I think there needs to be better comeback mechanics, here's my solution

Liwet·9/26/2019, 8:13:37 PM·4 votes·2,539 views

Problem: As the gold difference between teams increases, there's very little the defending team can do to come back into the game. Seeing drastic differences in kill counts, teams get discouraged and it's no longer fun playing a game that you know is going to end in a loss, you're just playing to the point of getting 3 other people to agree to concede or waiting for the enemy team to run it down mid and take your Nexus. Sometimes the defending team can come back from a devastating lead, but it doesn't happen often enough, and I'd say it happens less than 5% of the time in my games.

There's one thing that the defending team has access to that the winning team does not and that is super minions. While the winning team is controlling the map and taking objectives, the defending team gets to farm supers. Changes made to the rewards from killing supers can help the defending team get back into the game if the winning team doesn't press their advantages.

Proposal: Gold and XP gains from supers should be increased at least 3-fold if not more. XP gains shouldn't be split but have the same amount given to every champ in the vicinity (losing teams tend to be behind on XP). To give some additional help to the defending team, supers should also be immune to minion damage when an enemy champion is nearby (to allow a champion to secure the kill on it).

32 Comments

Hazardus ducees9/27/2019, 2:56:42 AM3 votes

I feel as if most of the people who comment here will end up being super negative over your proposition. I honestly believe that anyone who'll tackle a hard issue no one can agree upon should at least admit you tried and respected for trying. I personally believe that if the game is noticeably one sided, it should have a greater force to end rather than delayed so everyone else isn't forced to exist within that game. It is just hell to play with. Now comebacks are nice and all, but if you look at it with some critical analysis- it isn't even a comeback and more or less a hand of fate where the aggressive got sloppy.

Liwet9/26/2019, 10:57:37 PM2 votes

Why would you negate the winning team's effort/gameplay/planning/strategy that they had to use to get their advantageous position in the first place

I'm not negating it, I'm reducing it. I think the game should be a struggle for both teams all the way to the end and if the differences get too high, to reduce that difference a bit. The winning team will still win a lot of the time, but I'd still want to see the losing team having a non-zero chance at winning.

I, like many others, play the game casually; I don't have time to get better. I don't play too many games (ignore my recent history, I've had time off), but the few I play need to be fulfilling. Games that end 25-4 in kills regardless of what team I'm on aren't fun to play, and if LoL isn't fun to play, I need to dedicate my time to another game.

I don't think Riot wants me to give up LoL so I'm putting advice out there that I think could improve the game for casual players like myself.

macspam9/26/2019, 11:20:07 PM1 votes

The point of super minions isn't to give a comeback mechanic it's to close out the game. Same with Baron / elder drag / death timers / etc. I do agree that snowballing is too high but not sure that's the right place to fix it

ZephyrDrake9/27/2019, 12:05:48 AM1 votes

No

Subdue9/27/2019, 6:28:48 AM1 votes

Let's say that your suggestion was implemented, how would you measure if it was successful?

Game length? How long would games need to be on average?

Gold differential between teams? How much of a gold difference should there be?

Something else?

The Highest Noon9/27/2019, 3:24:45 PM1 votes

Hell no. Comeback mechanics of certain champs are the reason why I hate playing this game against them. A losing team shouldn't be given a win button. Whether or not a team wins or loses should be determined by skill. So instead of wanting a comeback mechanic, how about you ask for better matchmaking instead.

WalkingInACircle9/27/2019, 5:09:06 PM1 votes

Taking an inhibitor is supposed to be an objective. You're asking teams to ignore them until they have to destroy them to get the Nexus.

Better plan is to make Baron and Elder Dragon actually dangerous.

preternatural9/29/2019, 10:30:26 AM1 votes

just remove all the catch up mechanics they're fucking garbage.

Keiaga9/26/2019, 9:05:05 PM1 votes

This isn't mario kart. Why give the losing team a get-out-of-jail free card?

Pandemic Punch9/29/2019, 2:59:09 PM1 votes

They still need to revert minion pushing. It just has opposite of the intended effect. Since low elos never pay attention to side lanes, the winning team minions always take free turrets or inhibs.

BrightWîngs9/26/2019, 10:02:07 PM1 votes

Comebacks need to be due to a team not mental booming and giving up and play smart you should not be rewarded for losing