The fix this game truly needs
Bloated damage and increasing death timers as well as weaker objectives all to make it soooo much more easy to snowball out of control
However if you dont close out and lose a fight past 25 minutes you probably just lost the game
It does make for shitty game play either way, whether you snowball or get snowballed on, and if your teammate does something stupid in late game you lose.
Often times minor mistakes even if they are plenty don't matter in the face of the snowball onslaught however a big mistake later makes you autolose because of the same lame mechanics which let you snowball so stupidly hard.
In past seasons this wasn't an issue.
Lose 2 kills or a tower before 5 minutes no big deal you can claw your way back by setting up your own plays and taking objectives, though harder due to the enemy being ahead, it wasn't that hard to do if you had good strategy and skill you clawed your way back. And then you gain the upper hand by making more plays and using strategy to take extra objectives over your opponent. They try to stall to limit your gold advantage which eventually doesn't matter. This led to boring game play as the behind team would usually try to stall 20 minutes. riot tried to get rid of it, but they did it the wrong way.
Though if you lost a fight late game it wasn't auto lose they would get baron or maybe an inhib. These were kinda big advantages but not the end of the game, usually a team would need a few such wins and with each win it made the next one easier or harder to defend against due to pressure Only the best teams were capable of closing out the game after a late game team fight win. they would grab baron and use that to end the game. Nowadays anyone can close out the game, and if you are the adc you can singlehandedly end it if you win a late game team fight.
Honestly drake change and first blood tower was all the game needed. as one gave more agency to early game comps and drakes allowed you to gain stat advantages which could not be nullified by stalling the game. herald could use some of the same treatment and everything would have been fine. Instead, In addition to those things Riot did a lot more
- They also bloated damage heavily making snowballing champs oneshot everyone including objectives
- They made death timers scale harder to give snowballing team more time to take advantage of kills during mid to lategame
- They made objectives a lot weaker trough several ways, more ap damage and less hp and resists and made penetration apply to towers
- They gave pushing minions to the team with an advantage, giving them even more map pressure
- They removed bot tower fortification
- And there is a lot of movement creep in items further cementing map pressure, the ooc movement on lethality items being the latest example
Things to keep So i would suggest they keep the first blood on tower They keep the drakes as they are. They do some improvements to herald, like giving a team wide defense buff like + 10 armor and 5 magic resist to everyone including structures in addition to the current split push buff this should make people want to take herald giving top plane more attention in the early and mid game. Other option is to make it re spawn more often and allow the split push buff to stack extending its duration if the same guy gets it or allowing multiple people to have access to it.
Then change / remove the following.
No more auto pushing minions, this gives too easy of a map pressure advantage allowing the team with it to steal all your jungle and ward the shit out of it while you are stuck clearing minion waves. nullifying any gold advantage the losing team could gain from the extra push while gaining a vision and pressure advantage. It also removes the option to setup a slow pushing wave for the defenders which usually meant that the offensive team had to eventually take down that wave ending the siege, right now they can keep it up permanently with 3 lanes of pressure.
**Reduce overall damage. ** Riot is already doing this with upcoming mastery changes, this is a band aid though but a step in the right direction One of the things they also need to address is penetration stacking being too effective. And lethality being out of control
Tower re balance. They need to be tougher, give bot tower it's fortification back as a start. Then make them immune to penetration. This should help a lot already but if that is not enough just buff their hp a bit.
Tune down mobility. Getting rid of some of the excess of mobility on items will help a lot. both ways. it makes it easier to react to rotations but at the same time you too are going to get there slower. items like the lethality items giving up to 60 out of combat movement seems a bit over the top. a lot of carry items having large amounts of % movement increases doesn't seem healthy either. Remember alacrity boot enchant? with lethality items you get 3 of those stacked half the crit items have a similar boost with % movement and don't get me started on the ludens/lichbane combo making people zoom around as if they had 3 pairs of boots stacked I get it fast is fun it makes things feel less clunky overall, but we have too much movement right now and that isn't healthy as it exacerbates all the other problems.
Death timers. can stay as they are, might need tuning according to the other changes, possibly scaling less quickly but starting at longer duration
My 2 cents on league changes that i want to see