So uh...when are we going to cut down on death timers?

SirLapse·4/13/2018, 9:07:43 PM·1 votes·550 views

It's been months and I have yet to really see any topic address this. Even I didn't think about it at first but I remember a time in League where dying didn't mean that you suddenly lost more than a single wave of farm, and later into the game, things like uncontestable barons/dragons and inhibs. And now we have the oh so important cannon wave, something that was meant to be a defensive barrier to your CS loss because the cannon could take many more shots than other minions, but will now penalize you for backing after shoving when against certain champions or if you're just dead.

Shorten respawn timers and if that's still not enough, give some bonus movement speed when heading back to lane since it's easier than just shortening the map itself.

While I'm at it, revert these damn changes that make cannon waves shift entirely away from their emphasis of being defensive powerhouses that can help you respond to hypershove laners so that you don't lose massive CS. These waves are not meant to cause aggression outside of that last hit when the opponent can actually be contested, and not every opponent in today's league will be so easily contested thanks to sustain options. That's another issue to address entirely but I will say top lane largely will not see a dent to how easily we get that cannon in somewhat even matchups, and sometimes even in bad matchups. Furthermore, to make it less rewarding to collect all the CS and make it up with one cannon when you very obviously had poor CS'ing is polarizing for me to even talk about. Your jungler can swipe most of the gold for himself with the cannon alone, for better or worse.

We have way too much gold circulating in this game currently which creates this "very short lane phase." Hyperefficient items, hyperefficient runes (which were different from our old rune system which ran at neutral capacity for practically the majority of champs in the game), and much less emphasis on consistent solo play and more emphasis on consistent team play. I don't think I've ever seen anything other than supports and junglers interact so heavily with other laners in past seasons, and now every champ has to emphasize roaming at some point even if it costs them CS, because if your team loses somewhere on the map, sorry buddy you've practically already lost. That and you will have a much higher chance of winning with a good fight rather than good CS. It's quite disheartening.

I just want this game to go back to the basics for handling laning. It's becoming less rewarding as a top laner to stay in your lane and do lane-type shenanigans (which unironically and unbelievably includes splitpushing) but I've seen more than enough of other lanes just outright leaving to assist someone somewhere on the map. Mid lane has become almost entirely roam or map pressure focused, seen by Syndra's irrelevance outside of competitive. It is not just "camp bot." It is "dogpile on whoever is the most vulnerable." It's almost like the game has slowly gone for the silver mentality which is to play for kills, and right now kills are extremely effective at controlling the enemy's ability to stay remotely even on the map. Shoving the wave isn't a good enough reward to punish roams. I thought this was only meant to be an assassin's advantage but not anymore it seems...

TL;DR (please read what I put instead but I won't stop you) Make cannon waves less punishing to lose and make respawn timers lower, especially early game. Everything in the game is too efficient so we end with really snowbally games in solo queue and it even bleeds into normal games, making lane phase way too short and fights end way too soon. Game's emphasis is moving way too much away from base stats and more into runes/builds. CS is less important than kills in the short term and you will be too easily punished for not following your enemy.

0 Comments