This game isnt too snowbally, we just need more health
Been playing since beta. Stopped at about season 5/6 for a bit right when they removed wards (wtf?) came back to this....
I instantly noticed 2 things (well 3 if you include the crazy new rune set up).
Game times are substantially shorter Burst damage is substantially higher
I think the combination of those 2 things make the game FEEL more snowbally, but this game has always been snowbally. With some comebacks and bounties though is say this game is not in fact, more snowbally then it was. That is not to say I dont think this game has some new problems. But first.
Sometimes I feel like riot makes changes to market attention and tone down qq, rather then make choices that enhance the game. Runes are cool and exciting and draw attention and new players, but do they ENHANCE the game. It seems like runes have the same problems they've been trying to fix since as far back as I remember...diversity.
But runes don't really add diversity, theirs typically 1 path for most champions in a given pool (role) with some offsets and sometimes choices. For the most part it's pretty 1 dimensional the bottom line is the same. More dmg. But where is the counterbalance?
There's always been a high level of dmg in this game but I feel like you use to have to work more and longer for it. Outplaying your partner in lane was a long process that not only included consistant right choices and mechanics, but also focus and prolonged concentration. Champions like vayne required a high level of concentration and discipline to become effective. It seems like with more emphasis on early game this game has actually lost a bit of its diversity in overall game composition and strat.
I think this could be countered simply by INcreasing HEALTH. Base and growth, so there is still the higher sample pool of time when it comes to laning rather then so much being decided in early trading.
Why not add more utility inside runes like an anti cc trinket they have in wow?
Also I think game time could be extended by about 5 minutes by toning down scaling to still make late game champions developed for late game more viable and exciting to play. No one wants games over an hour usually but 35average with standard deviation of 7 minutes I think is about right with the time lowering ~3-5 minutes in diamond and above. Right now I feel this game is trying to be more an "arena" or "brawl" rather than a moba which focuses more on champion vs champion combat when icwould like it to see it more as a strategy game. That niche spot inbetween dota and hots
TL:DR make early game more forgiving and diverse so player skill can truly shine and show through longer sample pool, time. Increase base and scaling health for less bursting fights without buffing tanks for too long dragged out fights and to extend matches to allow for more diversity in team comps and strategies.
and conquerer users.
giving AP, CDR, spellshield, AND MR, rework it so it only gives the spellshield and AP or CDR. Not all 4. That way players will have to build more specifically towards the opposing team/state of the game.
but half of it and its for everything even abilities. It would slow down the game into another tank meta or extend the games 10 - 15 minutes longer. It would also make champions like
be useless (maybe IDK Eve's Ultimate is crazy sometimes) .
would like to know your location