@Repertoir if you recognize that waveclear is a problem, why Riot never speaks about it?

hopeful4·3/1/2018, 8:13:53 PM·2 votes·1,895 views

Yesterday you wrote that you indeed think that instant waveclear is an issue (especially from 400+ range, i will add) https://boards.na.leagueoflegends.com/en/c/gameplay-balance/OpOqkLXq-lux-has-a-huge-gameplay-issue-and-riot-has-been-refusing-to-aknowledge-it-for-months?comment=0008000500000000000000000000

How come we havent read a Riot post for this matter, that i personally consider huge and game wraping? Doesnt it stand against of many of Riot's principles?

  1. Its uninteractive. The moment that both midlaners complete their first or second item, they merely take turns at destroying waves in 2-3 seconds.

  2. It creates balance problems. Pretty much every midlaner needs insant waveclear in order to compete.

  3. It creates rigid and predictable games.

  4. It makes the games hard to close. Yes, turtling and waveclearing is awful. Awful to play and awful to watch. Its one thing if a team makes a comeback based on a big play. Another if they just turtle to the point that gold doesnt matter anymore because everyone is at 4-5 items.

12 Comments

RiotRiotRepertoir3/1/2018, 9:23:05 PM10 votes

why Riot never speaks about it?

It's hard to talk with players about problems you don't have clear answers to. It sets odd expectations, especially when things don't go according to plan.

I submitted some stuff to testing last night that increases the Health of caster minions to get a feel for that world. I don't have high hopes for that particular iteration (it probably actually closes off viable picks due to making waveclear thresholds more restrictive rather than opening them up), but we're testing it and we'll probably test some more extreme stuff as well.

Smithy2Q3/1/2018, 9:40:01 PM3 votes

I see two distinct problems with wave clear. The first is the non-interactive lane, where Malz or whoever just spams his spells, clears the wave and walks away. Repeat ad nauseum. The second problem is where a team tries to siege a tower and the creep wave gets one-shot, meaning you have to wait 30sec for the next wave to roll up ... only to get one-shot. In other words, turtling. The only to get around this is baron buff, and if there is no baron available, it's wait 8min for next Baron.

I don't have an easy solution to the first one, as it's really certain champions abusing certain mechanics, but the second one seems like it could be easier. Have it so that after 20min or so, champions can buff up minion defence just with their pressence, and it stacks. If you have five people seiging down mid, the bonus is more effective than only having three. The boost makes it so that the wave takes more than 0.5 second to get deleted, meaning the defending team needs to either expend more resources or pick a fight or do anything besides just sit behind the turret and let Cait use Shiv to clear everything.

This punishes turtling without hurting farming. That is, if you are alone in a sidelane, you can push and farm easily. That becomes less effective when five enemy champs are there knocking on your turrets. Doesn't change anything else about the game, and it only applies after laning phase. Likely not even noticeable in low elo, where most of us are, but it could speed up competitive. Worth a thought, if nothing else.

MagicFlyingLlama3/1/2018, 8:28:39 PM1 votes

It is an issue that cant be fixed. This is why turrets are so weak now.

Raising minion stats would destroy every bit of balance in the game - every champion would need a mini rework and the game would be a nightmare for multiple seasons.