much like guardians/heal bots/vision slaves/ supports have to big of shields
- assassins cannot kill anything outside of catching people out or split pushing.
Now, I would like to say I have all the knowledge in the world to point at one direct cause and claim that is the issue behind all of this, but I honestly believe that many of them are connected. Some of them I blatantly pointed out within sub bullets, but my theory of all this goes a bit further.
Before I start getting too deep into that though, let me introduce myself: I'm a Low-Diamond support main that has been playing since before riven was released. (so like the very end of season 1) http://na.op.gg/summoner/userName=tseihei Obviously, I have seen a lot of changes through my time playing the game in every role. I hope this allows me to have a bit more insight as to some of the changes that I believe have led to the current state of balance.
The general idea that I have is that a couple key things have played a role in many of the issues.
- Exp changes (Specifically looking at catch up exp)
- Support Role changes
So lets start of with the first on the list; Exp Changes. What I believe has become a very large issue in league of legends is that no one is able to get more than a few level lead anymore. In other words, the Range of champion levels at any one given point during the game is much smaller than it used to be.
OK, but why is that inherently bad?
Well, looking back at why many exp changes were put into practice. This goes back to split push heavy top laners primarily such as
. It used to be that Trynd could gain a 4-5 level lead over everyone else on the Rift by continually farming waves-jg camps. This proved to be a very effective strategy. If Trynd happened to roam into a team fight, he would be far ahead in strength over the rest of the map.
This became an issue, and thus, catch up exp was born. So now, with equal kills but solo minions, top laners only end up a 1-2 levels ahead of the bottom lane marksman. As I recently witnessed in one of my games, a Singed with a 3+ level lead can completely stomp an ADC during team fights.
And that brings me to conclude my first point. The lack of exp that solo laners, such as top, are awarded compared to marksman make the difference in strength minimal. This is even worse considering that top laners will scale better with levels than their marksman counterparts.
Look at where a top lane level lead used to _really _ power spike them; Mid-game Without this level lead, where are marksman seemingly too strong?: Mid-game
Thus, a possible solution towards making top lane more viable into the win/loss would be to** pull back the reigns on catch up exp**.
Pt.1 Summary: Top lane used to have several level lead, specifically when split pushing. This made them strong mid game coming out of lane, which catch up exp has diminished. This makes top laners mid-game, exp-based, power spike not very strong compared to marksman. Thus, marksman have become much stronger than mid-game top laners. Reducing catch up exp could be a viable option to both buffing solo laners, and "nerfing" bot lane marksman. http://leagueoflegends.wikia.com/wiki/Experience_(champion) <-Catch up exp shown by things such as extra exp for being a low level jungler, or the way champion take down exp is calculated.
Pt.2 Glad you could read this far or did you just skip to this part? Referring back to my second point, I would like to address some of the support changes that have occurred and relate that back to my main point; That support changes may be one of the reasons for the many problems with the current state of the game.
So what changes have happened?
Well, A lot. From Season 3 sight stone being introduced, we began the concept of supports having more than just warding and team fight Crowd control duties. Supports in season 3-8 have really all been summed up into one thing:
Support are more about itemization, and less about macro play. And I believe this can be translated in another way.
Supporting is more about helping your team mates directly, through buffs, heals, shields, crowd control, etc;
as opposed to helping your teammates in more indirect ways, such as vision, objective control, and strategy.
Supports have been continually pulled away from vision, where in season 3 for example, you could place an unlimited amount of wards in accordance with your allowance. Since then, the game has continually added and changed support itemization to give supports more of an impact through enabling their teammates actions, at the cost of macro play such as vision (caps and ward limits have gone down and green wards can no longer be purchased)
So for supports to remain in a balanced state, we had to cater items towards them. As a support player, I can honestly say that the current support itemization doesn't make me feel as though I am expressing skill, I just feel like I'm pressing every heal and shield I can into one person.
I believe support would be a much better balanced role if we placed more focus on objective control and strategy than enabling teammates. Something similar to skarner's capture points on the map is something I would love to see for supports. (which could be gated to supports through itemization) We also have a very modular runes system now, where we could come up with some very interesting ways to enable supports to participate in map control. ( which has been done with things such as zombie ward)
To make a more specific point;
Supports should be given unique ways to interact with the terrain, towers, and epic monsters.
and Enabling teammates should be a task left for their abilities, not items.
OK, but what does any of that really have to do with game balance such as assassins and top lane game control?
With supports having too much of their power poured into buffing/healing/shielding, it makes whomever they define as the carry near invincible. The sheer mass of added stats that marksman have available is atrocious.
aery, +
e,r,w+runes healing. IMO, no one should ever expect an assassin or burst ad/ap champion to do well with all of this.
If an adc dies to an assassin, someone messed up.
Either the support didn't react in time, or the adc was out in a place they should not have been. And yes, I am implying that all of these items and abilities are reserved for the marksman

So assassins have become unplayable because of support changes, or have at the very least required items to counter support changes that should never have been added in the first place.
So if we shift supports away from buffing, with some other tweaking afterwords, we can bring marksman back into line, making solo lanes applicable towards the end result of the game.
has too much power behind it, whichever ADC gets it first wins the rest of lane.
at top lane. Hell how about a ninja support that use energy (no
does not count he wasn't designed to be a support). I could go on forever but I think you get the point.