Who has the endgame?

Hazardus ducees··2 votes·1,670 views

With about 1-3 years of game development passing on by, we see league alter champions to their respectful time aspects. For example, if everyone had the ability to free farm (missing 0 minions in the process) in a sense, only those who spike at a specific time can start trying to snowball their lead with gold granting kills and make it so that late game can't reach the same status quo. That sounds crazily farfetched, right? Wrong. This is exactly how league has designed the game to function. I'm not being biased, I'm just claiming that league tries to create equal opportunity to those who play riskier champions as time persists. Now as I respect league's decision to space each role with time- it is unrealistic. Especially since league wants to claim it as a mode for competition.

Here, to make sure we're on common ground let me make things obvious. How many people want the ideal game time to be 30 minutes or less? Well, 32 minutes is deemed late game by Higher elo and that is when Late game champions start to carry and peak, but higher ranked games don't pick late game carries because the task at hand is to end the game as fast as possible- not wait it out. And since Crit champions are delayed from getting gold for each minion kill at levels 1-3 ( due to not enough damage to get last hit), they're at a much significantly more lower chance of getting that necessary spike or ender's game damage, which is why you barely see them in pro plays.

So basically what I'm saying is that, if you are a character (which are mainly crit builders, serious sustain and lots of crowd control/burst damage) who is designed to carry the team late game, then that should mean if your team has lasted for 25 minutes and everyone of them do better late game, then realistically speaking, they should win. All in all, I believe that the game must move faster so that the game ends around 30 minutes. The easiest way to do that is to have the minions leave more XP and gold earlier within the game so people aren't stuck playing for about an hour.

2 Comments

z63XnLCMwX2 votes

How early, mid and end game should be classified.

Early game = Laning phase until 1 item and half of second item. Mid game = When lanes starts roaming and rotating for jungle objectives like drake or rift. Roughly 2.5 items completed. Late game = When contesting for Baron/4th drake becomes possible. About 4 items completed. End game = When contesting for elder is possible, 5 items+ completed.

Viral Vermin1 votes

There are items to help with this issue. Not to mention the keystones. It sounds like what you're asking for is a certain cap on "online status" for champions be lowered. Can't you already develop your play style to fit that desirable idea? Using items like Cull, the Mid/Jungle funnel strategy, and Kleptomancy help move the time up for champions. Surely, there's a combination and play style that you can utilize to achieve what you want without an entire power redistribution of a class of champions. Also, have you heard about the changes to Tank champions, and the idea that Riot is working to make them more relevant again? When Tanks come into play, those late game carries become a lot more important, just from the meta. I think Mid-lane and Jungle have been some of the most diverse roles in recent years, and balancing Bruisers/Tanks and Crit/Burst AD's is what they are in the middle of doing. They started by buffing Tanks in the Jungle, and now that it has finally been added, we'll see if it has pushed those Junglers back into playable territory.

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