Perhaps the real reason the damage meta ruins the game.

Zero Shingetsu·10/22/2019, 2:04:45 AM·40 votes·13,209 views

I've noticed as I've played of late that compositions are extremely stacked towards damage. Last night, I lost to three assassins, an ADC, and an AP Blitz. Today, two bruisers with very little defense, two assassins, and an ADC. These are the kinds of compositions you're seeing now.

It occurred to me as I watched how both teams were playing that there isn't any effort at teamwork, and this is an extremely detrimental side effect. Allow me to explain, it's quite simple.

Previous Ideal Composition: One ADC, one mage, one assassin, one tank or tanky bruiser, one support that can tank or heal. For example... Vayne Brand Khazix Darius Sona

This is a machine. Every component has a purpose. The ADC deals reliable damage without abilities and can mow through turrets. The mage keeps enemies at distance and lays siege under tower. The assassin executes risky-but-lethal sneak attacks on exposed enemies. The bruiser exposes those enemies by herding the enemy in teamfights. The healer keeps the bruiser and assassin alive when they extend too far. Kha and Vayne go hard for kills, and everyone else helps them get the job done in various ways.

Current Ideal Composition: Damage. As much as you can get, delivered as quickly as possible. Ekko Pyke Yasuo Draven Mordekaiser

Ekko kills champions. Pyke kills champions. Yasuo kills champions. Draven kills champions. Mordekaiser locks down squishies and kills champions.

Everyone has the same job. Everyone is out for glory. Everyone wants as many kills as possible; it's why they're choosing champions that tend to get kills most reliably. And it makes sense, given that almost everything in the game is weighted heavily towards dealing that damage.

The Problem: When everyone has the same role, when everyone wants those kills, you're no longer a team. You become rivals. I notice that more and more, people on both sides of the game are getting out away from their team hunting champions. Objectives often go ignored in favor of padding kill stats, which frequently leads to getting caught out and surrounded. Teams don't move as a group as often anymore, but as a formless blob of individuals trying to get the last hit before the next guy.

Consider an American football offense. The quarterback provides mid- to long-range threat with his arm. The running back provides a safe, effective means of advancing the ball. Split receivers provide speed to get deep quickly, while slot receivers provide agile underneath options. Tight ends provide both blocking and mid-range advancement potential, and their large size gives the quarterback and sizable target in the red zone. The offensive line and fullback provide the protection necessary to bring it all together.

Consider a Roman legion. Ostensibly, all had the same goal: Slay the enemy and win the battle. But the cohorts held ground. They formed the battle line and locked down the enemy. Auxilia filled key strategic roles, providing flexibility. Cavalry could chase down retreating foes and cause a rout, or respond to enemy mobility. Archers and other skirmishes wore down enemy formations before battle was joined. Every role had a purpose.

Consider the modern fireteam. US, since this is the variant popular culture most often puts on display. The team leader provides tactical leadership and keeps communication open with the larger element. The rifleman engages enemies at mid to long range and provides a flexible presence in any situation. The grenadier provides high-angle fire at long range that shocks enemy elements and can break down hardened positions. The automatic rifleman provides overwatch and suppressive fire, allowing the rest of the element to maneuver more safely by pinning enemies down.

Do you see what I mean? Even in real world scenarios, teams of combatants separate into tactical roles that benefit the greater whole. This is and has always been how such things work best. Flexibility is provided by an element having options, and everyone being able to stick to one or two jobs allows them to perform those jobs more efficiently.

Plainly put, the current League of Legends meta runs in contrast to the concept of a team game. If they were to maintain this meta and shift League to a 1v1v1v1v1 affair, it might be fun. But this meta is never going to be fun long-term for a 5v5 format.

38 Comments

The thigh guy10/22/2019, 2:08:28 AM13 votes

I mean. The issue is that damage is just too high. So high in fact that it just straight out beat defense and utility at all points in the game.

A Pyke Draven Beats a Ashe Braum every time, without fail.

