Dear Riot and the Community,

Yâsüó··35 votes·1,986 views

-- TL DR; It seems that no perfect meta will ever exist. -- Hello wonderful people, I hope you are having a good day so far! :) If a rioter happens to pass through this, please hear me out! I have a few things I would like to say about the game state, the meta, and where I think League of Legends is, and why I think that the current game state is and where it seems to be headed... a little bit more than unsatisfactory.

-- The public opinion and my stand on it. -- First, I'd like to say that I have no game design experience and I probably won't be able to make a more successful or fun game as Riot has, so take my arguments and logic with a grain of salt, but I do think I have a couple of points that people ignore. People always complain about the meta being either catered to tanks, attack damage carries, assassins, ardent censor, I've been through them all and I think the concepts of meta's are inevitable around game balance as well as the huge champion pool.

Second, to establish credibility, I've played this game since late season 3 and early season 4, Aatrox being the latest champion released at the time. I've played ranked and spent at least 100 games in every elo, played over 5000 normal games across all my accounts, and I have peaked at Diamond 4, not the best of ranks, but nothing to scoff at either. I am an ADC main but I've spent more than a good deal of time on every role and I have played every champion and the game enough to play anything "well" in a casual normal game.

Back in Season 4, it felt like a good player, particularly in the "carry roles" (being adc, mid or top) could single-handedly smash open a game, and the every season that came after did an incredibly good job pushing the game into a direction where you required all 5 members of your team as well as your teamwork. I do not think that this approach is wrong by any means, and it does produce a more diverse game where you need to work with the entire map of summoner's rift and not just tunnel vision on your own lane. All pros so far of meta development.

Players also got better, so that might be a reason why everyone feels more frustrated that they can't smash open their lane and carry the game. But consider: Why have solid players of the past started quitting the game? Shouldn't a team-based game be more fun?

The thing people bring up most of the time is the inherently flawed matchmaking system and they complain about how their teams seemingly are always worse than the enemy's. I completely disagree with these people and I just find them to be toxic, horrible people in general. Matchmaking will always be flawed, you won't win every game, and so won't the enemy's that you think are getting good teams. Deal with it.

-- The old meta. -- In my opinion, I think the answer to that lies in how the game started, and how the game has developed. When I started playing the game, support items did not exist, and supports were supposed to be a sacrificial lamb to help the ad carries. Riot also made tanks the best picks for top lane because it was a convenient place to place a tank in a team of 5 and it was an island anyway. This results in a game state where:

  • ADCs were responsible for doing as much damage as possible without dying and carry the game.
  • Supports ease the ADC lane as much as possible so that the ADCs can shine later game.
  • Mids provided kill threat in fights and were the "stars" of the show almost prior to later game.
  • Jungles were responsible to provide ganks and kill threat in lane. They became meatballs and or kill threats come later game depending on the champion.
  • Tops served as the tanks and front lines.

The entire community agreed on these roles based on the entire existence of league of legends up until that time. Nobody, and I mean nobody wanted to be support due to that reason. Riot wanted to change this, so they gave some love to the support players as well as making the role more playable without feeling like it's useless. This resulted in Supports receiving gold items and thus had a stronger voice, but tank supports were the most popular and tanks supports didn't provide that much damage, just a lot of crowd control and another front line "meatshield" if you would like to call it.

You can see this phase last into season 5, the VODs of LCK playoffs. Top lane Ekko and Trundle support were the power picks for their roles and you could see a lot of zoning and vision preparation as well as positioning before every team fight. This resulted in team fights where both parties got to use their champions ideally and resulted in even fights, despite 3-5 thousand gold leads. This resulted in really epic games that had really explosive and fun to watch team fights.

This meta died down when icebourne gauntlet, sunfire cape, and spirit visage weren't the "rush items" of top laners anymore, but tanks were ever prevalent. Now it's time to look at how the meta has developed recently.

-- The current meta. -- Vision checking became too safe with ward changes and riot needed to compensate for that: Their approach was to take away vision from abilities (anivia wall, trundle pillar, caitlyn traps (placement vision), gangplank barrels, lucian w, etc.) Less vision checking means teams can no longer put themselves in ideal conditions and positions before every team fight.

That in addition to the nerfs to tanks and buffs to bruisers and fighters results in tanks being not that tanky anymore. (Check the recent NA LCS games and play-offs for example). Champions that build full tank can still be bursted and can take damage now, which presents an interesting adaptation from professional teams, who pick up warmogs to compensate, making tanks less of a "meatshield", but more of a temporary one that rejoins fights with high frequency.

