@Riot: Are Super Minions too much icing on the cake?

PrinceArchie·11/23/2015, 10:11:08 PM·1 votes·413 views

I'm not sure how to really explain this to it's fullest extent but let me give a quick analogy to wrap it up before I go into more depth. Imagine if you and your buddy are playing a game of pool, and he is starting to gain advantages at an alarming rate, pocketing more balls than you are. However when it comes time for him to pocket the 8 ball he continually scratches over and over again, and despite making a GAME ENDING mistake NUMEROUS TIMES you HAVE TO play it out for 30 minutes until you are able to come back and win. That what League feels like a fair number of games I've played where I havent stomped but have been able to come back. My team can punish massive mistakes, but unlike before we'd have to punish mistakes to an absurd degree even while being ahead 20 kills and sizable amounts of gold; as opposed to one or maybe two game changing plays all because super minions are just much too strong and turrets much too weak.

I'm sure many of you have had games since the recent patch where. You were the team stomping to oblivion the other and were able to end the game off of one decisive push after an ace like 20 minutes in the game, without supers. Or maybe you were the team that got stomped and had it happen to you in a similar fashion.

But how many of you have had those extremely bizarre games where, you were "getting stomped" (maybe one fed member on the enemy team). That one player on that team by sheer presence alone was able to alongside his companions down an inhibitor; they get every other tower, objective, inhibitor off the map and you somehow still win? I feel like those games are becoming increasingly common and unjustly so. Let me be more concise I suppose.

If a team is stomping, then fine, they decidedly won and probably have taken over the game to which they can and would end. But if a team is only slightly winning, manages to get ONE inhibitor and in so doing effectively FORCES your team to defend while they can ply x10 more horrible only to prolong the game 20 minutes, I think it's fair to call foul play here.

My concern here is inhibitors literately giving the team who secured it, even if only one a free pass to not be aggressor on and play sloppy. Even if your team defends, aces them numerous times and catches key members out, supers are so strong and towers are so weak that the supers end up being 6th and 7th players for their team.

So much so that even if you kill the actual players you cannot really do much of anything else and they arent punished for misplaying, losing gold/lead. Im legit serious when I say your team can be 20 kills up, ahead in gold and your team is still forced to stay in the base because super minions and weak turrets make for ridiculously easy and unearned back doors. One downed inhibitor shouldnt mean the enemy team cannot reasonably punish you. It wasnt like this in the past either. You could punish teams for not using their super minions correctly much faster, usually in a single ace or less if they really messed up, which happens ALOT this patch but doesnt yield near as the same amount of results. Can riot buff the defensive value of base turrets OR add a new mechanic to the game that reduces the effectiveness/time of supers? This is ridiculous.

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