Pervasive execution mechanisms make one-sided games

The Windbell·10/23/2019, 6:31:10 PM·1 votes·869 views

Previously I think the "stomp or get stomped" phenomenon is due to matchmaking or turret mechanisms, now I'm aware that more and more execution mechanisms may contribute more.

In ancient times only champions with certain themes (garen, jinx) have such mechanisms and only on ults. Lee sin has too but it's pretty mild. Since the introduction of Jhin and rework of many champs, the damage scaling with missing hp is almost everywhere on the rift. In the preseason, the elder buff makes every attack and every spell almost an AA ult in Dota. (there's more grievous wounds now too) What the hell?

Imagine two champs with such mechanisms lane against each other. Maybe one took 15 more damage because of a minion attack. After a trade the difference is 30, and next wave one is dead when the other has 200HP, taking 2 plates and a dragon. The game is one sided from now.

In my opinion, the abusive "positive feedback" system is what makes most games determined before they actually end. You see them to win for another 15 minutes, but you have almost no chance for comeback unless you really hypercarry and don't make a single mistake.

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