What is causing tanks to take so much damage? Is it no longer tank meta?

I think the problems of the current snowball meta are:

  • The new runes provide too much burst. I think that they should revert some of that burst power into base stats, especially defensive. You can see this problem very clearly. I just had a game where a 0/2 Darius with 50 less cs than his opposing top laner (basically irrelevant) get just two kills in a team fight before dying leading him to be 2/3 (at just 20 minutes!) and he had damage presence for the rest of the game because of the conqueror keystone stacking off the damage items he built from the gold.
  • Supports have too large of a gold income. I'm not trashing on supports, but the support items give a LOT of gold, and supports have a damage voice now, sometimes even more than an ADC that is behind. Instead of the old meta where you have at most 3 damage voices, the game now can have up to 5 damage voices given that tanks aren't good at meatshielding damage anymore.

And more ADC involved problems:

  • Lack of life steal items that are GOOD right now. ADCs that are in 1v1s with bruisers can't survive anymore because one mistake is fatal without lifesteal to cover mistakes. Crit reliant ADCs are required to build double zeal as well as an IE to provide enough damage to be relevant, and they grab Fleet Footwork to supplement the current weak state of lifesteal. (They COULD grab the bloodline rune but with the lack of attack speed in the game now, it's almost impossible to auto-cancel properly without getting as much sources of attack speed as possible).

This is also another problem. Crit does too much damage, rageblade does too much damage, everything does too much damage. And given the recent patch notes, Riot is just keeping at it with the damage buffs, especially with the baron and elder drake changes.

Now here's the disclaimer: These issues cannot all be fixed, and that's what I believe is the sad state of League of Legends.

  • If support items received gold income nerfs or support champions get damage nerfs, the role loses its voice that many people have taken for granted at this state and the role will go back to the sacrificial lamb that it once was.
  • If tanks are tanky again, people will complain about tank meta.
  • If people aren't allowed to have enough damage, ADC's will run rampant again and no one wants that.

Seeing that Riot has changed the role of ADC to be called Bottom, it seems to me that Riot no longer wants ADCs to be referred to as "carries" and have that role in the game, so based on that, it seems the game is only going to continue travelling down that path where 5 players will be given equal voice in a game. This feeds into the issue that 5 equal voiced players results in no one able to single-handedly carry a game but 1 player is able to ruin a game.

I think the problem with the meta is that Riot is trying to give too much of a voice in game to every player and to be honest, it doesn't sound wrong to do on paper, but the meta is unquestionably a snowball meta and we'll see Riot's approach in fixing it.

If you got up to here, thanks so much for reading through this speel. I don't think I'm always right and my opinion definitely has points you can argue against, but I tried my best to state what I believe. Good luck in your future ranked games and leave some feedback so I know where the community is on this!

[slayer-jinx-wink]

18 Comments

Risk of Fate8 votes

[deleted]

evnes3 votes

Right?! It's really hard to focus on so many things at once in the games you get run down by a team that accumulated huge stat leads out of no where just because you lost that one fight.

Hibeki4 votes

item 3311 22 gp10 [zombie-brand-mindblown]

AirKingNeo7 votes

It seems that no perfect meta will ever exist.

It doesn't exist because no one tries to achieve it. The world might lack ideals, but that's no reason to give up and not achieve.

Almost no one is serious about trying to create a perfect meta because they don't think it can exist. Don't complain if you refuse to try.

FNC Jellyfish1 votes

I don't know if this is only my take, but I think he's trying to say less of the "there cannot be a perfect meta" and more of the "it will be impossible to create a meta where everyone is satisfied and won't complain about it" given the 140~ champion pool. If it is possible, it's certainly not within our lifetimes simply because the term "balanced" is subjective to every player. Just my take on it :P

AirKingNeo1 votes

it's certainly not within our lifetimes simply because the term "balanced" is subjective to every player.

Find an ideal and pursue it. Other people who oppose you; that's normal. When met with opposition, reinforce your ideals.

Ok sure but why1 votes

Well, they've been doing THAT much for many years, now. Regardless of how sloppily.

AirKingNeo1 votes

No, they don't reinforce their ideals. They simply ignore reality.

