My midlaner rage quit last game and i cant honesly say i blame him....

TTg Scirocco·9/2/2019, 4:21:30 PM·47 votes·14,931 views

My midlaner rage quit last game after getting camp in early game with near like 9 ganks in around 8 mn and Honesly, I cant blame him. What i blame tho is riot because this's riot fault and Why do i think this's riot fault ... Its riot fault for keeping this jgl difference win meta and afk camp lanes with out any consequences or punishement, Its riot fault for for not doing something about this duo top/jgl or duo/mid being an autowin laning phase bc what can i do ? Im being camped and my botlane is 1/6 by then and my jgl is god kn what his doing. Its so frustrating honesly, That last kassadin last game never passed the mid center of lane and yet he got pretty much kicked out of game bc simply enemy duo mid/jgl can camp and even if he survive it doest matter because jungler doesnt not get punish enough for camping lane and opposite, They get rewarded with the share exp and plats so Bascly if u got gank and u lost ur flash, U gona get camp for rest of game and Thats pretty much it and so on. And for all how say jgl is weak, The top 10 rank of every serveur are bascly 6 junglers and 4 other role which say clearly despise all crying jungler main on twitter saying, Jgl still is most dominate and impactfull role. Hell its even dominate in Proplay... Solution to this personnaly i think it will be to do rework to jgl and start by removing this stupid scutle change that ruined everything, Nerf jungler wave clear early game so theycant afk full clear then go seed for minute in toplane bush camping but Buff jgl camps exp and at least nerf share exp and remove plats from game bc its most r%%%%%ed change in game after scutle.

80 Comments

Titanium709/2/2019, 5:01:43 PM11 votes

I wholeheartedly agree. The impact JGL can have on midlane if they choose to is absolutely disgusting - to a point where I feel like I'm forced to play 'ungankable" Champions to have a tiny bit of fun in the game...

The biggest issue is you have no way as a laner (and especially a midlaner) to punish the JGL for camping you. And you have little tools to avoid dying in a towerdive. Even if you manage to take one with you it's still a massive loss since the other takes plates and you loose even more Farm and EXP...

Due to mana regen being gutted attacking the enemy JGL on a gank is loss-loss for you. You loose mana to farm and trade, you loose the CDs to prevent the enemy laner from trading... and worst of all, the enemy JGL doesn't give a **** about the DMG, he smites the god damn crab, eats a fruit and is back to full live!!!


I feel like JGL Susutain (both MANA AND HEALTH) needs to go down DRASTICLY. There is no reason for a JGL without in-kit sustain to back to full life from farming... And clear times of camps needs to go up! [Gank mid, take two camps, gank mid, take crab, gank mid... the amount of time necessary to do this is insanly small]

Important: I don't think JGL income in generall needs to be nerfed. Gold and EXP from camps would need to be buffed to compensate the losses...

But one thing NEEDS to chance - JGL should NEVER be able to TRADE for their LANERS! Ganking without gettinga single summoner/kill should be punished! It needs to be a loss for the JGL!

Sure - in theory it should be a loss since seeing the enemy JGL should open up opportunitys for the rest of your team but... we all know the reality...

Ephixus9/3/2019, 8:27:44 AM8 votes

Jungle role is in overall very team reliant. If you have trash team nothing you can do besides AFK farming and trying to attempt to take an objective.

Exception: unless you play braindead assassins, like Kha'Zix, Rengar, Eve and other stealthy or slippy point to click bullshit.

Crystalysk9/2/2019, 4:33:26 PM7 votes

Camping a lane is just bad and doesn’t win you a game, it usually just does the opposite thing. If the enemy/your jungler can't punish someone who just camps a lane then he is just bad at jungle.

Anu3isII9/3/2019, 4:08:11 PM4 votes

Don't get me wrong bud, but camping a Kassadin pre-6 is his biggest weakness and one of the best strats to ruin him since he has only Flash and an unreliable slow. This strat has been known for years and any Kassadin player should know that. If he played correctly, the enemy jungler would have wasted time and get behind...

Dukues9/3/2019, 3:41:02 PM3 votes

Yo so I just checked into your mid and honestly this is what happened. The player is legit first time gold this season so maybe at max skill hit old gold 5 rank. They have 1k games played and just spamming a lot of different champs. They have the "hit new tier going to play what I want since I can't really get demoted" syndrome going on right now. Plus look they on a losing streak so they clearly titled. But instead of playing their bread and butter picks they pick Kassadin who looks like they hardly play.... Then they get ganked (probably not efficient wards & knowledge of where jungler is). Dude already titled and this tilts him harder so then they play worse and get picked off more. And then just rage quit the game.

Don't feel bad for them.... they fucked up by playing shit they don't know and enemy played around it well. Report them for afk and feel bad for yourself for getting matched with this "afk troll" essentially.

Smyrage9/2/2019, 7:09:34 PM2 votes

Wasn't always midlane more prone to ganks, but it was harder to gank that generally? I mean, you can't really camp midlane, because it doesn't matter whether you are on the blue or red buff sid, midlane is always in close proximity, therefore bad lane control can be punished. Toplane getting camped is more problematic imho.

