Does anyone know why league just feels so bad to play anymore?

Marshbouy··60 votes·3,477 views

Does anyone know why? the game no longer feels balanced. Everything feels like bullshit. I rarely have fun playing it anymore.

103 Comments

HellsTrueKing25 votes

For me there are two main reasons:

1.) Riot There are some decisions that have been made that have not been good at all. This has resulted in the game currently being a stomp fest. Currently you are either getting stomped or doing the stomping. It's just not fun anymore, when in the first ten minutes of a game you already know it's over and you are just waiting till the surrender option is available. I can count on one hand (and probably only need two fingers) the number of times that I've actually had a good game go 40 mins and be completely back and forth. The unfortunate thing is that these games are so few and far between that I'm conditioned to surrendering now when the game goes bad. I can't remember the last game where my team was being crushed and we actually came back to win. It just doesn't seem to happen anymore.
The second part of this is that the game being generally boring now. There are only three maps and while I enjoy Twisted Treeling more, Riot just doesn't seem to care much for it. I think they need to look more into releasing different maps and variations on current ones. Now they did do this whole rotating game mode think, which is a neat idea but its only available for a short time and suffers much from the same problems as the original game modes do. Plus, I only see the same champs in every game now which is just boring as hell (this leads to my second point).

2.) The Players This is probably my own person problem with the game, but I do think it's a problem. There is so much toxicity, negativity, and just general unfun attitudes in this game, it completely takes away any reason to play. Why would I play any pvp games when I'm bound to be yelled, cussed at, belittled, and just talked shit to because I made some mistake or didn't do what they wanted. It's not just the player toxicity though, it's also how eveybody just wants to play the super strong champs and only care about winning. I thought the rotating game modes would be different, but they aren't. Urf isn't fun cause people just want to exploit the 'op' champs and fast push for the win. I've had the same thing happen to me now in two different modes (urf & hexakill), where the opposing team starts to get behind early, so they decide to just all go in one land and fast push to victory. Where the hell is the fun in that? Why even play, if at the first sight of a negative deficit you give up playing and ruin the game? I play games to have fun and escape, but it seems all anyone cares about now is winning at all costs.

However, I do realize i might be in the minority here...after all, I probably grew up in a different gaming era than the majority of players here.

Marshbouy5 votes

all of that was very, very accurate.

CrazFight 20 votes

Solo queue > Dynamic queue.

Marshbouy13 votes

this isnt about DQ vs SQ. this is about having fun in the game. I dont play ranked for fun.

CrazFight 2 votes

{quoted}

this isnt about DQ vs SQ. this is about having fun in the game. I dont play ranked for fun.

If your not going into a game without the intentions of having fun , then your not going to have fun.

Marshbouy8 votes

thats what im saying. I go into norms for fun, and i cant even have fun there.

OxyPoro3 votes

{quoted}

thats what im saying. I go into norms for fun, and i cant even have fun there.

Yasuo free week makes this game feel even more shit than it already is.

InfinitexMortal9 votes

Normals are even less fun than ranked lately tho atleast for me. Every normal game for me is feeders vs smurfs

Marshbouy5 votes

i relate to this on a very personal level. its either destroy or get destroyed.

Knoyle4 votes

Feels like playing ranked when I constantly end up in the same game as Gold+ players while grouping with Bronze and Silvers

AMYS GRAVE3 votes

When they introduced DQ they fucked around with the matchmaking algorithms, so games are not even close to even anymore.

not to mention that red side has a built in MMR advantage just so they can maintain 50-50 winrates red side vs blue side of the map. They have one map and can't balance it without skewing the skill levels of the players in their algorithm.

InfinitexMortal18 votes

Riot completely reworked how gold use to work, punish you for getting kill streaks with the bounty system and by making kills and first blood worth less, made it so laners you kill still get exp even while dead and lowered exp gained for firstblood, took away the ability to solo carry and removed solo queue to make the game centered around teamwork with total strangers punishing you for not using dynamic to play with only friends, turrets have been completely changed since previous seasons, the new dragons that are randomized and can sometimes fall in a very op order for team comps, the matchmaking in ranked is bad and places you with bad match-ups or teams to shorten queue times, oh and now you could end up solo queuing into a 5 man premade enemy team.... Those are the majority of reasons i can think of as to why league isn't as fun s it used to be.

