The new minion mechanics are bad for League because they will stifle champion/strategic diversity.

SquirrellyOtter·11/10/2015, 9:13:38 PM·146 votes·6,977 views

The new minion mechanics--where minions are stronger and tougher based on team level advantage and towers taken over the enemy--are ridiculous:

> MINION DAMAGE BONUS: If your team's average level is higher than the enemy's, your minions deal 10% bonus damage to enemy minions. If you've taken cumulatively more turrets than the enemy team, damage is further increased by 10% for each turret you have over your opponents. > > ENRAGE: If your team's average level is at least 3 higher than the enemy's and you've taken 2 or more towers in a given lane, your minions in that lane deal 90% more damage to enemy minions > > MINION DAMAGE REDUCTION: If your team's average level is higher than the enemy's, your minions take less damage from enemy minions equal to (tower differential x level differential) + 1. This number can't fall below 1. > > IRONCLAD: If your team's average level is at least 3 higher than the enemy's and you've taken 2 or more towers in a given lane, your minions in that lane take 7 less damage from enemy minions.

This means League, already a hugely snowbally game, just got a lot more snowbally.

If you can't maintain levels against your opponents and you can't trade towers, you're not going to be able to wait to win in teamfighting because the enemy minions will push down your lanes without having a dedicated split-pusher or someone with obscene wave-management mechanics. If you lose any two lanes, you will lose the game, period.

Which is sad, because League used to be a game that you could have the choice to scale into the late-game and beat a superior early/midgame comp with better lategame teamfighting, but with these minion changes, I predict we'll see far more surrenders at 20 minutes and far less epic lategame comebacks because these new auto-pushing mechanics, not late-game scaling teamfighting, will decide games. In order to take advantage of these new pushing mechanics, there will be so much pressure to get early towers and early level advantages (hello Zilean/Mordekaiser). Early-game Warrior junglers like Lee Sin will become far more powerful because they can gank earlier and apply pressure to lanes, take towers, and secure early kills and level advantages to start that snowball; meanwhile, Sated and Cinderhulk junglers who need more time to clear and itemize won't be able to help their teams counter the early pressure and stop the snowball; their kits and itemizations don't allow them be able to gank/pressure lanes as early and as effectively, and they won't be able to level as quickly because they can't clear camps or secure kills as quickly as Warrior junglers.

Laners that can clear waves quickly and mount one or two-man tower sieges (like Viktor/Azir, Sivir/Caitlyn, etc) will be highly contested picks because they'll be able to level up faster and pressure towers earlier over a slower-clearing enemy who might have better lategame scales (Vayne/Kog'Maw). The new mechanics will reward a longer laning phase and 1-3-1 split-push comps and punish deathball/siege comps, since deathball comps will get shared experience penalties while split-pushers will get full experience (read: minion advantage) and threaten towers (read: minion advantage).

TL;DR: If I wanted to play a game that punished teamfighting and encouraged eternal laning/split-pushing, I'd play HOTS. These minion pushing mechanics are bad for League and will stifle champion and strategic diversity, not encourage it.

78 Comments

Spoofghoul11/10/2015, 10:09:34 PM63 votes

On the upside. When lanes push harder agains't you that means the enemy will have less gold income. You can pretty much powerfarm with a vengeance and still keep the minion waves frozen nice and easily under your tower.

What worries me most is the addition of an early snowball + Riftherald buff making it impossible to deal with these minions.

Xonra11/10/2015, 11:46:12 PM17 votes

Riot has proved once again they have the mentality of a fickle 14 year old girl, because they have NO idea what they actually want.

"Snowballing is bad and we want to limit hard snowballing"

2016 introduces more snowballing mechanics than any other seasons combined "Yay snowballing!" facepalms Thanks Riot. Make up your minds please.

BadmoonBC11/10/2015, 11:40:37 PM10 votes

This really hurts a team chance of Coming back. This is stupid af

frigginmurlocs11/10/2015, 9:37:14 PM10 votes

And to think this is exactly what they didn't want to have happen in season 3 ( super minions buff to regular minions applied to all lanes, now just the one with super minions

Mcprowlington11/11/2015, 12:10:15 AM7 votes

I don't know, I don't think adding more meaning to early objectives is the "bad" type of snowball. It might actually be favorable sometimes since (with minions pushing back faster) a lane that lost their tower doesn't have to put themselves at risk of a free gank just to keep farming.

