Let's Talk Meta Flexibility, Supports, and Junglers
#For a tl;dr, read just the section headers. Then read the sections you're interested in.
Premises:
- As long as it's not oppressive for the other team (looking at you, lulu top), playing champions in different lanes is fun.
- A more flexible meta is fun.
- It sucks to feel less useful than the rest of your team even when you're doing well.
- The ability to successfully play champs in different lanes opens up more possibilities for the meta.
- That is, if every champ could only be played in one lane and role, the meta becomes significantly less flexible.
I think most people will agree with those, so I'm not going to argue them. f you don't, make a new thread and link me to it and we can discuss it there.
I think that a significant source of inflexibility in the meta right now is gold distribution between roles -- where junglers and Supports get less gold than their CSing counterparts. Why?
- In order for a support/jungler to be useful when they're so behind in gold, they need to have overloaded kits.
- This means that they can't have good scaling, because good scaling + overloaded kit = oppressive and OP (see: Lulu top).
- Since they have poor scaling, they can't be taking into lane to cs with, because they can't use that gold well.
- Therefore those champs can only jungle or support.
- Therefore the meta remains inflexible.
How to solve this problem?
Give all roles equal gold, by buffing support item gold generation and adding jungle camp / increasing jg rewards. I'll talk about my specific suggestions for how to do this at the end of this post.
Riot actually tried to do this, in the last preseason, to supports, by adding support items. And what did we see? A bunch of mages who had previously been restrained to the mid lane, moved into the support role. This is a good thing -- diversity!
Obviously, this creates a bunch of issues, too.
- When burst mages moved bot, they pushed out a lot of traditional supports (remember the annie/thresh/leona meta -- Where only thresh/leo could compete with annie? Yeah...)
- The reason for this was that supports didn't have the scaling to make use of all this gold
- Remember FF? When you make it a strong strat to farm the jungle, it just feels bad -- that the enemy jungler can farm in safety, without being harassed, and then come out and solocarry the game.
So, what's the solution to traditional supports not being able to use their gold well?
Give them scaling! I'm talking strong scaling. 1k janna shields, +100% MS lulu, etc. Let's do away with this concept of a 'support,' who's doomed to be a second class citizen, yelled at for KSing and not warding literally the entire map, and introduce the concept of a utility carry.
A pure utility carry (because champs fall on a spectrum between damage and utility) has no damage scaling on their abilities (that is, ability damage scales only with level) and instead has utility scaling. Personally, I think it'd be cool to have items that gave utility scaling, but I'd be fine with utility scaling with AP on utility carries, as well, as long as their damage doesn't also scale well with AP, because then you get the Lulu problem.
"But Riot already gave supports utility scaling in S4 preseason, and that didn't exactly work as intended!"
Well, sort of. When RIot gave supports utility scaling, they took a step in the right direction. Yes, there was a time when botlane was pretty terribly balanced, but that was just Riot adjusting. By now, bot lane has settled back into balance. However, the same issue of supports needing overloaded kits still exists, because gold is still imbalanced; it's just not as bad as it was. (remember S3, the season of the walking ward machine?) So I'd argue that the S4 changes did work as intended, they just weren't enough, as evidenced by the state of Lulu.
If we were to make these changes, would each utility carry need their stats to be rebalanced? Of course. So saying, "but that would make lulu supp super op!" isn't a good counter-argument, because if lulu supp is OP, that's because lulu is OP everywhere and needs nerfs, not that the system is a bad one.
But, if support items let you get as much gold as if you're csing, why bother csing?
Because the support items, in early levels, won't give the same combat stats, so you won't win all-ins. It's the same reason not many adcs buy a LS + 3 pots, even though it gives you better trading and a jump start on your build. See the following section:
So, what were those support item changes you were talking about earlier?
I'd like to do to support items, basically what Riot is doing to jg items this preseason: give them each a base, based on your playstyle, with several enchantment paths based on what stats you want. Bases (playstyles):
- Spellthief: Poke
- Coin: Sustain yourself
- Shield: Sustain your csing partner
Enchantments:
- Warrior: AD and lifesteal
- Magus: AP and CDR
- Juggernaut: HP, armor, and tenacity
Each of the base items will not grant any direct combat stats (ap, etc), and the passives can be tuned to compensate, until the items are each in a good position.
The jungle is the other area with a gold imbalance problem
So let's buff jungle gold, too.
But as we saw with FF, it sucks when junglers feel as strong as laners, without any of the associated risk.
This issue is specific to junglers who just powerfarm, because they don't have anyone to contend with in their own jungle. Wait. "No opponents in their jungle." There's a pretty easy way to fix that -- **we also need to make invading easier. **
The S5 preseason jungle item changes do this, somewhat, by giving Riot a lever to tune how powerful invading is. But I think that if we fixed the gold discrepancy issue completely, just making the counterjungle item stronger wouldn't be enough. We also need to make invading easier and, more importantly, safer. This would require reworking jungle pathing so that counterjunglers have safer exits.
A rework of jungle pathing is highly unlikely, given the release of the new SR, so I don't think that jungle gold is something we can fix completely, right now. But I do think the new jungle items will allow us to lower the discrepancy a little bit.
#Wrapping up: What would this meta look like?
I still think that the dominant strategy would be similar to live.
- You'd put a utility carry with a damage carry in botlane.
- I think that combo results in the most effective damage and safety.
- You'd probably still want a jungler. Although the jungler can get as much gold in lane,
- He'll be getting less XP.
- You won't have the same objective control.
- You won't have the same gank pressure.
The point, though, is that a duo top, double jg, or double adc bot strat wouldn't be as blatantly bad. The popularity of support (as distinct from utility carry - support is now a role, defined by being in lane but not csing) and jungle roles would hopefully increase, because, at long last, support karma will stop feeling like she tickles compared to lane karma.
Thanks for reading. Thoughts?
) and proper communication,
can actually be played as a marksman. his low range and lack of AD scaling on anything other than Flay can be a problem. i have no idea if it works at higher elos, but it's stupidly effective at times.
and
) you're instantly flatlined. Your ganks are instantly going to be much weaker, you're going to be forced to farm up and stay in jungle, while the ahead jungler gets free roaming privileges. I never get more frustrated than when falling behind as a jungler, because the team can't (or won't) help, and the enemy jungler just camps and I can't engage. It's fun to have a challenging opponent in the game, it's not fun to have to deal with an unstoppable force of nature that is a lose-lose situation no matter what you do.