Vistha Kai7 votes

You forgot about the abundance of damage, weaker anti-armor options, introduction of cancer keystones and needless reworks.

Voidrey1 votes

you know I never got why people say that the bounty system punishes you for getting kill streaks. it doesn't weaken you or anything like that from what I know. It just makes it so that your worth more gold, so not punishing you, but rewarding the guy who kills you. Ami missing something?

ThePompf3 votes

Rewarding the enemy team is a way of punishing you.

Edge of Daybreak11 votes

For me all of my friends quit due to riots decisions so now I am alone... and well balance is awful. Matchmaking is still trash after all of these years. No new maps in years. New games come out that literally just focus on fixing leagues obvious problems and get players for it. Like shit.... we just got a solution for afks. after over 6 years..... Basically if the problem is obvious and the solution is obvious riot wont do it. That's fucking bullshit.

Marshbouy6 votes

pretty much all my friends are quitting too. I rarely see anyone on anymore. Off to go play something more fun i guess... (and by that i mean stare at Mei's butt in overwatch)

YouAreAllMuted4 votes

I had over 100 people, from school and work and other places I met who we used to play together, now there is zero, my friend list never has more than 10 people online, and the people who are on, are ones who I have met ingame. I have just uninstalled today myself, I m officially done with this game

Kuzja19 votes

Commonly used champions are most profited and those common champions have abilities or stats that tend to overpower the competition. Players want to use a champion that let's them win easily. Not a unique champion with unique traits, not a champion that has a certain theme, not a champion that looks cool or different, just a champion that let's them win.

Plus, the game is getting old already. I'm tired of playing the same boring maps. We haven't explored enough of the lore yet. When the hell are we going south of Valoran, Riot? Come on! Make some maps that take place South! Explore! And when the hell is Winter Rift coming back? I miss that! I miss Nikasaur! (Only earlier players would know who that is)

Marshbouy2 votes

totally true.

Definitely true.

BTW the reason for the winter map no longer happening (i think, a friend told me and it makes sense) is that after the map update they would have to do some huge overhaul to be able to make it winter themed. Like take down the server for hours and stuff.

Kuzja12 votes

{quoted}

totally true.

Definitely true.

BTW the reason for the winter map no longer happening (i think, a friend told me and it makes sense) is that after the map update they would have to do some huge overhaul to be able to make it winter themed. Like take down the server for hours and stuff.

I don't know about you guys but I can wait that long

Marshbouy2 votes

people got pissed when it went down for a couple hours a weekish ago. I could wait, most people cant.

Vistha Kai4 votes

Truth be told, we don't even fucken know where Shurima is. We just know it's somewhere between Noxus and Demacia, and that's it.

Like, is it SOOOOO hard to create a fucking map of your own universe after 7 years?

AWildAPKalista9 votes

Here's the thing: Rito as a company doesn't give a shit about their customers. They blatantly hire employees that are severely unqualified to work at their company and ESPECIALLY for the positions they're handed. Worse, they give full game-changing power to ALL RITO employees, even Day-1 Interns. They're allowed full access to the game's code to make whatever changes they desire, they aren't required to test it in any way or put it on PBE, they aren't even punished if they change the game in secret or intentionally keep it out of the patch notes. Rito even rewards their employees for doing a shit job, take for example Fearless who has turned literally every project he's ever worked on into a catastrophic failure that have all had such adverse effects that they're all still felt to this day. He openly lies to players and has made well over a dozen shadow nerfs, yet Rito has promoted him for this misconduct multiple times.

Rito doesn't care about game balance, they hire employees that have a complete lack of understanding of the game or game-balancing in general and most are trapped in low ranks like silver and even bronze. They happily employ "balance" team members who've never even played League of Legends before and it shows: all "balance" changes are done completely based on the employees' own prejudices.

