To answer meddlers question about the snowball

Madsin25·6/2/2018, 6:09:37 AM·65 votes·15,229 views

"Have gameplay changes like those to gold bounties, scuttle, mage mana, resolve health contributed significantly? We didn’t see similar snowball increases looking at last year’s data and 2017 also had meaningful gameplay changes."

Ok so you didn't see similar increases last year? Let's see exactly what you did change this year.

New runes. 90% of the runes are scaling runes. So whoever is winning has the better rune advantage. Like this is simple shit whoever is higher level/more kills/more cs has better runes by default. Gathering storm is actually a healthy rune because it keeps everyone on an even playing field. Taste of blood/scorch/cheap shot/eyeball and many many more are unhealthy.

More damage because of the runes makes ganks even easier to pull off. Hence tying in with point 1 about immediately gaining a rune advanatge.

Take the tower because a whole wave of minions yourself and your trusty jg can easily shred it before he gets back to lane. Thanks for nerfing those btw that was exactly what they needed!

Now we have not forgot to press our advantage even more by taking the free 100g walking bag of lettuce before we take our rune advantage to mid lane. We might even get the tower before he respawns.

So now at 20 mins when baron spawns we can easily take it because it is garbage and they have no way of contesting but for some reason gives stats worth 10k gold and buffs that make it impossible for a team that is losing to have any shot at a comeback unless they pull an absolute brocolli play because the game is just that boring.

Look I'm not claiming to be an expert in balance. However your issue is pretty obvious, the new runes combined with towers being to easy to take and baron giving to much.

Champion balance is just a completely different subject altogether. Some champions can snowball harder than others and can combo runes to hyperscale. I'm not going to go into that though.

23 Comments

Ok sure but why6/2/2018, 6:57:06 AM36 votes

wALkiNg bAg oF LeTtUcE +1 +1 +1 +1 +1

Giga Baboon6/2/2018, 9:44:53 AM27 votes

Meddler's post has got to be a parody. How can you be paid so much money to be this oblivious.

PhDs Nuts6/2/2018, 4:28:10 PM7 votes

For some reason the only thing they look at (or at least the only thing I've ever seen them use on Boards as a stat) for whether or not the game snowballs harder is game length.

Nea1046/2/2018, 4:06:30 PM3 votes

Can you link that post? Was it actually so ... absurd? :O

Nyarlathοtep6/2/2018, 8:46:19 AM2 votes

scorch

Man give this rune a rest. Its not even that great. It's just a flat damage with no scaling whatsoever (minus per level). Like cmon now the only reason its being picked more than waterwalking or gathering is because it has the least limitations. Ww requires you to be in river and gathering requires you to reach late game. With scorch the only limitation is the cd.

Leonerdo6/2/2018, 6:49:47 PM1 votes

I'm skeptical about almost all of those points:

How do runes make ganking easier? (Aside from Predator which is very niche.)

Do the new Runes really scale better when 80% of the old Masteries system also scaled based on level or % bonuses? Most of the first tier were flat bonuses, but most of the later (more powerful) tiers were scaling, including the keystones. And the old flat bonuses for runes were mostly just rolled into base stats during the transition.

During Preseason, turrets gained 300 hp and some early resistances, offset by 20% extra minion damage. And later Red Buff was changed to no longer do damage to turrets. Altogether that means solo split-pushers are veeeery slightly better, but your scenario including a jungler will actually take longer for the turret to fall (compared to Season 7).

I agree about Scuttle Crab, but it is not nearly as big a deal as people are making it out to be. It's easier to monopolize the crabs now since only one spawns at a time, but it was always very possible to get 140g for "free" by controlling the river and taking both crabs.

Baron takes longer to kill. And when taking Baron, the enemy team was always the biggest threat, not the Baron's damage itself. Now there is more time for that enemy team to intervene in Baron attempts. ("No way of contesting"??) To be fair, Baron buff IS stronger now, but mostly in the sense that sieges will be quicker. The minions are stronger, but the chance that the losing team can turn things around in a teamfight remains the same.

Please elaborate on your arguments, because right now, I don't believe 80% of them.

Vlada Cut6/2/2018, 9:09:06 PM1 votes

The bounty stacks which Hunter masteries had made them unique.... It'd be really nice if others scaled normally ny time nd leave Hunter masteries stackable through takedowns.

Daddy Ants6/3/2018, 8:04:09 AM1 votes

{quoted}

New runes. 90% of the runes are scaling runes. So whoever is winning has the better rune advantage. Like this is simple shit whoever is higher level/more kills/more cs has better runes by default. Gathering storm is actually a healthy rune because it keeps everyone on an even playing field. Taste of blood/scorch/cheap shot/eyeball and many many more are unhealthy.

Scorch isn't really a "scaling" rune but I definitely agree it's unhealthy.