If kills reward less gold, feeding would become less of a problem.

xLegendary Troll·3/1/2015, 8:39:45 PM·1 votes·2,343 views

I think it will be easier to deal with someone that is fed if kills rewarded less gold. Now bare with me. I have a few propositions.

The game right now is soley based on objective control. Being fed definitely increases your chances at securing these objectives. What if kills didn't reward the player as much, but punish the one slain instead? I remember Riot stating that they reworked dragon to reduce snowballing. I think they should revisit the rewards of killing a player.

Killing a player should result in a "power play" allowing an objective to be secured and not significantly making the other player stronger. I think that the EXP reward for killing someone is too high. It's bad enough that the player is going to be absent for the objective battle or minion wave, why punish them even further by giving the lane opponent 75% of your exp and lots of gold? So if I died at level 4 with a little over half my exp bar filled, when I return there's a good chance that my opponent is going to be level 6.

So here are my propositions:

  1. Reduce the gold earned per kill significantly to enforce team play and objective control instead of solo carrying like, "hey guys I'm Katarina I'll gank bot twice and carry everyone". I think if kills rewarded 100 gold instead, a 7-0 opponent at 10:00 is manageablw.

  2. Reduce the EXP gained per kill or increase the EXP significantly per champion kill to compensate. Honestly, do you really need all of that exp after you outplayed someone? It's frustrating when I'm playing a normal game bot and out of nowhere a level 10 Ahri ganks when we're only level 7. If everyone favors the reduction of gold, then let's put the emphasis on the level advantage, not gold advantage. I should fear someone because they are 2 levels above me, not because they an extra item over me.

  3. Increase death timers. I would rather pay for my mistakes with time than actual gold to the enemy team. Time is something they as a team have to take advantage of. Gold is something they're inevitably going to spend. If the enemy secures Baron because I died, then I tip my hat off to them for communicating and pushing a legit advantage. An objective should not be secured because there's a player strong enough to kill our entire team due to one player's repeated mistakes.

Anyways that was my take on kill rewards. Feel free to chime in and tell me why I'm wrong or why this wouldn't work. Thank you for reading!

10 Comments

BluePolarizer3/1/2015, 9:03:14 PM2 votes

I think it'd be a good idea if people lose gold on death while reducing kill bounty. So instead of +300 gold for you, -0 for the opponent, just have +150 for you and -150 for the opponent. That way you can actually keep late game carries like Vayne and Nasus down permanently, rather than scramble to try to finish a game against the Xerath mid and Vel'Koz support who stop your sieging and let Vayne/Nasus come back. Then again, this would be very noob unfriendly.

The Necron3/1/2015, 9:29:27 PM2 votes

I would rather have them reduce minion gold, so far the meta around gold+ is farm all day and whoever farms better wins, id rather have the game be less of a farm fest and rather aggressive battling

xLegendary Troll3/1/2015, 9:17:25 PM1 votes

To those of you downvoting, please let me know why reducing the kill reward is not a good idea. Thank you for your contribution in advance.