Rito doesn't even care about functionality, we see the same client issues, random crashes and unexplained ping spikes that have plagued the game for years. They moved their NA server to the complete opposite side of the country, instead of looking for a better solution and then gave everyone that suddenly has 60 higher ping a big "Fuck you." and called their customers liars for complaining.

Rito has never valued customer feedback. They continue repeating the same mistakes, publicly disrespecting their customers and I'd go so far as to say it may very well be their intention to kill the game completely. We've seen it many times before, like in RS's EoC update, where a company refuses to hear unanimous customer complaints and shoves content down their throats which ultimately ends in losing the majority of their customers. I can personally say that well over half of my friends that used to play League have all quit the game because Rito just doesn't give a shit about customer satisfaction.

Eldritch Blast7 votes

I'd guess it would most likely be: -The games balance state. -Age of the game with few maps. -Champion designs right now are getting insane and are leaving older champions is the dust.

Marshbouy3 votes

sounds right.

Spookÿ7 votes

It is unfun because of the way Tanks are balanced in this game. Base damage is insanely high on every champion, so when people like garen and cho gath build full tank they are still able to 1 shot you. I feel ya man it gets more and more unfun every day because of Riot's poor champion balanced design. FeelsBadMan

Goosetard7 votes

Here's my theory: That it's a combination of two things

  1. Rankings are less accurate than ever. This is directly due to dynamic queue. Not only does dynamic queue allow matches to have much higher deviations in MMR on each team, but the continued playing of these matches makes it very difficult to rank everyone relative to each other. If we were to snap suddenly to pure soloqueue, we'd still feel the aftershocks of this for a while.
  2. The changes to minion waves and turrets, which were designed to shorten the games, lead to early mistakes being more punishing and snowballing being more common. This leads to more frequent shit stomps.

Number 2 is compounded by number 1; because the skills of the teams are less likely to be an even match, the game is more likely to be imbalanced.

Alüe2 votes

it's the same state that game was in around season 3, snowballing has become an issue and riot views it as fast action gameplay. I actually liked it when games would for 45 to an hour on average. It created that sense of playstyle "okay i secured a few kills early, but i still need to keep on my game to do well" versus now where i'm just like meh... i got 3 kills its gg.

TheSingularity7 votes

It's become a snooze fest for me. Admittedly, I'm bad and there's plenty for me to improve on. But there're things that no one shouldn't ever have to deal with. And IMO these are those things:

**Jungle timers **buffs, drag and bazza. Memorising jungle timers was a skill that added some depth to the game for me. If you didn't see it happen, YOU NEEDED VISION to get the information. That's what jungling was all about for me, objective control and dominating my opposition in that regard. Now it's like "who gives a sh*t, take wind drake idc cos it's useless anyway, I still get the timer and identity of the next one, oh and I'll see you when your blue re-spawns". It just removed so many chores that my brain had to do, now with them gone, I practically sleep until I stroll in for a gank.

Towers of wet toilet paper, the base turrets especially: When I started playing this game, towers scared the absolute sh*t out of me, it didn't matter who you were, they'd smash you to pieces early game and they were actually something you could cower under did the need arise. The inhib/nexus turrets though.... they should focus 5 targets or MEGA focus a single target. They should at least be strong enough to prevent aced victories at 20 minutes.

**Dull, boring, 1 sided stomp of a meta: **We went from ADC meta, to assassin, to tank assasin, now we're in this mage/assassin centric meta that's decides games with first blood. Because any champ that doesn't scale well, isn't played because those who start "weak" have the wave clear to survive. There is no draw back to picking so many hyper scaling late game carries, see below

Too many champions are good at everything: Primarily targeting ranged champs and some melee champs. Champions like azir, veigar, lux, trist, ashe, vayne, annie, anivia, morg, jinx and MF. Are all squishy? yes. But for such powerful hyper carries, the immobile ones have the CC to counteract their lack of escapes via kiteing while out putting insane damage. So much so that IT FORCES the existence of some of leagues most toxic champions game-play wise, the hyper mobile assassins. Champions like yi, ekko, zed, fizz, diana, akali, yasuo, irelia and for the fun of it, graves (he may as well be one). Let's face it, none of these champions are fun to deal with, but they lack counter play because THEY HAVE TO in order to kill these "jack of all trades" ranged champions. So imagine how easy they steam roll you when you don't have a broken jack of all trades champion on your team.

