People Weren't Kidding

Ironclad Dragon··31 votes·1,406 views

This preseason is rough. I've seen plenty of threads decrying the new fast meta, where games can be decided on a knife's point very quickly and calling for balance changes. I was one of the people who said, "Well, the preseason is meant to introduce a slew of new things, but whatever." But now, I'm starting to see a trend in my games as of late: People weren't kidding.

All the games I've had on this patch don't go much beyond 30 minutes, and on those games I do end up losing, I find myself staring at the clock only to see there's ten minutes 'til 20. And when my team does surrender, it's almost unanimous. I remember before this patch that surrender votes weren't cast as quickly as they are now, and only rarely did all five team members agree to raise the white flag.

In the games I've lost as of late, I don't feel aggravated so much as crushed. Small setbacks spiral into bigger ones, and can do nothing as I see the team go to pieces. I know I can play competently, but these quickly-decided defeats are demoralizing to say the least. Makes me sort of wish not to play, and that doesn't strike me particularly as well and good for a game. Now, that's not to say I'm leaving the game like some people threaten. I just wanted to acknowledge that the game, in my opinion, as gotten harsher, yes.

12 Comments

NGNL Asian6 votes

Same here, although I enjoy the game being fast, now it's just about who's more fed now in the game. The strategilizing doesn't have much time to take place. The entire of this new patch makes it boring for me, it's just be fed and push. Which ruins a lot of champions such as Nasus, who needs minions. And many others who rely on stacking with minions. The entire patch is like made for mid lane.

Meep Man4 votes

They are slowly smoothing this out. We will see how next patch impacts things.

BasedJarvan4204 votes

I think the xp from kills is just too high and the towers die too fast. It's really hard to come back when your outer towers are gone in 10 minutes.

WookieJesuz2 votes

I made a thread with almost this exact title. >:|

Ironclad Dragon1 votes

Then we think alike.

TDubH3 votes

Hmmm, if i could i'd tell you to check my PBE accounts match history - Ashamed, but i don't play ranked on it so not much is visible but i've had anywhere from 20 minute crushes to 50 minute tug of wars, hell in a 45 minute game there was a level 16 kog'maw, we were winning by quite a bit at that time and were being dicks by not closing out but then again this kog'maw was SCARY so we decided to type /Equalize Which gave this kog'maw 2 levels and 2,500 gold in a single second ... Scariest fucking kog'maw he was a literal machine gun of death we came so close to losing.

whats interesting is that the new minion push mechanics are actually beneficial to the losing team NOT the winning team, specifically these minions benefit team comps that have wave-clear because the winning teams minions will normally push into the enemy so freezing the wave to keep it pushed towards you to draw them out is almost IMPOSSIBLE because your wave will auto-push; so when games go on long its terrifying to face a late-game comp.

the reason why these games are so short is Defeatism: AP CHAMPS SUCK TANKS TOO STRONG OMG JUNGLE TOO STRONG FOR ME ADC"S TOO STRONG Stagnatism: one of league greatest strengths are the ease of learning how 2 meta, however people stagnate in runes masteries builds and mindsets for every problem people complain about right now there is a solution. Ap champion suck. Meanwhile malzahar brand and anivia are really strong: because they abuse a mastery called Death Fire Touch, farming is easy with them, brand w e's, Malzahar aids and anivia Q's
TANKS TOO STRONG Because NOBODY FUCKING BUILDS TANK KILLERS, again from personal experience i've gone from getting my ass kicked by a volibear or mundo to shredding them from spending 800 FUCKING GOLD EASIER PURCHASE OF MY LIFE. OMG JUNGLE TOO STRONG Have you tried the jungle talisman? that gives a fk ton of sustain, while machete speeds clears talisman increases clearing time: basically for how long you can clear in a single set, also while gromp increases speed krugs increases safety so doing both of these allows you to jungle easily. ADC'S TOO STRONG I dunno have you tried playing a TANK because none of those dumbasses build tank killers have you tried playing an adc killer because go figures deleting the ADC has a 100% chance of shutting down 100% of their damage

this defeatism is killing come-backs, and its kind of pathetic.

MLDzXnRRR1 votes

I don't like ranged ADCs, so I decided to uninstall lol. Playing every game vs 3 ranged dps, who crit me to death in a 20 minute stomps, is too much for me.

Korillo1 votes

Winning is the same way. You just go on to crushing victories and it's like... well ok zzzzzzzz

Vexful1 votes

Seeing what people come up with thanks to the new items though is fun. I mean, other than top lane being Fiora Jax Tryndamere Trundle constantly thanks to how good AD auto attack and crit based champs are. Saw some really interesting with the item 3124 though. Nidalee Was using it with item 3146 and her spear passive procs were really strong, plus free AA poke on top lane. Watching the Tryn get poked to hell and back was amusing. Then she got item 3025 and ended all his hopes right there. I haven't seen her so abused since the triforce change when top lane was all Jax Irelia Nidalee going triforce tanks.

Squidblimp1 votes

Games end faster because TOWERS ARE CURRENTLY BUGGED! If you read the patch notes, they INCREASED the HP of towers, but DECREASED the Armor and MR, and made those resistances scale up every minute. HOWEVER, these scalings DO NOT WORK, and switch between their intended value and ZERO every second. So basically, most of the time you are doing true damage to turrets, unintentionally designed by Riot.

Next patch, turrets are getting MORE HP, and the bug is being fixed.

Teridax681 votes

Yes, the game is a mess right now; games are far too short and snowbally, and balance is all over the place. On the other hand, we're still on Patch 5.22, the preseason patch that was specifically designed to introduce new content and was almost guaranteed to turn the game upside-down, so all of this is pretty much par for the course. We're probably going to see changes within the next few patches that will expressly address these issues, extend games, clear out all the added snowballiness and target the really OP or UP picks. As players, we see all of these issues right now and want patches to arrive as soon as possible to fix them, but it might be better overall for Riot to take more time to assess exactly what's wrong, and how exactly to address it (i.e. within the standard 2-week patch cycle, which I think might also be too short), as knee-jerk balance changes and hotfixes have often had very mixed results (e.g. the Fiora hotfix, or post-release buffs to Gnar or Tahm Kench at a time when nobody knew how to succeed with them).

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