Minion Experience Range and More

Stacona··1 votes·276 views

1. Increased the Minion experience range, but have the experience range not go past natural terrain (terrain like Anivia's wall would not affect and deny experience).

2. Grant 10% of the Minion's gold to non-last hits when within the Minion experience range.

What this ends up doing is hopefully make it so that we see standards lanes unless there is a very specific reason rather than straight up denial. It will make it so that junglers cannot accidently leech exp from mid lane. It will aid supports out with 1 to 2 more gold than they get now every time a minion dies. Plus it will make passive zoning no longer the way to deny, but rather interaction with your lane opponent is how you deny your opponent (lane bullies and poke champions could do this).

Another side factor: comeback rate will increase to create more interesting games and have more of an unpredictable outcome to the game, this is more of a viewer experience having games worth watching from start to finish if comebacks are more likely to happen.

~ Stacona

2 Comments

ValyrianBlade1 votes

I think riot is heading in the opposite direction on comebacks. They want good decisions and plays to be rewarded, consistently done they'll eventually lead to a win. If you do something like this to make come backs more likely, it reverts to being a game of better play than your opponents is thrown by one bad team fight late game where they proceed to take out 4 turrets, an inhibitor and the nexus all on one death timer.

With respect to xp range, it would require rebalancing as weak early game champs that are susceptible to zoning (in order to make up for their amazing late game carry abilities) would gain a lot of power from this, and these champions are already very powerful in the meta.

I DO like the idea of trying to stop Lane swaps to deny the opposite top Lane though...

Stacona1 votes

Right now, you cannot zone anyone in standard lanes from exp- increasing the range further is to put the nail in the coffin for top lane denials- if people want an easy time in the early game for lane swaps is different, its the top lane denial i dont like about it and/or skipping laning phase which is a crucial part of the game which has its own excitement to it and then teamfighting. as far as increasing comebacks i was thinking it may increase the comeback rate by like 1% MAYBE 2% but nothing majour- 1 to 2 gold for non-last hits is something supports would like, the other roles will not feel this change as they actually get last hits- so 10% for non-last hits is entirely a gold buff for supports pairing up with the gold mastery points as well- but these ideas could bring up the rise of the famous dust collectors that literally never get played

overall the ideas are to help supports out a little more, try to get rid of top lane denial for standard lanes, and try to fix accidental jungle leeching

p.s. if you play better through out the entire game and know how to close out games you will win every time- but comeback games are always fun to watch because when all hope fails and you think they will lose BAM the comeback happens and the team you thought would have won ends up losing- i just think it is more exciting watch on your toes actions the entire game than one-sided stomps

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