Champions whom have access to items that allow them to disobey the limits of their class: My personal gripe was with the tank assassins ( I know it's been addressed, merely making a point here) and the so called "easy to kite" juggernauts. Assassins struggled to survive? they build tank. Juggernaut all build cleaver, dead mans and swifties to deal with this vulnerability to kiting. Then we had the jungle tank adc of graves who still deal too much damage for how fat he is.

Lower skill cap champions who trump higher skill cap champs/require 10,0000000 brain cells to deal with: Annie, garen, amumu, yi, wukong, ashe sivir. If I die to these champs, I don't think "drat, if only I played that better" as opposed to when I die to a gp, zac, shaco, vel'koz or aurelion sol. It's more along the lines of "They got their ult back yet? Guess it's almost time to die again..... wooooo" High skill cap should grant a high reward for mastering said champion, it shouldn't be a handicap against lower skill cap champs who can hold their own with minimal effort. Why should an immobile champion like vel'koz, jhin or xerath be insta popped by an annie q-stun/w combo? Why should a champion have immobility as their weakness, but kite the hecarim for eternity?

Riot blatantly ignoring the community, hiding their intentions, changing perfect specimens for the sake of it and refusing to revert failed projects Vel'koz was perfect before the MYMU and didnt need change, skarner received a ridiculous spire passive that is now a failed endeavour (they were meant to address him in "the near future" 2 months ago". The whole solo queue debacle. The list goes on, one way or another, riots unwillingness to take a back step and try again using the mistakes as lessons, is stupid to say the least.

I think that sums up all the boner killers for me this season, peace out dudes

warpenguin5557 votes

Season 7 is going to have to be spent fixing all the crap season 6 did. the gamepace changes fucked the game

Pandemic Punch5 votes

Minion pushing is still a thing. When behind you are WAY behind and it feels like you are getting kicked in the balls for the next 40 minutes because everyone is yelling at each other and you know you are playing a game that you will know you will lose for nearly an hour.

YJRBqwXJcS5 votes

champion balance is ass

dynamic queue is ass

the people currently in charge of most of the things for this game are ass

theres no lore which makes these new characters meaningless and ass

older characters who were promised things aren't getting them

everything in this game gets nerfed constantly and nothing can be decent or strong for more than a patch because a majority of the playerbase is ass and do nothing but cry and complain

Fauxfire4 votes

Dynamic Queue.

Marshbouy3 votes

i dont go to ranked to have fun. I go to normals to have fun and i cant even have fun there.

Hige4 votes

A looooooong time ago, Riot was accused of this: http://i.imgur.com/nrMF9wR.jpg

It's funny because, back then it felt really like that, you had to WORK for kills no matter who you were facing, probably because back then no one knew how to optimize numbers and whatnot. I always keep this image in my mind because when I saw it I couldn't help but think about how Riot, a small company, felt about it, they probably haven't even seen the image just yet but it honestly feels like a slap to the face, not only is the image saying that the game balance back then was for children, it also seems to be a statement about Riot being small in front of Blizzard. I can't help but think that Riot identified this as a problem and set foot to solve it...

Today? we have the Valve model in-game and the blizzard model through patches, the game is being balanced around broken momentum and that's why it feels more unfair, champions excel at few things but heavily lack on others.

I can't say that the small weapon state back then was perfect, it was incredibly susceptible for numerical mistakes that ended up in SUPER BROKEN champion releases (xin zhao), but I can say that I did enjoy it more back then because fights were way longer than they are now and mistakes weren't as punished as they are now either.