Verxint10/22/2019, 2:23:01 AM11 votes

This is actually a really astute point. Many champions now are "they make outplays for kills".

It's a bit of a corner riots in - they want a game where anyone should be able to kill anyone else on even ground if you play well. Sounds great I theory but if one champion has the damage to kill, two just means you don't have to outplay anymore.

Butters2310/22/2019, 4:33:20 PM10 votes

I just had a game where my whole team spent the whole game pinging at each other, my team looked like this Riven Khazix Ekko Caitlyn Shaco . I was playing Caitlyn adc and I did 34.6k damage to enemy champions, the second best did 25.6k, I destroyed most turrets by myself and dealt the most damage to objectives. My support was a shaco who did nothing during laning phase besides intentionally hitting the last blow on the champions I damaged so he could have every kill for him, he did nothing to help our team and even tho I did 168k total damage while he did 53k he still got 3 more kills and 4 less deaths than me. I was disgusted by what he was doing so I left him in bot lane by himself, our mid laner was saying "gank or feed" so I went mid, when I got there I got him 1 kill and 1 assist and destroyed the tower and he got mad at me for taking one of the kills. My other teammates started siding with Shaco cause they thought he was helping since he was getting the all the kills. There was a point in the game where they were all just running around the map looking for enemies but never initiating combat while I pushed every single lane. Every time I attacked someone (I was dealing a lot of damage) they would jump in only to take the kills and then leave right after. So I did all the work during the game while my teammates relied on me to get kills. We won the game, but it didn't felt like it, I felt like I was playing 1v9 and it was so frustrating. In our last teamfight they were just waiting around for me to damage them so they could get the kills, I did end up doing a lot but our jungler got a triple kill and I got the last one, all of them started to flame me for "stealing a quadra" and the enemy team surrendered. I think League of Legends needs to be more fair in terms of who gets the kills, it should be the person who dealt the most damage during a certain time before the enemy's death, this way no one could complain about "kill stealing" and maybe they would focus more on actually winning instead of just having a lot of kills. Also blocking someone should prevent you from ever having to play with that person again, I don't know if they were trolling but I ended up blocking my whole team just to find out that I can still get matched with them, wtf

Lost R10/22/2019, 8:07:03 AM5 votes

I've been saying this for years, and warning about the mentality for years. Everyone wants to be the killfastest killfast of Killfastia, abandoning absolutely every other role, function and element in the game, and now they are going out of their way to screw over their own allies so they can suck up all the kills, and get outright permaban-attitude furious if someone else on the team manages to get a kill, AND immediately give up the instant going all-in at level 1 doesn't work. It's disgusting, and it's what's driving game imbalance more than anything Riot has done in all the past ten years combined, several thousand times over.

Speeedy10/22/2019, 6:22:10 PM3 votes

they need to make tanks live more than like 1 second longer than a squishy. Till that happens tanks don't have a place in this game. As an ADC I hate when I see a tank go in to start the fight and then they are dead in under 4 seconds. The worst part is they did absolutely nothing to our team besides give us a free kill.

Pika Fox10/22/2019, 6:03:14 PM3 votes

This isnt really a problem league created so much as its just a problem of how solo queue works. Damage will always be more valuable in solo queue, even though defensive items are plainly just better.

Tanky champions will rofl all over assassins and that weak ass comp you posted, but you cant stop your boosted adc from playing improperly and feeding pyke 15 kills even though you politely suggested you group so you can protect them, and it 30 minutes into the game karen, and you have full build, why are you afk farming lets go baron /rant

Basically, in a game in which you dont know anyone else, if youre not making the lead and using the lead, you arent worth anything. I can make all the plays and saves on leona that i want, but if the ADC doesnt want to auto the tower, my plays mean nothing.

