Gold is ruining League

Tarkwin·8/4/2019, 6:47:42 PM·63 votes·16,030 views

Gold is Ruining League, not the elo the resource.

 Getting gold in league used to be very straightforward. You would get gold from csing in lane, taking objectives, and of course getting kills. This is still the case, however mechanics like Gold bounties make a cs lead so much less of an advantage. I get that the purpose for gold bounties was to allow an enemy team a chance to come back in a game, but that mechanic was already in the game. The more people died the less they were worth, effectively rewarding snowballing enemies less for their opponent's bad play, and giving the losing team a chance to make up the gold difference.
 Getting 300g a kill used to be the most you could get unless it was first blood for an addition 100g. However now if you die with a 700 gold bounty on you the enemy who killed you essentially got a tripled kill INCLUDING first blood for ONE solitary kill. Heck a Pyke can even manage to net a Pentakill's worth of gold for 1 kill and an assist! That's such a ridiculous game changer for a single fight that could've even been just a 2 for 2 trade!
 Maybe it's just because I like the macro game of out csing my opponent or denying them farm to build a sizable lead, but now even that can give you a bounty. I have seen games where pro adc's like Rekkles were worth 1000g with a score of 0/0/0, simply because of his good cs. That has been nerfed since but still exists. These kind's of mechanics are not healthy for gameplay. The person who is playing well should be rewarded for it rather than having the feeling that somehow they're giving the enemy more of a chance. 
 The bounty system is even worse for tanks. Tanks and supports are the members of the team that aren't supposed to get kills and since assist gold is practically pocket change at this point they miss out on the entire paycheck of bounties. Even if they are getting shutdowns and getting that juicy kill gold they're now effectively denying that much needed paycheck for their carries.
 The amount of gold that is accessible in the game now is immensely greater than what it was before, and the way it is added to the game nerfs macro play so much. Playing safe, well, and gaining leads has never been such a risk. It's funny, I've never hated being ahead in a game before.  

 Look I haven't played league for it's entire existence and I'm not a pro at the game either, so maybe I don't know what I'm talking about. Either way I've been having a frustrating time on the ladder and in norms with friends so much now, I just felt the need to get my thoughts out there and vent for a bit. 

Thanks for reading, hope you enjoy you're next games, and I sure hope i do too.

34 Comments

Toxic Teeto8/5/2019, 7:15:54 AM17 votes

Pyke

ModAcademy Kayn8/4/2019, 11:17:41 PM13 votes

I'm just gonna point out some things that I noticed while I read through this.

get that the purpose for gold bounties was to allow an enemy team a chance to come back in a game, but that mechanic was already in the game. The more people died the less they were worth, effectively rewarding snowballing enemies less for their opponent's bad play, and giving the losing team a chance to make up the gold difference.

This is not a comeback mechanic. This is an anti-snowball mechanic, which while effective, does nothing to help the opposing team get back into the game.

However now if you die with a 700 gold bounty on you the enemy who killed you essentially got a tripled kill INCLUDING first blood for ONE solitary kill.

If you had a bounty of 700 gold, you are already absurdly far ahead of the other team, so killing you should be worth far more, because you should be far harder to kill. If you get shut down, while being that far ahead, it's either because the other team is being really good at focusing, or you made a really bad play and got killed. I'm not entirely sure how many kills you'd need to get to be worth 700 gold in a bounty, but I imagine it's worth more than a triple kill of gold.

I have seen games where pro adc's like Rekkles were worth 1000g with a score of 0/0/0, simply because of his good cs. That has been nerfed since but still exists. These kind's of mechanics are not healthy for gameplay. The person who is playing well should be rewarded for it rather than having the feeling that somehow they're giving the enemy more of a chance.

The person playing well's reward, is to have a lot of gold, and be able to kill other people easier and faster than they can kill them. That's the reward for playing well. They shouldn't be dying. If the other team get's their shit together to take you out, despite your snowball, then they deserve to be rewarded for it. It's your fault for blowing such a huge lead.

The bounty system is even worse for tanks. Tanks and supports are the members of the team that aren't supposed to get kills and since assist gold is practically pocket change at this point they miss out on the entire paycheck of bounties

Tanks and Supports already function with lower budget complimented with lower cost items. If they get the bounty, then they can support their team all the better now, which means the carries are able to do their jobs safer.


