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