League isnt fun anymore
So i have always played in LAN server and everything was great, but then i decided to try luck and transfered my Account to NA. i got placed in silver 2 for provisional rank, but then lost 8 out of 10 games and got into silver 1. My mmr was high platinum and low diamond...
In my experience playing those games I often ran into jungler players that were lvl 30-50 and had better mechanics than high diamonds in Lan... At first i thought the level was just better but then i started tracking this behaviour. On the first 30 games i played in NA i won 5 of them. In any of those 5 games i made an impact in the game. They were decided just by the jungle. Same happenned on the other 25 games. So before i go and say that JUNGLE has most impact in the game i want to also confess that in 28 of those 30 games i played against SMURFS and they were mostly going jungle or Mid. Either way in those games, Since i main mid i had to face an absurd camping in my lane, i mean that i had to practically lane 2v1 for the first 15 mins of the game without counting the amount of times the support roamed to mid lane as well, so i would say that it was a 2.5v1 at average. I was out of the game for most games and was unable to do anything to win or lose the game. I tried playing rective champs like vladimir, ryze with no luck. The camp persisted, so i could say that of those 25 loses i could say that in 10 i blame myself because i could have play better but the other 15 were out of my control.
So that escalated and now im silver 1 in high gold mmr with a 22% win rate. That also had brought me the issue to have to deal with player that tilt the moment they see my stats, and they play without the intention of winning making my stats worse. I have had to play again in 2v1 lanes because the enemy jungler takes advantage of this and keeps my lane camped, while my jungler completely ingores this and never helps me.
In conclusion for this story is that i find it really hard to win without even getting the chance of making an impact on the game. Its really hard to win a lane when the enemy junglers only plays around that lane and your jungle go the oposite side of the map. And when things go bad they blame the 22% win rate silver player because hes the reason the bot lane lost a 2v2 or that mid lane got solo killed... Besides i would say that only 10% of my games are against ppl my own level. Theres always a smurf in that elo and that makes the experience way worse... I mean how discouraging is to deal against a lee sin who had ganked 7 times 4 of them were kills at 5 minutes while my jungler is still doing raptors.... The worst part of that is that this 7 ganks gives those player enough advantage to destroy those lanes and when my jungler comes to help the other jungler knows exactly where he is, goes for the counter gank and the game is pretty much over..
So Right now im at the point that i am ready to unistall the game i have played for 10 years and invested over a thousand dollars in skins and accesories...
ill sum up the reasons that had led me to this conclusion for those TL;DR users:
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There are a ridiculus amount of smurfs in high gold and low plat. It feels like there are more smurfs than regular players. This makes tha gamep[lay experience for regular players a real nightmare.
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The jungler have the most impact in the game... They have the power to completily nullify a player and enable another one. Also has the power to impact multiple lanes in the begginning of the game creating a snowball that most of the time if the team plays it right is unstopable.
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the game is too much gold dependant. Most of the times it feels that a player that has a 1500 gold diferential over his oponent will win most of the duels. even tho the enemy has 2-3 levels above that player. This creates an akward situation because will allow you to make mistakes more often and the enemy wont have the power to capitalize those mistakes. Im tired of seen mordekaiser go on a 1v5 without vision and still kill 2 and leave the place alive. Combine this issue with the impact junglers have in the game and you get games that are lost on min 1... Without the possibility to contest those games.
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Critical Strikes RNG allow luck to have an impact on the game where it shouldnt... As a tactical game and with mathematical algorithms i feel that luck is still a factor that can turn the tide of a game where it shouldnt. I mean they removed dodge because was rewarding luck too much but they left Critical strikes? how is it ok to lose a game because the full AD Gp lands a 1500 dmg 5-man barrel with only 25% critical strike chance (only infinity edge) and that barrel wins the teamfight, while a regular barrel wouldnt impact the teamfight at all, or if we go stadistically then i could say that a 1.25 multiplier to the regular dmg barrel wouldnt impact that game either... Or lets say a lucian dives a caitlynn. They both have to completed crit items, 50% critical chance, the lucian lands 4 out of 10 criticals but the cait lands 3 crits in a row. those 3 crits left the lucian with less than 5% of hp, while the cait has 40%. Now regarding the outcome of the next Auto Attack, the Cait will always win. Even tho the lucian has the upper hand but luck helped the cait. Now imagine that it was a 700G shutdown and that gave the cait the advantage she needed to start snowballing the mid to late game. So why should we allow crits or luck to be able to win a game? if we just add a damage multiplier like we should the lucian should always wins because cait has more range to punish but the lucian has the tools to neglet that range advantage.