Elven Moon4 votes

I was fine with everything in this season before they completely ruined my Annie with her update, which made her tibbers COMPLETELY bugged in various ways, and assassins suddenly became tanks.

Sire Hippington3 votes

copy paste from my reponse to a similar post(warning, wall of text ahead)

There are 4 main issues for league beeing far less fun than it was for mee.(TL;DR in Bold for each section)

The new champion design philosophy:
Some time along S5, riot got the fix idea that they need to work out unique strategic niches for every single champ, aswell as focuseing hard on strengths and weaknesses.
Now on the first glance, that might sound like a solid plan, but it actually has pretty big downsides: To extreme strengths and weaknesses lead to binary situations. A great example here would be illaoi. IF she lands a good ult and you fight her insight her tentacles, she can basically 1vs5. If you disengage her ult, she's basically usless ina teamfight.
Exaggerated stengths and weaknesses lead to a huge difference between worst and best case and thus binary scenarios!
.
The desperate focus on strategic niches often leads to kinda 'tacked on' mechanics and somewhat 'forced' kits, like skarner's rocks or the morde W passive.
And more importatnly, it contributes alot to hardcounter scenarios. Ever since that trend has started, champselect became more and more important, counterpicking has become prevalent to a point where i honestly consider dogeing a game whenever i have to firstpick my lane( i mostly play top/mid).
It also reflects in porplay. most of the meta picks, especially top, have very few counters and are generally save picks. The main reason why tankko and tank-fizz became a thing is that they can do the job of a tank respectively diver while beeing alot safer than real tanks or divers due to the defensive mobillity they have on top of the tankiness from their items.
Heavy focuse on strategic niches leads to heavy counterpicks, lane matchups and even entire some matches are often won in chamselect already, especially in higher elos(in low elos, the skill discrepency between players is generally higher, there is always a good chance that the team with the theoretically better draft will just fail hard)
Also, even if it's not neccesarily design philosophie, the balanceing overall is in about the worst state it ever was since S1, the op champs are not a bit stronger, but much stronger than the rest, and the average deviation in winrates is higher than anything i can remember.

_this is most noticeable in toplane, where firstpiking means you either pick a supersave god tier laner or get counterpicked and have a miserable lane _

Damage-Creep:
The overall damage-tankiness ratio slowly started to shift more and more towards damag since S3, but in S6, especially with the new mastiereies, but also with item changes(especially the S5 tank item changes), the damagecreep acelerated imense this season.
As a result, any melee that has no huge instantanious burst and/or massive sliperiness goes prettymuch fulltank, as that's the only way they can do anything at all in teamfights befor getting blown up. At the same time, this also means that they still have enough damage to make short work of squishys even if going tanky.
Also, going tanky doe not make you really tanky later on. Tank items are generally rather cost efficient, spikeing early-mid, and later on the multiplicative scaleings and %pen means damage outscales tankiness by far. If focused, even a fulltank rammus can die within the 3 sec of a morgana-snare from fullhealth once everyone has 5-6 items.
The game feels more and more like UT with instagib, every small mistake insantly gets punished with death. This is also one of the reason why tanky builts at top became popular, they allow atleast some tolerance for mistakes without directly dieing. It also makes nowballing worse, because if you get a lead in lane, you can convert even little mistakes of your opponent into kills.
The overabundance of damage makes the game more snowbally, unforgiving and punishing, which often leads to frustration as well as impuissance if you fall behind

