Summoner's Rift needs better balancing
Summoner's Rift has been around for a long time and is going to be getting its VU soon, and the VU will solve a lot of problems with pathing and map readability.
The problem it doesn't fix though is that Summoner's Rift innately favors the Purple team. You probably wonder why I say this when the map is a mirror.
- Purple team has a much easier snowball potential than burple team due to their access to the epic monsters as well as a better ability to come back with an easier way to steal baron buff from the enemy team (will be explained later).
- Dragon pit is better wardable by blue team for early game use and most steals require spells that are on a decent to long cd or require wards which the other team may not be able to contribute as easily. This is caused by the wall between blue team and dragon. It means that purple team has a better hold on dragon early game when it matters most.
- Baron pit has a similar relation except reversed. Purple team has the advantage late game due to the pit having a wall between them meaning it is easier to steal Baron rather than force a contest over it. And at this point in the game spells are all lower cds or less useful meaning that stealing the buff didn't have a real downside.
- The majority of junglers need blue buff and they receive a harder leash at blue than red meaning that even junglers that don't really need either buff will start blue to get ahead of the enemy jungler by opening up longer farming periods or better counter jungling and defense against it through more health. Blue buff is also very good for setting up the purple team mid laner for a bot lane gank as well. While blue team gets a set up for top lane gank (2 kills > 1 kill)
Now the solution: *Make buffs have random spawns at the start of the game but notify the team with jungle control of the spawns so they can leash for the jungler. Do the same with dragon and baron. Make the buffs spawn randomly if both buffs are down same goes for Baron and dragon. This means that later in the game that taking an objective will not always give you as much control over it the next time and could lead to some interesting spawns due to dragon and baron having different respawn times. What this does:
- Invading isn't nearly as set meaning that it requires a little more skill to invade rather than blindly running in and stealing the enemy teams buffs or going for kills. *The meta will remain the same but the duo lane will be dependant on the dragon spawn meaning we could potentially see duo tops and solo bots (aka variety). *Counter jungling strategies change a lot just like invading
Now this is solely my opinion on the game right now. I may not be really high ranked, but I believe I have enough knowledge of the game by now to realize these flaws. This is completely theoretical because unfortunately Riot doesn't track win % based on side. I am basing this off of the games current use of snowballing in most matches that Riot seems to have forgotten about their goal to stop it (glares at the Sword of Occult which should of just meant the removal of Mejai's).
Edit: just realized i flipped everything and have fixed it to the intended orientation. I meant it the other way around. Blue team I thought was the top team (derped out when I first wrote this), but it was actually other way around.