[{quoted}](name=Sub HeroCro,realm=EUNE,application-id=3ErqAdtq,discussion-id=L45bEjf7,comment-id=0001000100000000,timestamp=2016-03-08T20:52:48.521+0000)
First of all you started playing this game year ago?
Mate you lack experience take it from a person who experienced all seasons
- Have you seen lcs LATELY? None dares to do anything because of no vision and death timers. If you think that the game is full of fights at the moment you are so wrong. "Lower elo you are more fights / kills you ll see "
That's obviously going to happen. Pro play in ANY game is ultimately about mileage/risk. The key difference is that MOBAs integrate snowballing mechanics and design choices that make it harder to justify risk.
If you're playing a fighting game, people fish for confirms off of lighter hits before converting that confirming hit into a full-on combo. Now, confirming off of a heavier attack leads to more damage because most fighting games scale down damage as you increase the number of moves involved in your combo, but most of the time people don't go for those. Why? Because it's risky. It's dangerous. Still, you'll see riskier plays in other genres more often than this one because THIS game has a huge punishment tied into dying even once or twice. Even if they attempt to add more incentive to go for offense in general, pro play will always be about measuring risk versus reward.
Which sort of leads into the whole warding thing. Like I've always said: Less vision is for the losing side, and more vision is for the winning side. The winning side doesn't care if the enemy has wards because as long as they themselves can see, they'll just run them over. The losing side wouldn't be as upset about lacking vision so long as the enemy did too because they can attempt to catch them off-guard (not an easy feat, but still way easier than if vision was plentiful). If the whole map is lit up, how do you work a bad situation into a good one? The enemy will ALWAYS see you.
- I dont remember assassins being bad in tank meta.
Well they were. Season 5 had just non-stop Sej/Cho whining and assassins playing the victim card while no one cared because squishy mage/adc players have an eternal blood feud with assassins.
Nerfed Cinderhulk meta was one of the most balanced patches we had. I main mid and lots of assassins . There were times when individual assassins were weak because of Riot direct nerfs but never as a whole They were bad because of global changes I Just didnt experience this since season1
The problem with assassins during that time was that, well...everyone was playing tanks. Who do you assassinate? If it's the adc, congrats...your champion is now literally degraded to hunting one person on the map before getting cc locked and dick kicked. Early game champs were also lacking because once everyone started getting tanky, they didn't offer anything anymore. Everyone would constantly bitch and moan if their support didn't pick a tank option. I'm not saying the game's perfect now, but the game wasn't perfect back then either. EVERYTHING revolved around scaling your numbers to 40 minutes in, and the proceedings before then were meaningless unless it was Jinx/Vayne/Tristana getting fed.
Globaly nerfing damage / buffing tankiness = just means longer teamfights none would mind this
Yes, yes people would. Assassins would hate this. Early game champs would hate this. Mage supports would hate this. Burst-oriented mages would hate this. Not everyone likes having tanks trample them underfoot.
- Season 5 is bad example of balance apart from cinderhulk area
Most of the changes which caused increased snowball happend in preaseason 5
I ll try to explain it to you
Comebacks and snowball was perfect in season 4 There were other issues of course but this part was really well defined and balanced
Well, I first started when season 4 was out the door, so I wouldn't know. All I know is that I stepped in when Katarina was beginning to make her way out.
Comebacks were almost impossible in season 5 but snowball was weak despite that
Save Vayne/Jinx/Trist, but yea, for the most part...until Devourer came out and that was horrible...
Noways Snowball is stronger then it ever was and then there are wierd WTF comebacks because in 40 minute game ANY LEAD YOUR TEAM HAD doesnt matter since who ever wins next fight with 2 people standing WINS THE GAME. And that frustrating
Like, here's my thing though:
40 minutes in (late game) was always like that. It was like this before, and it's gonna be like in the future. If you don't want wild swings in game outcomes, you end the match earlier. If you want to make the dream real off of one more play, you survive to late and make that one fight count. This isn't a major concern because that's how this game is.
IT DOESNT MATTER HOW WELL YOU DID BEFORE THOSE 40 MINUTES AND IT DOESNT MATTER HOW BAD THE ENEMY TEAM IS IF THEY JUST PLAY IT OUT CORRECTLY ONCE IN A 40 MINUTE GAME
So if you're significantly better, end it early and avoid that. The changes made this season are specifically designed to address THIS STATEMENT. Take some turrets, keep working them down, and finish them off before they can try for that late-game Baron pit team fight.
From how I see it, there are early, mid, and late game champs, right? So ending the match by early game, mid game, or late game should all be viable strategies, or else there's no point in the champs that are left out. Right now, games end on a relatively spread from about 25 - 40 minutes. That isn't too bad really.
Comeback potentional is low But when it does happend and a losing team wins a teamfight THEY have enough time to take one inh and few towers you might wonder? Nope they have enough time to destroy 10 towers 15 inhs and 2 NEXUSES
NOTE "SMALL" HYPERBOLE
At 40 minutes that'd never surprise me. Not last year. Not this year.
So hopefully now you understand what I mean when I say
We want more comebacks but in the same time we do not think its ok for a losing team to win a game of 1 teamfight
Because nowdays they will just take 7371 towers 132 inhs and nexus while you are dead
This is primarily a personal problem then. Once you hit late game, a single team fight can always end you. It doesn't matter if we're talking about one season or the other, because death timers scale up as time goes on. If you get aced hard at 40 minutes, I'd honestly be surprised if you didn't lose. Like, it's been almost an hour. How long should thing keep going on!?
The game needs changes, yea, and I don't agree with everything (Sated Devourer) they added into the game, but I think people do a lot of complaining without really look at things objectively. A lot of whining based on "how they feel" or nostalgia from seasons past when the meta wasn't as developed and everyone was significantly less knowledgeable about the game as a whole.