The current meta is way too snowbally, and that much is obvious.

Yautja wannabe·2/15/2020, 10:36:47 PM·11 votes·7,703 views

Most games end anywhere between 15-25 minutes, and when one team is ahead they typically just stomp the other. Rarely ever do you see close games nowadays, and frankly I and so many others hate that. Not only does the meta make late game scaling irrelevant (or at least in high elo where games tend to get closed out very early on), which eliminates a large chunk of the roster, but it makes the game zero fun to play when you're behind. Seriously, I miss the days when you could win even if you were playing on your back foot. Now of course, if one side gets ahead they should have an advantage. That said, I'm not saying that getting a lead should be trivialized. What I am saying, however, is that falling behind shouldn't mean a virtually automatic loss. That's not fair, and it's not fun. Especially in a solo queue environment where you could be doing just fine, yet lose because someone else dropped the ball.

11 Comments

frackphoneverifi2/16/2020, 1:36:24 AM7 votes

[{quoted}](name=Yautja wannabe,realm=NA,application-id=3ErqAdtq,discussion-id=EJOLA3sn,comment-id=,timestamp=2020-02-15T22:36:47.256+0000)

Most games end anywhere between 15-25 minutes, and when one team is ahead they typically just stomp the other.

i agree with you.

i have even seen them close to decided, as early as 5-7 min.

but ya, pretty much once one side in a lane gets an early lead due to an early death or 2 it can be hard to get caught back up especially if your not in a good match up(counter picked) and behind exp and items.. the winning team need to basically make a huge blunder for it to happen. most times the game after that early lead is just a snowball squeeze on your team for next 10-15 till the game ends.

not fun at all.

Lanakila Au2/15/2020, 11:13:07 PM4 votes

Seriously though, snowballing is the worst its ever been. If you go down one kill in lane, be prepared to never fight in lane again, because your opponent will now be able to one shot you and even if you majorly outplay them, you'll still probably lose.

I was wondering why I haven't seen lb lately, played a game as her vs a lux. The lux got a kill on my jg early and came back to lane lvl 5. I was lvl 4 and she hit one e + aa and it took me to 20% and popped my passive. Not one rotation, but ONE ABILITY. Shit like that is just stupid, an early mistake from someone else shouldn't result in me having a terrible, boring laning phase where I have to just farm and pray.

Freewalker2/15/2020, 11:36:35 PM4 votes

I don't see as many people complaining anymore though compared to S6-8 about burst metas, assassins and damage creep. But back then you could notice it, S9/10 the damage was already so high it didn't matter. I agree that there is too much damage availability, but people don't want to lose their keystones.

Trying to root someone with a Lux Q used to be an objective, but sometimes it seems like the goal now is to exploit arcane comet and summon aery as much as possible. I like playing poke mages and supports, and most of my early game is devoted to landing Aery. I think that keystones reforged changed the gameplay dynamic so drastically that it would be difficult to go back, unless pretty much everyone wanted the progression to reset.

Club Stratus2/15/2020, 11:27:39 PM3 votes

Snowballing is out of control and I believe it's from too much available damage. Runes are out of control compared to previous rune versions allowing champions to do impossible damage early game. 1-2 kills, a single dragon buff, a full item, and a couple champion levels ahead and someone has already snowballed enough to affect every lane with half-assed effort.

Matches end up being a game of TDM until death timers are too long to recover.

Yautja wannabe2/16/2020, 9:00:15 PM2 votes

I'm sorry, did I say snowball meta? What I meant to say was avalanche meta. Also, one thing I forgot to mention is that power creep is a very common trend as well nowadays. For example, you could be the best Riven, Katarina, Gangplank, or whatever, and get completely dicked down by a new champ Riot recently released or by one that they reworked. This trend is especially noticeable in the pro scene, where all of the world's best players abuse whatever is currently the strongest.

Edit: River objectives are way too strong as well. Can't forget about that.

Crescent Dusk2/16/2020, 3:48:37 AM1 votes

Snowballs are always going to be a problem so long as a single all in or two ends up in death. Can't farm gold when turrets are this weak, it takes forever to get back to lane without teleport and a single rotation combo can threaten to kill you.

This game is terrible about comeback mechanisms because it places it behind a ridiculous bounty that only works if the enemy team virtually ints into you since you'll never be able to get a bounty against a person who earned a bounty because of levels and items advantage.

EvilUnicornLord2/16/2020, 6:26:44 AM1 votes

Nunu is in charge of the balance team...

FOR JUSTICE2/16/2020, 2:56:51 AM1 votes

[{quoted}](name=Yautja wannabe,realm=NA,application-id=3ErqAdtq,discussion-id=EJOLA3sn,comment-id=,timestamp=2020-02-15T22:36:47.256+0000)

Most games end anywhere between 15-25 minutes,

This has quite literally never changed. Games have always been around this length. In fact when it comes to game length, there are plenty of statistical facts out in the wild from riot api that the community would go absolutely ballistic to try and disprove due to personal bias.

Example, did you know the average challenger game only averages about 3-4 minuets shorter then an iron game?

And when one team is ahead they typically just stomp the other. Rarely ever do you see close games nowadays, and frankly I and so many others hate that. Not only does the meta make late game scaling irrelevant (or at least in high elo where games tend to get closed out very early on), which eliminates a large chunk of the roster, but it makes the game zero fun to play when you're behind.

Also while technically this never actually changed because no one on the planet enjoys losing, I can hard agree it's a hell of a lot more prevalent due to the vast number of ways to get gold and damage access.

Seriously, I miss the days when you could win even if you were playing on your back foot. Now of course, if one side gets ahead they should have an advantage. That said, I'm not saying that getting a lead should be trivialized. What I am saying, however, is that falling behind shouldn't mean a virtually automatic loss.

It's not. Since back in season 1 getting a comeback ALWAYS relied on an enemy screwing up. There is no such thing as winning on a back door without capitalizeing on an enemy mistake or catching them by surprise.

That's not fair, and it's not fun. Especially in a solo queue environment where you could be doing just fine, yet lose because someone else dropped the ball.

It be like that with team based games. Also never changed.