Ok sure but why1 votes

Very sloppily.

k wìx6 votes

{quoted}

I think the problems of the current snowball meta are:

  • The new runes provide too much burst. I think that they should revert some of that burst power into base stats, especially defensive. You can see this problem very clearly. I just had a game where a 0/2 Darius with 50 less cs than his opposing top laner (basically irrelevant) get just two kills in a team fight before dying leading him to be 2/3 (at just 20 minutes!) and he had damage presence for the rest of the game because of the conqueror keystone stacking off the damage items he built from the gold.

I completely agree with this point. I'd really like to give all champions some additional base armor out of the gate. This means it takes a bit longer for Attack Damage style champions to 'ramp up' and be a massive threat. I strongly believe this would create a healthier gamestate overall.

  • Supports have too large of a gold income. I'm not trashing on supports, but the support items give a LOT of gold, and supports have a damage voice now, sometimes even more than an ADC that is behind. Instead of the old meta where you have at most 3 damage voices, the game now can have up to 5 damage voices given that tanks aren't good at meatshielding damage anymore.

Plat support main, and im not sure how I feel about this one. I love support, and I love the current itemization - if you took away the gold income, I'd feel a lot worse about the role. Can't say im ready to agree on this one. One thing I will say, is there are too many supports who can only support by dealing damage. If we could get some better options on items to buy, I'd feel better about it in general.

This is also another problem. Crit does too much damage, rageblade does too much damage, everything does too much damage. And given the recent patch notes, Riot is just keeping at it with the damage buffs, especially with the baron and elder drake changes.

Yea, looking over each set of patch notes, it just feels like we're always adding, and never taking away enough. This really scares me for leagues future.

Seeing that Riot has changed the role of ADC to be called Bottom, it seems to me that Riot no longer wants ADCs to be referred to as "carries" and have that role in the game, so based on that, it seems the game is only going to continue travelling down that path where 5 players will be given equal voice in a game. This feeds into the issue that 5 equal voiced players results in no one able to single-handedly carry a game but 1 player is able to ruin a game.

Kinda hitting the nail on the head with this comment. It's exactly the problem with the game, and the real reason why so many players feel like they have less and less agency in games.

I think the problem with the meta is that Riot is trying to give too much of a voice in game to every player and to be honest, it doesn't sound wrong to do on paper, but the meta is unquestionably a snowball meta and we'll see Riot's approach in fixing it.

In my opinion, the solution is to find new and better rewards for individual skill. If players got LP based on solo performance, you'd see players feel like they have more agency. You'd also be able to keep league as a team game while having individual value matter more to each player. Imagine if scoring an S got you an extra 2 lp. Something like that could do wonders for the current state of matchmaking and the game in general.

FNC Jellyfish3 votes

[slayer-pantheon-thumbs] Long essay aside, I agree with you on many points, especially the fact that people seem to be doing too much damage recently. I thought it was just only me and how I just suck at the game xD

Modl Ryden l3 votes

When you give everyone the option to voice in an opinion or action, the calls get noisy.

Honeydew Zekling2 votes
  • The new runes provide too much burst. I think that they should revert some of that burst power into base stats, especially defensive. You can see this problem very clearly. I just had a game where a 0/2 Darius with 50 less cs than his opposing top laner (basically irrelevant) get just two kills in a team fight before dying leading him to be 2/3 (at just 20 minutes!) and he had damage presence for the rest of the game because of the conqueror keystone stacking off the damage items he built from the gold.

This. It can be very crushing to win your lane hard and still have the enemy laner have a presence in a fight. Top that off with them picking up a kill or two and suddenly they're back in the game?

Likely has to do with the runes that are based off takedown's for each individual enemy champ. That darius got 2 kills? That's 2/5 stacks for his rune.

TBF, I like the new runes that have bonuses given for unique enemy takedown's but they may be too game swinging?

ViciousSummoner2 votes

IMO the best metas were Feral Flare meta, triple jungle item stack meta, and Smite buff meta (the last rendition before we got plants.)

tobequitefrank2 votes

this was thorough as hell, I remember the good days of season 4 lol this is pretty bang on

Count Gotchula1 votes

I would argue the problem isn't meta. The problem is that build DOES NOT matter. For example, when WW does an instant 500 magic dmg with 0 AP that is a balance issue. Until riot figures out that the champs need to be leveled out almost completely, making how you build and play matter more than the champ you pick, this is a game based on champs more than skill. The examples can go on and on. Nasus can stack no matter what, you can not stop farm completly. But if a game gets past 20 minutes his stacks are huge, he builds pure tank, and does huge dmg anyhow. As simple as AFK farming while the team just stays under a turret.