Theorex9/4/2019, 3:14:14 AM2 votes

How they could fix jungle problems.

1: Readd Multiple Creeps on Red and Blue. That way champions like Lee Sin, Kha, Rengar, Eve, etc all have to spend more time clearing the first camp. While AoE Champions still have around the same clear time (Amumu, Mundo, Sej, Zac, etc).

2: Lower spawn timers by 20 seconds on all camps, while also lowering the XP. This way there isn't a super optimal route like there currently is; Red > Krugs > Raptors > Gank /> Scuttle > Base > Krugs > Raptors.

3: Move Krugs to Gromp, and Raptors to Krugs, and Gromp to Wolves, and Wolves to Raptors. The two highest yield XP are the furthest from each other, meaning that if a gank happens early into the game the enemy jungler is able to go counter a high XP camp away from the enemy jungler. As it stands right now, there is no incentive to take away wolves or gromp in the early game.

4: Camps spawn at 1:30 instead of 1:28, Less time for a leash. Again slowing down early jungle. That two second change is actually about 1.5 autos worth of damage gone from the ADC/Supp.

5: Scuttle. We can either remove scuttle and in turn reduce the CD timers on Warding Totems. or Make it so that scuttle now gives vision of where you kill it, while again lowering its XP.

All of these combined should change speed of jungle and make laning much more tolerable. But this creates an issue in itself. The AFK farm jungle issue, because some single target champions like Master Yi will get completely shoved out of the jungle in the early game. While again champions like Sej, Skarner, Zac, Mundo, Amumu stay at the relative power levels that they are currently sitting on. But I think that there is a bigger underlying issue than simply "Jungle decides the game.". I think that the underlying issue is as follows below.

A: Damage is too high. Say that Mid does get ganked, simply having to leave lane is already a big issue. You lose that get to level 6 xp that you need to fight back at level 6 or be safe at level 6. Someone like Zed can one shot you at level 6.

B: Gold auto Generation is too high, being skilled and being able to farm isn't 100% needed on someone like Fizz who can click R on you and one shot you even when he has 20 CS at 6 minutes. (Which I have done at least 20+ times to fizz players, on Ryze, Malz, Kass, Cass, Syndra, Viktor, etc) He WILL have a sheen by 6 minutes, there is almost no world in which he doesn't get a sheen by 6 minutes.

C: Lack of early Vision. Ward last about 50-90 seconds depending on the level you place them. Sweepers are able to be picked up at level 1. And if the enemy jungle is doing the vision trick. Which is go place a ward at second 50 in game, back get the sweeper, do camps. By the time you get to your other side of the jungle, your vision is up. That makes for some really powerful ganks. Because that vision you got early allows you to tell where the enemy jungler is, and where the enemy team may or may not have placed wards.

Now this isn't to say that these would also be a perfect solution if they were fixed either.

A: If Riot were to magically change direction and go away from full damage this pre-season, you can expect that about 75-80% of the changes in the last two years would be awful. Most notably Tahm Kench would be extremely useless, followed by Ryze.

B: If this change goes through, some poorly designed champions such as Fizz. Would be completely useless, because they have no way to deal with poke early game. They would have 20 CS and by 90% of the way through a sheen by the time they are level 6. Gold Generation is a problem because currently it allows for sub optimal play styles. Go to lane, play super aggressive. Force both sides to back, rinse and repeat. There is no downside to doing that if you force both sides to back. Because some champions will scale harder off of levels than off of items in the early game. The only threat to them being items, such a Bramble to Mundo, etc.

C: Jungle would feel useless because everyone would have everything warded making Ganks very hard unless you come with your own hard CC.

But regardless of how I say that these are not perfect solutions, they aren't bad starting grounds. Any of these. Not all of them. Fix one issue at a time. Riot is currently going down the opp direction of each one of these. Because in the pro scene everything is pretty much opposite. Being 20 CS down at 10 minutes is massive in Pro Play, while in Solo Queue for 99.4% of players, 20 CS doesn't matter. Damage is high in pro play as well, but pro play also have comms to point out everything so that they can nullify damage off of vision and comms. Lack of Vision in pro play is countered by map control, where as in solo queue. There is not such thing as map control because you can never tell what is going on in your team mates heads.

But this is only my 2 cents, I'm sure that riot is sitting back in there comfy little chairs drinking tea or coffee, reading this and say "Lul these are awful suggestions because they are anti-pro play."

Swollwonder9/4/2019, 5:42:22 AM2 votes

[{quoted}](name=Alx Neo Da,realm=EUW,application-id=3ErqAdtq,discussion-id=E0AFK16L,comment-id=,timestamp=2019-09-02T16:21:30.145+0000)

my botlane is 1/6

this would be the issue here

if you're REALLY being ganked once every minute the jg is losing on something. EXP, gold, something. Being camped is not a problem if you realize this is a TEAM game and the rest of your team now as a tremendous advantage if you just sit back and take the L for lane and the W for the game