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Lifesteal is too inconsistent. Lifesteal most of the time is a tool that will allow you to sustain longer in fights but i feel that in late game is a tool that makes ADC way too tanky and almost impossible to kill. This make the supports less impactfull than they should be... In any other moba i played, OverWatch, Heroes of the storm, etc. The supports are the most critical pieces of the team and the game goes around them. As a simple example, in Overwatch if your teams loses to a pick a DPs or a tank, you can still try to contest that fight, but if you lose the main healer you must 100% disengage because its a lost fight... In league if the support dies you can still win the fight because most of the times the support is an enabler or an engager, but nothing more.
-lifesteal is too inconsistent (part 2) i first talked about how this feature make supports in the late game (mage support dont mind this, only enablers supports) kind of useless. I mean lifesteal in late game benefits ADC soo much while its not that impactful for other champions. This is because the relation dmg/HP while a regular bruiser has this relation low, because of high hp and regular dmg, ADC on the other hand have this way to great, making lifesteal outheals the dmg they recieve (this also applies to Full AD Master yis and noctures with conqueror). I can still remember how a sivir survived my burst (as Talon, i landed a full combo) on a 60 mins game with 20 hp and with 3 critical strikes she recovered 80% of her hp and killed me in a matter of seconds leaving the state of the fight like it was a 4v5 because my impact was null. Or when a full build GP with 100% hp landed a crit barrel into a jinx and rushed her while she stood still and autoattacked him. She killed the gp with 5 shots and the moment the GP reached her she was already 60% hp while the barrel left her with less than 200hp... I know this is a punish for letting the game extend, but why not give the ADC consistent power throughout the game and not making them useless the first 30 mins of the game but then they become instruments of massive destruction.
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Champions roles are not consistent. Assasins should be alwas allow to give pressure to ADCs, Tanks should be able to engage fights, make space, and protect the team. Mages should be always bursting enemies from distance, and supports will enable the Marksman to handle the assasins properly. This means Assasins SHOULDNT be oneshotting supports or Marksman or mages, allowing the supports windows to help their carries, but still a marksman or mage should never EVER be able to win a 1v1 against an assasin. Tanks should win every 1v1 because their DMG/Hp relation, but they should be vulnerable to DPS like ADCs. This means that Marksman should be able to make pressure on tanks if they go way to aggresive, and a team should be able to punish tanks for getting out of position. Bruisers should be a great threat for a back line without being too squishy to have to escape the moment they dive... In conclusion here, champions should have more windows to counterplay and be more consistent to the role they are playing.
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Some champions sometimes dont leave any windows of counterplay, and their weaknesses most of the time are not as punisheable as theier streanghs. Simple examples, Zed, Vladimir, kassadin, vayne, kayle, Ekko, Master yi, Yasuo, Ezreal, Ryze. All this champions rewards late game in exchange of a weak early (except Zed, he excels at every instance of the game). But as those weaknesses exists they also have tools to survive the pain of a weak early game, this combined with the impact of junglers makes some games imposible to lose. Allowing them to reach the power spike easely and once they reach it they become unstopable forces. We have the lvl 16 kass that can ult every 0.7 seconds and those Ults deals 900 magic damage AOE and are also a blink with infinite mana with prescence of mind and W. We have the Ekko dealing 1400 with each E that has 3.7 seconds of cd and also has a get out of jail free card each 25 seconds. The vladimir that can E Q an ADC for 2000 health while he gets 800 free Hp out of his passive and heals 60% hp with each empowered Q leaving practically no counterplay in late game, not even grievous wounds can help against that monster. Yi and vayne are almost intargeteable in late and can 3 shots every squishy... I want to finish with zed, because theres a moment in the game that zed can Use R->E->AA>ignite to kill a carry, and that carry can only build GA, because he gets no benefists from zonyhas (caitlynn, jinx, vayne, twitch)so he can only protects himsefl once every 5 minutes while the zed legit only needs to press R because E can only be dodged with a perfectly timed blink or dash and AA is just an AA and thats enough damage to kill.
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Every hero should be able to purchase every unique passive/active in the game. Tanks should be able to buy veils, Full AD champs should be able to use Zonyhas active without losing The ap Stats. Ap champs should be able to get GA. etc
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Finnally, Every build or every class should have access to a 40% CDR build. (this has improved in the past of the years but there are still some champions that cant build CDR) Examples, tank buster brand/zyra. CDR should be an option that will give you more DPS but less burst, while ppl often builds ludens ECho for both of those stats...
I have many more reasons, but i already extended enough on this post...
Thanks for reading and im sorry for the long post