Niggel Wessom10/22/2019, 3:58:44 AM2 votes

Nah I like the current meta bc at least with damage I dont have to rely on my team as much as before. Sure it sucks not being able to play the more utility based champions but I play ranked first and foremost to win, and if I have fun then cool, but there is no way for me to have fun and lose. I see a lot of people complain about damage and I didnt play early seasons of league so i dont rlly know exactly what you mean, but i like having high damage, high stakes 1v9 potential, and winning against a fed enemy team while carrying a feeding team that tried their hardest to lose. Idk if I am the only one but i dont hear a lot of ppl agree or say the same

Ragnaveil10/22/2019, 3:12:38 AM2 votes

I'd honestly replace Morde with Leo tbh.

MasterDClone10/22/2019, 4:46:23 AM2 votes

lol but comp A looks more cancer to play against then comp B IMO.

As for your real life examples we can go back in forth as to real life examples of comp B type scenarios in real life that have worked out for them.

5050BS10/22/2019, 6:48:11 PM1 votes

This only works with Some champs. Ones that have escapes.

A good team needs a Front line, a support/Tank with CC/Peel and a back line.

Hayaishi210/23/2019, 12:11:19 AM1 votes

I blame Riot's double standard.

They want to balance some champions around team work Varus NEVER sees play in pro without TahmKench while some champions are just allowed to 1v9. Then they give us a meta where only the latter thrive.

Fella Air10/23/2019, 2:37:05 AM1 votes

This is pretty much all true.

I for one am sick of the situation I keep finding myself in, where we've killed 2 or 3 of them and I watch my 4 teammates immediately run off into the jungle chasing low health stragglers rather than going for dragon, baron or turrets, depending on how far into the game we are. It's almost never straight into an objective, always chasing kills. That's one of the first things I learned about actually winning games, is to not chase kills over objectives... But no one thinks like that anymore.

Yormaughm10/23/2019, 5:43:43 AM1 votes

"This is a team game that people aren't playing as a team" has been League's problem, basically forever. Over the years that I've been around, can't say how many times I've said it, or seen it said. It's just much worse now that the game seems to just have given in and absolutely cater to this solo-kill hyper-damage style of play.

I only play ARAMS now, have for years at this point. No hope for me going back to SR.

Congratulations on finally figuring out what the problem is though, not being sarcastic either. Competing against your teammates is what has been ruining this game since the very beginning, but people refuse to see the value in teamwork, even when the meta was much more in favor of forcing team play. I think the only way to maybe enjoy the game the way it used to be is to only play 5 man premades.

I can't take the game seriously anymore. Maybe some of these offshoot games will be fun, which is what I bet Riot is banking on since they clearly have no intention of "fixing" the game at this point.

Padoµch10/23/2019, 7:41:09 AM1 votes

As we all said, dmg is too high, I can agree but I have to say that dmg is too high in the early game. Means that dmg should scale better starting with less. Tanks need to be viable, but they need to get items. Maokai have basically no chance against champs like Akali, Gankplank, Jax because he cannot get to cs safely. The next issue I have is cleptomancy. GP can proc it with his Q so easily, + he gets more free gold. Assassins are here to kill squishy targets, their goal should be early to mid game, but they are the best in every stage of the game.

Players shouldnt be punished for picking tanks, whole category of champions.

BrokenRayquaza10/23/2019, 12:37:54 PM1 votes

Saying everyone's role being just damage would be an overstatement. Most champs can do damage and do something else

But yeah great post

LordGeovanni10/23/2019, 9:15:36 AM1 votes

Previous ideal composition mage/ assassin not both. no solo Frontliners they usually had some one to help front line even when front lining was better. but yeah more often than not i have allies that just pad kd scores and not touch towers and when i tell them about it they go on about look at your kd when it looks like this because i use my spells early in fights while they arent even attacking i deal 80% of the peoples hp and my ally comes in and use their spells to ks. the post game stats window needs to be able to open in game so carry champions can see how little they are doing in area's that are directly their concern like dragon damage or baron damage or tower damage. or even champion damage rather than KD. we could also do overwatch and wipe the score board. I also dont like the easy mode indicators on champions like Garen Pyke And ChoGath.