If I wanted to play a game that punished teamfighting and encouraged eternal laning/split-pushing, I'd play HOTS

no, if i wanted a game that emphasized team fighting I'd play HOTS. I want an actual strategy game where losing objectives feels punishing and taking them feels meaningful.

far less epic lategame comebacks

epic lategame comebacks? You mean like where a team turtles for 40 minutes and then the superior team makes a single mistake and despite completely dominating for an hour they've just lost in 5 seconds?

Rebonack11/10/2015, 11:42:13 PM7 votes

Don't want to play snowbally PvE?

Come play Dominion!

We have cookies

IcyPepper11/10/2015, 11:43:54 PM6 votes

God forbid someone afk's.

Poske11/10/2015, 10:50:21 PM5 votes

Its not as bad as what they did with this season snowball

Tower gutting Increasing the inhbiitor death lenght by a minute Baron bigger pushing / sieging impact Dragon is relevant whole game And then there were scuttle crabs which were just bonus for a team with lead Banner of command became viable

But hey boys atleast we are getting free homeguards past 20 minutes in upcoming season Its not like this helps the wining team also -.- . Seriously you cant even take baron after winning team failed a siege since winning team ll recall and they ll just Sonic to protect the baron

Seriously ZZrot and Ohmwrecker should stay garbage tier.. snowball is to high (Yes ZZrot can be used as defense tool to )

ModKnightsKemplar11/11/2015, 1:16:21 AM4 votes

I agree with your points. It's important to me that I playtest it before I cry foul, but I have similar concerns about early game champs benefiting too much from this. If nothing else, those pushed lanes are going to make it much easier for them to take Baron and Dragon, which, being ahead, they were already more likely to take.

Retillin11/10/2015, 10:36:11 PM4 votes

This is a very quiet buff to all early game lane bullies. (ie Rene/Lee/Rek/ect...)

Jasiwel11/11/2015, 1:08:33 AM4 votes

My question is still: are Nexus towers still going to be useless after 20 minutes or will they actually be able to survive a wave of late-game minions?

Llanite11/11/2015, 2:56:15 AM4 votes

If every member of the other team is 3 level higher than yours, game is almost over anyway.

Titanium7011/11/2015, 12:44:25 AM3 votes

Holy.. WHAT! How random is that!

KK the 3 Level higher is just "You wont make a comeback - surrender now pls and save server power" (If you´re 3 level behinds combacks are quiet rare anyways) - I can deal with it.

But the other are just SUPER Random - get an early advantage(invade) and screw up any wavecontroll mechanics. Than the enemey team levels up, and the pushing chances once again, only to swap back when you´re Team LevelsUP.

"If you've taken cumulatively more turrets than the enemy team, damage is further increased by 10% for each turret you have over your opponents."

Hey, now we have to do LCS crap towerpushing in Ranked games.. nice...

GankLord11/11/2015, 2:46:22 AM3 votes

Can anyone say rise Zilean support?

Done2511/11/2015, 4:40:32 AM3 votes

I actually like this change. Because there are games where even though you have a huge tower advantage it means nothing because the enemy team has so much wave clear that they instantly wipe out waves when they reach the base. And now they just got 2+ waves worth of gold. With this change you could force the enemy team to defend a lane while the others push in.

FDru11/11/2015, 2:06:50 AM2 votes

Welcome to Surrender Rift

Not like it's going to be any different from before, anyway. Whoever is losing gives up at 20 minutes as it is.

SoMNia11/11/2015, 3:28:18 AM2 votes

I'm not sure I share your worry. A late-game team comp NEEDS splitpushing power to stop an early game comp from rushing them down anyway. If you want to teamfight right away, you pick champions with a strong early game, you group, and you go for objectives. If you want to stall and farm, you need waveclear.

Sire Hippington11/11/2015, 2:26:49 AM2 votes

i really hate those changes, they take away alot depth from the game. Once you have a certain diffrence, minion-management wil be no more. Controlling your sidewaves is a huge part of leagues macroplay, and that changes prettymuch screw this, as the minions from the team with a lead auto-push anyway....

megagnura11/11/2015, 4:44:59 AM2 votes

Ironically this may actually increase game length since it will be easier to safely farm under your tier 2 when the minions naturally push to you. This lowers the risk of pushing lane too far and getting caught out by the Fed enemy team.