Please help me understand why last-hitting is a core gameplay mechanic?
Ok, so I really need some constructive arguments in favor of last-hitting as a core mechanic for the game. I just can't understand why it hasn't been adjusted or modified after all these years, especially if Riot wants to improve player behavior. I'm not trying to start a flame war or troll or anything - I genuinely want to understand the appeal of last-hitting, so would someone please reply to my opinions written below with why they think last-hitting shouldn't be something seriously looked at?
All the research put into studying negative player behavior and trying to come up for solutions is all well and good, but it amazes me that Riot refuses to acknowledge that a core mechanic of their game is what causes most players to exhibit toxic behavior in the first place. Awarding gold and xp to the character who last-hits a creep or enemy causes a sense of competition among teammates that makes working as a team harder and less likely to happen. When someone's kill is perceived to be "stolen" from them it will incite anger and jealously and create animosity among teammates. Furthermore, awarding a hefty chunk of xp and gold only to the killer (and a significantly less amount to assists) exacerbates this teammate-competition that shouldn't be present in such a team-oriented game.
Similar to the problems with last-hitting are issues with "feeding" and "snowballing." Once a teammate loses an early fight with an opponent, their gameplay is more likely to degrade and their performance can take a nosedive purely due to the psychological effect of knowing their lane opponent is going to have a significant edge upon his return to lane. Teammates will get angry and offer nonconstructive criticism which can make it much worse. Making it even worse is the fact that each game on Summoner's Rift is a large time investment. Making mistakes that are difficult to recover from puts a burden on the player's mind because he knows the next 20-40 minutes are going to be a waste of time (and his teammates are thinking that too, only they are angry because it isn't their fault an enemy is gaining a significant advantage).
On the flip side of the coin, I know that doing well in lane and repeatedly out-playing your opponent feels good and should be a rewarding experience, but after about two kills in your lane your dominance is no longer skill-based but assured purely because you have more items and levels than your opponent. There actually is no "consistently out-playing" your opponent 1v1 - your superior skill is only important for the first 10 minutes or so. After that it is just a numbers game. I understand its fun to totally dominate your opponent but you need to realize that means in each and every game of League under 50% of the players are having a good time. Sure your teammates are going to like it that you are carrying them to victory, but it also robs them of any sense of accomplishment that should come from a team working well together, so really its 10% of the players having a good time. Also, your performance doesn't actually affect the team in ANY way whatsoever until you leave your lane to help out teammates which takes place later in the game anyway.
What kind of team game has teammates working separately from each other for the first 15%-25% of the game? It's ridiculous - there isn't any other team game that exists that I know of that starts off like that. Imagine if a basketball game started with the team splitting up into three different courts, and after the first quarter the teams all got together in the middle and each had different modifiers to their "stats" (like speed, stamina, dexterity) based completely on how they did against their lane opponent? Saying League of Legends is a team game is misleading because there is far more emphasis placed on individual performance in the early stages of the game. Yes, I know that once the team comes together and works as a cohesive unit they can surpass any challenge the opponent has if they fail to do the same - no matter how far ahead the opponents are. But the importance of working as a team should be the norm and happen almost every game, not be as rare as it is in all the games I've played over the years.
I propose instead to have the xp and gold systems completely reworked so that League can actually be a TEAM game. Kill gold and xp should be awarded globally - your personal performance should affect your team as a whole for a little bit of team-wide gain instead of just a large gain for yourself. Creep gold should be awarded globally too, although I think the whole last-hitting mechanic is terrible anyway. I know most people consider last-hitting creeps to add a layer of strategy or skill to the game, but so what? Since when does more strategy equaled more fun? It doesn't. Fun mechanics equal more fun. Last-hitting is a terrible un-fun mechanic and a colossal limit to this game's potential.
tl;dr - Last hitting is not only just lazy programming, but is a toxic mechanic that causes too many problems and should be changed.
As a side note, I've noticed that ARAM solves almost ALL the problems summoner rift has. Gold and xp is gained generally faster and at a somewhat consistent rate between all players, which removes the enormous impact the early game can have on snowballing (and losing doesn't feel as bad because its not such an enormous time investment), and the team is forced to work as a team from the very beginning - all teammates need to be aware of their role on the team from the first minute. ARAM would be amazing team game League should be if it wasn't random and I could choose my character. If the argument against that is that it would make the game mode too polarizing or unbalanced... then so what? Its supposed to be all about having fun, but not being able to pick your character isn't fun at all. Otherwise, Howling Abyss is amazing.
P.S. About having fun with League... whats the deal with having all the temporary game modes disappear after a few weeks? Why not make them available in custom games?? If its a matter of limited resources, how about hiring more people?? If thats a problem due to budget concerns, then how about cutting down on all the useless crap like throwing statues in the pacific ocean or making useless CGI videos that don't even affect the game at all?