What would i change.

The Kombinator·9/20/2019, 7:08:36 AM·3 votes·1,722 views

We don't want tank meta. I get it. We don't want the tank goes in 1v5, and pentakill style. Though i'm sure some people enjoyed that. Also tanks still do the job with team unless a good enemy Yi, or/and Vayne is present.

  1. Is jungle. There is way too much pressure on junglers. Forced to gank 24/7, and if fail, then enemy wins quickly. Also dragons are damn important to get.

Solution: Make dragons a temporal buff, or just give the good old fashioned gold reward. So they can be countered later. Much later in case of gold. Also make jungle more viable to farm. So you can catch up, and not forced to gank 24/7.

  1. Lane phase. Right now the winner wins more in 99% of the cases. Only enchanter botlane can keep steady farm under turret even on losing lane. Others get DESTROYED on the SHORT run. Soft counter turns hard counter in 10-15 minutes. And then even jungler can't save the lane. Again huge pressure.

Solution: Turret gives defensive aura in shoot range until plates down. Shield or/and heal. This way diving becomes harder, and soft counter won't turn into hard counter that fast.

  1. Matchmaking. Most of my games, and many others' are one sided. Now i'm not sure, if the algorythm broken, or we got this many smurfs, and boosted guys.

Solution: better algorythm if that's broken. Anti-smurf, and anti-boosted mechanism, if there are that many.

Anti-smurf mechanism: If you reach over 70% winrate in 30 ranked games, then you get the smurf mark for a week. Smurfs can only be matchmade with other smurfs on RANKED. Even if it means 90 minutes waiting time. And yes i think, that playing with premade smurf is just as punishable.

Anti-boosted mechanism: If you reach lower, than 30% winrate in 20 ranked games, then you get a ranked reset.

Numbers might be adjusted on these ones. Like needing more/less games, or lower/higher winrate. But in general we can say that boosted guys get low winrate once they start playing alone, and smurfs have unusally high winrate since they play on lower level, than what they are. These two should be done secretly. So the people don't know about it, and they can't intentionally trick it. Like having some lost games intentionally as smurfs.

5 Comments

Zed genius9/20/2019, 12:38:52 PM2 votes

Anti-smurf mechanism: If you reach over 70% winrate in 30 ranked games, then you get the smurf mark for a week. Smurfs can only be matchmade with other smurfs on RANKED. Even if it means 90 minutes waiting time. And yes i think, that playing with premade smurf is just as punishable.

So you want any player that plays good to be punished i guess

Killer of Night99/20/2019, 3:41:14 PM1 votes

1 Yes, jungle role is too important atm on early game and some dragon aren't that fair but i don't want to go back to the old gold dragon system because it was too snowbally (huge global gold of lead) compared to the one that we have now. I agree with nerfing some of them like infernal with a smaller % of ad/ap, an lv 1-2 of mountain % dmg on tower, an lv 1 nerf on ocean but with an lv 3 buff. 2 Disagree on turret aura because i fell that it would make scaling champ (especially ranged one) too op since they got a lot of extra safety. I propose a reduction of the gold for plate so it still reduce snowball but it doesn't reaward too much late game champ. 3 Bad, First if u put a version that make u play vs smurf only for a limited time then i've just to not play for that time but also it goes against all the helo metric since if you are winning more then you should grow up faster and not locked up with player that already know the game. As a good but not smurf player then i should't be punished for being good rather i should grow up faster than other player. The only solution for smurfing is to place in the helo that they should belong (plat/diamond) but this isn't possible because riot has no idea on which account you played before. 4 After you reached 31% winrate then i've to just stop to do ranked game until season end. Boosted player unfortunaly have an huge high winrate from start and a boosted player won't play any ranked game after gaining that boost because there is no point at doing that. Why as a player i ask someone to boost me till diamond and then loose all the ranked until reaching 30℅ winrate? It make no sense. For countering boosting the best way is to analise the distance between location A and B where location A is the boosted player location and B is the booster player location. The only way to counter that is to either know location A area or location B area and use a fake ip but not all people want to reveil their location.