Don't misunderstand me completely, the level system was a great idea. But with the assumption that people within the same ranks are of similar skill, champs make a bigger difference.

Ak1z1 votes

I agree 100%, theres too much damage in the game, lethality and crit is unbalanced as hell. ADCs got too many steroids (attack speed buffs) with ADC rework. Tank rework didn't do what it was supposed to, reduce damage that tanks deal but make them actually able to tank. Game became too fast paced and much less about strategy. And ofc its all about teamplay in a game and community that wants nothing to do with teamplaying. Yeah there are a lot of op junglers atm ( Kha, Shaco..etc), but as a jungler main i feel like slave to others and every mistake, even the ones that i have nothing to do with are blamed on me. Laner overpushes the lane, gets ganked and dies they say "jungle difference".
And i don't think Riot is gonna do anything about it anytime soon. They don't even change the game anymore, they just slightly tweak numbers every patch. [zombie-nunu-bummed]

Abyss Gear Syxx1 votes

Like I want to agree, but when you spout the nonsense that supports had no support items in season 4. When they've had support items since season 2... Like who do you think gold gen Items and runes were made for? How about exp runes? How about exp and gold gen masteries that existed? Those were for supports. They even had stuff like leviathan back then. which is like sword of the occult and majais but for hp instead. Gonna tell me that wasn't for tanks/supports? Riot has been continually changing the game because the player base never really understands the intentions behind things. A lot of what you are saying is agreeable, but I am going to again point out since season 2, supports have had items for them. You may argue that those items could be picked up by anyone, but if they did, while already having ways to generate gold efficiently, they actually ended up weaker for it. [Except for the crit gold gen item, which every jungler picked up if they used crit.]

Edit: Nope nevermind. I change my mind. I don't agree overall. Yes in the highest tiers of gameplay you'll see tanks get bursted but you also have characters like Sion who excel almost anywhere you put them and have to either be flat out target nerfed or nerf itemization. [Or in the case of recently, they buffed poke items to deal with how ridiculous tanks are being.]

Tanks have been doing great. It used to be that if a tank engaged they were lucky to get out alive but they'd shine setting up plays and critical crowd control on priority targets making the subsequent takedowns much more valueable and effective. Now tanks aren't played that way. Now tanks are being played like almost any brusier or assassin. And guess what? They've been buffed almost every patch since season 6 to do more damage than their counterparts making Tank destroyers obsolete in every way because they couldn't be without a team.

Supports have not been damage voices, people are just shifting mid lane mages that don't function properly anymore to bot lane where they can actually get the gold they need to succeed. Choices like Annie, morgana, brand, and even malzahar have ended up down there because they previously lost out on range or damage, don't have escapes and in the cases of doing well and making it even to mid game, they'd have no way of keeping money in their pocket as ADCs would drift up from bot lane, either after destroying it or running away with their tails between their legs to pilfer from them and anyone else they can pilfer from.

In general the changes that are making the game more team relevant are actually causing the most damage. Because once a player does well if you use an ARAM like strategy around them they can snowball the game with how much of the game is being run. The first turret offers an extreme amount of gold to the one that takes it and unless that takedown isn't followed on the enemy side it's a snowball, all of it's own. Knowing this Supports, junglers, top-laners and the mid-lane have been roaming and trying to force fights far more often than they used to. Not only is it more effective to do this compared to every other season but in addition getting a takedown on a player is far more rewarding than it used to be. An enemy adc with 3 kills and no deaths is a pillar in which their team can surround and mow into an enemy base with.

Tanks have not been getting the short end of the deal either. In fact most of the changes buff them further. The classes that have been hit the hardest are Mages, and tank busters. And as the changes weaken supports you'll start seeing more people pick more offensive choices in Support because there is no way to fund all of what people what supports to do without getting kills anymore, and those same mages find a better home as a support that can get items that work with their playstyle than in mid lane where they will be ganked and or pilfered from ever getting close.

Yep, the ARAM-style gameplay caused mid laners to become supports. Tanks to go mid. Almost every adc to become a snowball at only 3 kills with items being too weak to counter their advantages, Popular assassins to 2 shot Said adcs without counterplay and basically anything else to become irrelevant if they don't have 2+cc's and/or a gap-closer built in.

More from Gameplay