I'm not going to deny that there is more gold in the game than there was before, but that's because of pacing and game length, an already debated topic. The bounty system is not where this problem you're having lies, and it sounds more like you're upset that you got shutdown with a big bounty than about other gold income and game pacing.

Just because you're ahead, does not mean you deserve to stay ahead no matter what happens. By getting fed, you've actively earned gold for yourself, and denied the enemies gold. If you're a fan of snowballing, that probably sounds fine to you, but I'm not a personal fan of "whoever gets fed first wins", and then the game is over at that point.

Geni08/4/2019, 10:37:23 PM10 votes

Yeah Feelsbad, people are looking for faster paced gameplay guessing from the one shot, dmg meta rn

Mártir8/4/2019, 11:55:38 PM3 votes

Actually you are wrong, OP (Original poster).

Bounties were made to make games less "Snowbally", and to give chance for "Comeback", as you said.

Everyone was complaining League "Was" (And "Is", I admit) WAY too Snowbally. So they made Bounties. ...Now ppl complain also? I dont understand.

StereoHype8/5/2019, 9:08:03 AM2 votes

This bounty system just punishes good players for playing the macro game of snowballing nowadays. Playing a bursty assassin that can shut down that fed carry and get massive gold is far more rewarding than playing the economy game and securing an early lead. The bounty system simply punishes you to be good.

What would be better, could be that you get less gold from kills if you are in lead. Instead of giving the enemy more gold when they kill you.

Garen is adopted8/4/2019, 9:56:04 PM2 votes

i would argue that the elo too, especially the adc main, jg too, top too sometimes, literally any lane, at best you will have a decent player and 3 boosted animals that literally if you would watch them and did not know the elo your quess would be b2 or lower.

preternatural9/8/2019, 11:22:46 AM1 votes

no sir, we don't want to be HOTS here. go be a casual on their game.

FSRER8/5/2019, 8:44:14 AM1 votes

They created bounties as a anti-snowball mechanic. I presonally don't like them but so far it's fine. Then they put tower plating and practically told the players (especially toplaners) "alright, you got counterpicked? Good, let's give the enemy Gnar more gold because he spam poked you out of lane stopping you from farming and being 2 times ahead from what he was and if the jungler actually decides to help, then, we will have a 300 gold bounty which will allow you (not) to get back in the game" What kind of logic is this? And yes, as you already said, this is worse for tanks, especially in high elos since people won't just stand still to poke a Sion while he is charging up a Q. Tanks always suffered from poke but not they gave the pokers' even more of a congratulations for poking, not to talk about how much the TP nerf (which got nerfed because the fucking adc's suddenly started taking it in high elo play) affected their overall performance.

Xhaiden8/5/2019, 2:21:58 PM1 votes

The person playing well "STILL IS" the most rewarded (as it should be). The players with most farm and most kills - can be 2 levels above the rest (sometimes even 4 or more) - due to gaining more experience. And also - an extra completed item compared to the rest. That being said... despite of being better than the rest - he also has the highest stats from higher lvl and an extra completed item (an item that's worth around 3000+).

Landing a kill on a player with 9 - 0 - 6 KDA might give you a higher reward (700 gold or more) - but that's still not enough to get near his earned advantage. That would only be possible if you'd get around 3000 gold "AND ALSO" the extra experience (as in... if you're lvl 11 and he's lvl 14 - you lvl-up to lvl 14 as well - by killing his champion). Indeed, if that was the case - your argument would be valid. Which is clearly not the case with the current system. Not to mention that - usually this player gets owned in a team-fight (it's less likely for him to get owned 1 on 1) and "not always by the one who needs that extra gold the most (the carry for example)".

Most common comebacks have more to do with outplaying the enemy team (more often than not - the team with the extra advantage gets to cocky and throws the game). Those games where your team plays more like a team - while the enemy team plays less (you engage as 5 and encounter only 2 or 3 cause the rest are farming in opposite sites of the map - despite of having a higher advantage). Not because you managed to land a last strike on the enemy's carry - and got a bonus 700 gold (while your KDA is 2 - 8 - 3 and you're 3 lvl below).

Metallikaiser8/5/2019, 5:16:07 PM1 votes

I disagree, comebacks are very satisfying and should be a possibility most games. Bounties are a huge part of how one makes a comeback in this game.