Vision:
We are currently in the dark ages of league, quite literally. Never has there been less light(vision) on the rift than now. In these dark days, getting early towers and mapcontroll is a massive advantage, as it's so hard to regain controll with the limited warding possibillies. The early lane, especially top and mid, is very prone to ganks as you can hardly sustain a sigle ward. As a result, only save laners prevail, or those that are premade with their jungler and know that they have backup.
Playing an immobile champ top is like russian roulette, if you have luck the oppsing jungler does not care about top, if you don't have luck, you die unless you hug your tower 24/7.
if your not premade and share information about the jungler psition and missing lanes, any agressive action is incredible risky.
But also fo r teams as a whole, the lack of vision is really limiting. The prevalent strategie are teamfight comps, as thats the only comp you can execute even if you fall behind, as you don't need much vision if you just run around as 5, you won't get supriseingly outnumbered, and the trinkets+wardstone are just enough to cover your flanks.
If you plan on splitpushing, you need alot deep vision to get more than the outer and maybe inner turrets, which currently requires you to have full mapcontroll.
Once you loose mapcontroll, you can't really setup the vision and splitpushing only works if your are fed enough to dive anyone 1v1 while your team can brave a 4vs5, or if your opponents do stupid calls.
Tp flank strats have a similar issue as you need the deep wards to set up the tp flank.
Same for pick comps, that also require a good vision setup to pick of targets in between rotations.
A big issue is also how it works together with damage creep. Ventureing into the dark becomes ever more frighteneing if you know that what ever lurks there might just kill you befor you know what happened.
The lack of vision promotes passive, risk-adverse play(stall and boring) and limits strategic diversity while increasing snowballing, which kinda gets multiplyed by damagecreep.

Earlygame focuse and snowballing:
This is mostly a result off the previous 3 points, though there are some more things that contribute to it:

    Gold flow changes:
    Shut-down-gold is spread among the team, makeing it harder to bounce back from a loosing lane as indivdioual, Assist-sprees no longer exist, so despite the higher shut-down-gold from kills(teamwide), you gain less shut-down-gold overall unless you opponents have only solokills.
    To clearify this: If the oppsoing jungler went 0/0/4 in previous seasons, he was worth some shut-down-gold, now he can go 0/0/10 and still is worth the same as with 0/0/0.
    Minions in the earlygame are a higher % if the total gold earned than befor(the % increase of theri base values has been higher than the increase for shutdowns, ambient gold or the goldgrowth on minions)
    As a result, if you dominate lane and get a cs lead, it contributes to a higher relative gold lead than it did befor S6.

    Item-cost changes:
    The stats from component items have been lowered across the board and the combine costs have been increased, thus reaching item spikes results in bigger powerspikes, which means if you reach your itemspike befor your opponent(which usually happens then you got a lead), you get a bigger powerspike over them than you used to. Another sideffect of that is that some champs with high specific item synergie have absurd powerspikes. Irelia is a prime example for that. You can trash her al lane long, but once she finishes Trinity, even if you have a lead, she probably starts trashing you from that moment on.
    If you respect that power spike and don't feed her till 1-2 more items are finished, she starts to drop off as she doesn't synergies as well with other items.
    This also contributes to the 'tanky meta', since tank items like sunfire or iceborn are very gold-efficient, giving you a relative early powerspike in lane. Iceborn for example costs 800g less than hydra, so you get a significant powerspike much early which gives you a great window of power over your opponent.

To be continoued on a self-reply, damn that post length restriction, whats the point off that anyway? For those that don't care about the details a Tl;DR: Many small changes all contribute to more snowballing, some even reach as far back as S2/3. Each on their own only a minor factor, but if combined, especially with the S6 changes, it all piles up to alot more snowballing

Sire Hippington2 votes

To continue my post:

Earlygame focuse and snowballing:
(...)

