6 Comments

GankedByWindows3 votes

Correlation does not necessarily mean causationt. You're implying that because a team gets first objective, they win the game because of that. It could just as easily be that the better team gets that first objective because they are better.

Sintama1 votes

So exactly what the original post said.

Ok sure but why1 votes

now if only riot did something about that

Avienal1 votes

[{quoted}](name=JZ Jora,realm=NA,application-id=3ErqAdtq,discussion-id=QVsln6Vl,comment-id=0000,timestamp=2017-03-15T01:30:15.630+0000)

now if only riot did something about that

Its called Heavily nerf the ability for champions to pull snowballs early game such as make champions who thrive in 'early game' get a much more staggering drop in power within say level 5 and above or a little before mid'game starts, If a team were to consist of alot of early'game based champions then Riot needs to design it to where a composition would be a bad idea since the stats and scalings they have would fall off hard such as in the form of getting barely and damage from AD and AP scalings.

The case really needs to be especially adjusted though since i've seen and tested where a XinZhao and similar champions can solo dragon with ridiculous ease in early game, sometimes even before they completed a item like item 1416. Buffing the dragon would simply cause a problem for all champions so what they really need todo is curve back the power of these champions to just enough to where a level 35 initiate (LeeSin especially could use this nerf from level 36) on lanes could be extremely difficult for these particular champions or just plain make ganks within the first 6~8 minutes of a match to be extremely bad.

Part of the reason they become so effective is because:

  1. They remove the enemy champion from the lane so that ends up denying them CS
  2. They can start poking the tower extremely early and let that damage creep up nicely, especially if they can snowball gank kill them within the first 10 minutes easily.
  3. Even if the gold gained from a early kill is extremely low, the bonus of denying CS and getting free damage easily out'weighs that issue to where the gankers would not give a fk if they lose 10 CS, if it means costing the enemy 30 CS in the process.

So ultimately: Lethality needs to get hard nerf, maybe drop it to where its only have 25% of its effect early on and maybe in throw in having less of an effect on abilities until a certain 'level' is reached where both values will level off to the same (maybe mid'game i'd say since Early game would just bring us back to square 1 and late'game might simply just bring back tank meta with lethality out of whack again).

They could even do the same suggestion i suggested to make Tristana viable in early game by simply making the 'value per level' on the early levels a higher gain and make each level following it to be slightly less and have it even out to a 'standard number' after a certain number of level ups. Even if they had it originally 40% up'front, it still didn't really stop Lethality ADC from working and them just 'flipping it back to 60%' felt more like they were only looking at sub'par assassins and not the ADCs still able to exploit it with no regard to what a marksman is supposed to play like normally.

[zombie-brand-clap]

ValyrianBlade1 votes

{quoted}

70% for first tower, and dragon...

Already tilted over the lack of comebacks from first objective taken.

Source: http://www.leagueofgraphs.com/rankings/win-stats

There's a stat on that website that's atrocious...

Most kills in a single RANKED game: 177

And he LOST (an enemy had 83 kills and carried). Man am I glad I'm not in bronze.

DunkinNoobs1 votes

Those numbers have been around that ballpark for seasons now. Even during season 5, the glorious late game tank meta, first blood still led to around a 58% winrate and first tower was around 68%.

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