This feels like the worst season to play ranked

LegacyDAP·4/23/2019, 9:05:53 PM·21 votes·9,399 views

Like, I get you can climb and you won't win every game. But oh my fucking god it feels like more than half the games are out of your control this season, and by that I mean you just win or lose without ever contributing anything.

I feel like is way enhanced for jungle. Like seriously if your laners int or just hard stomp you can't impact any lanes it feels like.

This is all feels, but it feels like this is the case based off the several games I've played recently. I watched a Master-Challenger Udyr player lose 2 of his Provisionals in Goldish elo because of this. 2 out of 8 games where he lost because of 2-3 lanes just hard feeding. I seriously feel like games are over at 10-15 minutes now. Unless your comp is built around getting to late game.

10 Comments

Anatera4/24/2019, 3:20:50 AM7 votes

It doesn't feel worse. It IS worse.

Matchmaking is complete trash. I don't know how, all they had to do was leave it alone and it wouldn't have been made worse compared to season 8, but kudos to them for accomplishing the extremely stupid.

Balance is still garbage, which means people are less likely to play what they like and more likely to play Riven or Vayne. Also, none of their balance decisions ever make any sense. Ironic, considering how much time they spend in their patch notes trying to justify each one.

Game pacing is still shit. Basically, the changes they put out specifically to address that issue from season 8 wasn't enough or made things worse.

Yeah, forget about the feeling thing. It's worse.

Imbetterthanmoe4/24/2019, 4:13:49 PM5 votes

Too hard to carry on normal champs. Only way to climb is one tricking riven

xDogMeatx4/23/2019, 10:35:29 PM2 votes

i wanna play kassawin when he had a silence.

Ahri Baka4/23/2019, 9:16:50 PM2 votes

Season 8 was much worse

Great Ozymandius4/25/2019, 2:42:59 AM1 votes

The game needs an overhaul with champion roles better defined. Damage cannot be so dominant. Teamfights are a stupid mess with assassins melting tanks, adc's assassinating mages, skirmishers out-tanking tanks, etc.

In my opinion, many health problems with the game could be fixed by increasing tank survivabilitity -- especially versus assassins. Many other problems could be solved by making resources -- energy, mana, and cdr -- more scarce and more valuable. Rarely outside of laning phase do I think "we can win this fight if we can outsustain their mana".

Increase resistances but reduce health of tank items. Give tanks active items that use mana to create shields that strongly scale off of resistances (so a tank with lots of resistances can get maybe 3k hp in shield while mana lasts). Now tanks are MUCH stronger against lethality/mpen building assassins. But their durability is gated by mana and a long fight favors the carries, who need to build lw to kill tanks. This restores the trinity of teamfights -- assassins want to kill marksmen, marksmen want to shred tanks, and tanks want to disrupt the enemy assassin or lock down the enemy carry. To further this goal, lethality items need more lethality but less ad. Armor should be able to go negative, like it did in previous seasons.

Other changes that are needed: assassins need more of their damage to come from missing health and less of their damage to come from other things. Assassins should not be killing full-health targets; rather, poke mages, skirmishers, tanks, and other classes should soften a target before the assassin goes in.

There are many other problems with the game. There need to both be more reasons to teamfight and more reasons to splitpush. Itemization does not make the strategic tradeoffs sufficiently stark. Riot really didn't like the old passive on aegis because it was invisible power. Fine. But there need to be other items in that niche that reward teams for sticking together. At the same time there need to be better reasons to leave the team to splitpush; e.g., something like the altars in Twisted treeline -- if you capture the enemy altar, your team does increased damage to shields.

No champion should be hard countered at the start of the game, but there need to be more builds that hard-counter one strategy but are hard-counted by another strategy. If you make a strong build for teamfights, you should lose if the enemy is able to out-maneuver you into a splitpush game.

TheMoobile4/25/2019, 8:10:17 PM1 votes

Alternative title: This feels like the worst season to play League.

Sanghelios4/24/2019, 8:56:47 AM1 votes

As horrible as Season 9 is (with its greatest flaws being the matchmaking, and Riot's unwillingness to nerf Vayne/Riven ), it still feels like a blessing compared to Dynamic Queue or the Season 7 Ardent/Stopwatch nonsense. It sucks, a lot, but at least its an improvement I guess.

BigFBear4/24/2019, 2:54:06 PM1 votes

It's mostly lower Elos (Silver/Gold/Plat) because games are too uneven there (silver, gold, plat and unranked with winrates between 30% and 90% against each other = coinflip). Also a lot of Smurfs who stuck in low Elo because of this uneven games (like me... ehegehe) make this even more

I have 80%-90% winrate in my last 30 games in Dia with Voli Jungle but with my Smurf acc I stuck in Gold 1 with a 50% winrate since a lot of games (also Voli Jungle and exact same builds etc.).

Quepha4/24/2019, 3:15:00 PM1 votes

it's the same.