    Item changes
    The nerfs to very powerfull core items, to be more specific the changesto LW and nerfs to voidstaff, aswell as the warmongs changes in S3, but also nerfs to other items like FH and Athene's
    This might sound strange at first, it's common knowledge that LW and Voidstaff were broken and that old Athen's and FH were quite to gold-efficient.
    However, this is exactly the reason why they helped vs snowballig. By beeing so powerfull while also core to most champions, they serve as a 'power-plateau'.
    Whyt i mean by that is that if you got LW(other such items), even if you were behind, you reached a meaningfull powerlevel that let you contribute to fights. Reaching such 'power-plateaus' alloed instantly to close a good deal of the power-gap between you and an snowballing opponent.
    Further more, which is why LW, Void and Warmongs are stressed out for that, they have dealyed power and thus don't give a huge powerspike for snowballing. In fact, LW'S and Void's efficiency scale with the stats of your opponent, so if you are ahead, they are less effective than if you are behind.
    The reason why especially mentioned Athene's and FH is that even if they don't really have dealyed power, they work very similar as power-plateau.
    Just like LW and co, they serveed as core for nearly all champions of a broad class, they were extremly cost-efficient, they were rather cheap so easy to afford even if behind and they gave all you'd need, cdr, mana defense and utillity for tanks, mana, cdr, defense and ap for mages, so they were really good items to rush, so while the power was imidiate and thus also contributed to snowballing via itemspikes, you could reach that powerplateau really early as first item so the window of power from completeing it first usually was rather short.
    Also, they were mostly ustillity/defense focused, so they didn#t contribute that much to killpower while snowballing, but instead helped to mitigate that as catch up item.
    Aditionally, they synergiesed well with the other 'primw power plateaus', Warmongs added some sweet hp/5 and alot raw health to the raw armor and utillity of FH, and voided added the needed ap and pen to the cdr and mana of Athene's to really have impact in fights, allwoing for a rather high combined power plateau as two item spike. As a result, if your opponent snowballed, you just needed to play save and suvive till you got the two item spike and you prettymuch leveled the playfield, giving good chances to beath them in a fight. They still had an advantage, but not that high that you couldn't beat them by simply playing the fight better.
    Now however, those powerplteaus hardly exist, if you snowball, you keep your momentum till you do a stupid throw or reach fullgear.

    Paper towers/objectives:
    The tower issue was mostly in the bignning of the season and riot actually mostly solved it. However, with damagecreep and mountain drakes, towers but also baron and dragon still fall extremly fast, especially later on in the game. Seeing baron fall in less than 10 sec is rather the norm past 30 min, which is not exactly alot time to react for the team that is behind and probably has no visioncontroll around the area.

    Neutral Objectives:
    Riftherald is basically just more power on the rift to be grabbed by the dominanteing team, and the new dragons also are really snowbally, as there is no catching up.
    If you have 3 to 1 dragons at min 35, it stays that way, basically giving you another big objective with the elder drake, while the only benfite for your opponents would be denying it from you, as it's warth shit with only 1 drake.
    With the old dragon, once your opponents had 4 dragons, they were capped out, and any dragon you would get past that would not only deny them the 5th dragon power window, but also allow you to catch up, while now the catching up isn't there anymore.
    In conjunction with the vision changes that mean if you have established dragon controll, you usually keep it, this becomes an imprtant snowball factor. In most games i played, the dragons were rather onsided, usually something like 1-3, 4-1 or 0-4, hardly ever 2-2 or 2-3, which isn't that impactfull early on, but once the elder dragon spawns, you really notice a massive difference.

    Actually good things riot did in that regard:
    They solved the paper towers for most of it, they solved the deathtimers(both things they have broken at the start of the season, but atleast they fixed it later), they attack xp-snowballing, something that was somewhat of an issue previously aswell and got a bit out of hand if combined with the overall increase of snowballling, so that's actually great changes.

As a sidenote, the tank item changes in S3 prettymuch doomed champs that rely on getting tanky(which does not mean tanks!!!). Back in S2, tanks had power-plateaus and they had a third multiplier: healthregen, or in combat sustain. With the old stacking up warmongs and the huge amounts of in-combat regen from warmongs+FoN+randuins, tanks reached actually meaningfull in combat sustain which scaled with their healthpool and def stats. As a result, the could shrug of some poke and ambient damage and needed focus after reciving burst, else they would sustain back up. this allowed tankyness to scale into late nearly aswell as dps and just as well as burst. Tanky champs would need clear commitment to be brought down or else would stay alive very long. this allowed especially tanky dps to actually do something in teamfights, as they require to stay alife for some time to do their job, opposed to tanks that have more a fire and forget playstyle - initiate and throw out all the cds, if you survive for aditional rotations, nice, if not you still did your job and initiated, ideally locking down a imprtant target, disrupting the rest to make the followup form your team easier and dealt a good amount of aoe burst. What happened in S3 is that tankiness no longer had a real power-plateau as all tank items became very gold-efficient. It also head poor lategamescaling, thus tanky champs snowballed with gold leads like now all champs do thx to the lack off power-plateaus and the ywere forced into early-midgame powerspike with lategame fall-off(exept for (cc-) tanks that don't care about surviving that much but just deliver the inital cc for a teamfight) As a result, toplane was dominated by strong early laners like renekton and shy(yea, she once was a toplane bully, hard to imagin these days), as they could snowball their early lead to become monsters in the midgame with their goldefficient builds. Another contribution to that wa the nerfs to frozenheart, which wasn't used by bruisers like rene an shy, but by tanks.

JokersJeager3 votes

I've only been playing a few weeks. only reason i continue to play is cuz a friend and i play this together. I'm about ready to go look at there forums where RIOT GAMING SENT ME and look at the other games people have stopped playing this game for.

IF YOU CAN'T KEEP NEW PLAYERS INTEREST YOU WILL NOT GROW.

and leaver buster is bullshit. FIX IT YOU DICKS

Umio2 votes

MMR is inflated for so many people and they dont lose it fast enough when they do lose

King of Mongoose2 votes

you need to get good and then you will have fun with the game again

Elenandaron10 votes

i've never seen such stupid logic like this.

unless its a joke.

Kuzja12 votes

Further into the my first comment, I feel that League of Legends is taking in the Call of Duty effect where players could just run around the map like headless rambo chickens and just pop down anyone they see with barely any strategy whatsoever. That's why there are "No Skill" champions like Katarina or Illaoi . There needs to be a hefty downside for such capabilities.

HellsTrueKing2 votes

While i might agree with you on kata, i think people complain way too much about Illaoi. I don't think she's op in the way that Vlad is. She has clear drawbacks and is only good in certain situations. Illaoi has no mobility and no cc, so she can't chase you and you can just walk away from her. In team fights, she's only good if she lands a decent ult; however, if you miss your ult you're as good as dead. Put this on top of the fact that her ult is pretty easy to interrupt and you can just shut an Illaoi down and make them useless.

However, these are just my thoughts and you're more than welcome to your own opinion.

Kuzja11 votes

{quoted}

While i might agree with you on kata, i think people complain way too much about Illaoi. I don't think she's op in the way that Vlad is. She has clear drawbacks and is only good in certain situations. Illaoi has no mobility and no cc, so she can't chase you and you can just walk away from her. In team fights, she's only good if she lands a decent ult; however, if you miss your ult you're as good as dead. Put this on top of the fact that her ult is pretty easy to interrupt and you can just shut an Illaoi down and make them useless.

However, these are just my thoughts and you're more than welcome to your own opinion.

Yeah. . . come to think of it, I didn't really find Illaoi such a big deal either. At least not anymore. Those tentacles seem harmless. It's just her health I'm having troubles with, but then again she's not really a primary target.

Sir Krieg3 votes

Not sure if sarcasm or not... https://imgflip.com/s/meme/Futurama-Fry.jpg

BlackOnyxAltear1 votes

For me personally LoL was my first moba, i liked the concept, champions, minions, items, turrets and monsters. But what kept me playing was the story and the champions themselves, i loved reading through theyr lore and loved theyr personalities.

But sadly this game is run by a company and companies only do what earns money, the story has been stuck in a standstill for years now, status quo is king and its much easier to slap together a half assed creature with an overloaded kit and a hip look with exactly 2 sentences of lore and call it a champ than to put actual effort into your game.

EDIT: Oh and of course the players themselves. Cant forget the most toxic gaming community which is only rivaled by that of CoD.

Marshbouy1 votes

dude... what?

the story has only been getting better. Have you read the mount targon lore, taliyah lore, bilgewater, ECT? It's all huge. Massive story. They spend months on champions, they are trying really hard to make them interesting and new but it can backfire. (EG kindred vs jhin). It's a lot better then them pooping out a champion every 2 weeks back in season 2.

ModRito Wuks1 votes

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