Can we please see a rework on Gold gains

Xavanic··4 votes·395 views

As it currently is, its too easy to snowball, all you have to do is prioritize the terrible player on the enemy team, kill them 3-4 times, then give them a kill to reset their gold value, no matter how you look at it, this mechanic alone is unhealthy for the game, along with so many more unhealthy gold generating mechanics that allow for snowballing (First blood gold, First tower gold, baron gold), it all adds up and quickly forces one team to snowball within 15 minutes, making the game one sided, im gonna go over some possible changes to help stop this insane snowball meta we're in (lets face it, it feels unfun to be in a game that feels hopeless)

First Blood Gold - This has been in the game for a while and I wouldnt say get rid of it, but I feel the person who gets it should become worth 500 gold on their first death Minion Gold - Right now, lane bullies and ganking junglers win the game hands down, zoning people easily wins games, the idea here is to give players who are near a minion that died that they didnt kill, 5 gold, this will even help the support role feel more impactful First Turret Gold - I feel this should be given to each team, so the team that is better at pushing doesnt get that free 400 gold (looking at you Ziggs) and the enemy team gets nothing but a broken tower Kill Gold - Now this is a big one, I feel in their current state kills are to snowbally and allow a single player to get out of control (if the enemy team gives their adc a penta, its over and you might aswell FF due to them getting a whole item advantage), How i feel this should be changed is like this

  • Kill gives 300 Gold
  • Every assist on that kill increases its total value by 25%, this means someone with a bounty of 500 gold will be worth 1k gold if the whole team participates, or someone whos only worth 300 will be worth 600 if the whole team participates
  • Upon a kill, all gold will be divided evenly between the killers, meaning lux who scored the kill wont get a full 600 while the rest get pocket change
  • Bounty gold will CONTINUOUSLY increase by 75 per kill, no cap, meaning if your 10/0 talon dies, hes gonna give the enemy team a HUGE payload, (if all 5 kill him, he would be worth 2100 gold, divided across their team) also, it doesnt reset, meaning talon cant just go in again, as he will still be worth 1000 base gold (reduced by 50 because of his death) increasing to 2k if all 5 help
  • Every death would reduce your total value by 50 per death, until you are worth only 50, gaining a kill wont reset this to 300, instead it will bring it up to 125, then 200, etc. Tower Gold - towers just give 100 global gold, per tower Super Minion gold - Increased to 80 and scaling upwards as the game progresses, so constantly pushing down inhibs for no reason is going to punish the enemy team by giving the defending team more gold income Gold generation items - Would be balanced accordingly

And this last thing is off topic, but I kinda wanna bring it up, Infernal drakes current passive should be changed into a stat based on how many dragons you have (6%/12%/18%/24%/30%) and some passives shifted around Infernal Drake - Now gives you 10% true damage against towers per stack Earth Drake - Now gives you 6 Base Armor and MR per stack while increasing bonus Armor and MR by 4% per stack

These are just my thoughts on how the game should be adjusted to allow for less one sided gameplay

15 Comments

SuperLuigiLXIV1 votes

Sounds like a bunch of changes to punish people for playing well to me.

Yeah, the game's too snowbally right now. The answer is not to make it so the better someone does, the less and less mistakes they're allowed to make as they turn into a huge pile of gold for the enemy team to run down and kill.

Xavanic1 votes

{quoted}

Sounds like a bunch of changes to punish people for playing well to me.

Yeah, the game's too snowbally right now. The answer is not to make it so the better someone does, the less and less mistakes they're allowed to make as they turn into a huge pile of gold for the enemy team to run down and kill.

Well, riot wants the games faster, plus alot of the time bad players do well because they get fed off ganks and there's no consequence for them dying, this will help balance out the elos better on top of making games less one sided as the skilled players will be able to get ahead without feeding out their asses and throwing the game TBH, think of this as more "Punishing you for lacking the skill to make good decisions while your fed" Rather then "Punishing you for playing well", as roughly 85% of your deaths are your fault, and a skilled player will be able to avoid alot more deaths, then a bronzie who was boosted to plat

SuperLuigiLXIV1 votes

No.

When a champion is worth stacking amounts of money, they eventually become more valuable than objectives.

At that point, it becomes worth it to the enemy team to just hunt them down and kill them. Right now, with the bounty capping, the enemy champion may be more trouble than they're worth. The time and effort put into just killing them might be a net loss if their team gets objectives back in the process. If the cap is removed, then a point is reached where you can sacrifice objectives to gangbang a player who is doing well, regardless of whether they're doing well or someone else is making it look like they're doing well.

Not acceptable.

Xavanic1 votes

{quoted}

No.

When a champion is worth stacking amounts of money, they eventually become more valuable than objectives.

At that point, it becomes worth it to the enemy team to just hunt them down and kill them. Right now, with the bounty capping, the enemy champion may be more trouble than they're worth. The time and effort put into just killing them might be a net loss if their team gets objectives back in the process. If the cap is removed, then a point is reached where you can sacrifice objectives to gangbang a player who is doing well, regardless of whether they're doing well or someone else is making it look like they're doing well.

Not acceptable.

And a player that is doing well thats actually GOOD at the game will only get 2-3 deaths, where as a player who got fed off sheer luck (or getting constant ganks from their jungler) will be punished by constantly dying and possibly losing the game, seems like a pretty fair, elo stabilizing system tbh, will help weed out the boosted garbage and force them back to bronze over a period of time, Also, if your spending time trying to hunt down the 10/0 talon thats good at league, while your doing that, his team just took 1-3 towers, and you got nothing for it, Like i dont see what your getting at, with good vision and intelligent decision making you can cut your deaths down to 2-3 per game at MOST (with the exception of certain things, like tanks or supports), like hell the only reason i stopped climbing is because right now the game is in a shitty asf state, games are decided at the 10 minute mark 95% of the time, cutting back on the snowball potential is a good thing, while allowing for catchup gold if someone on the enemy team gets ahead, because if your fed, people will generally just hunt you down anyways right now, plus, if the enemy team gets ahead, they just hunt your team down anyways and make it straight up unfun, if they have something to lose (such as the risk of getting caught while hunting you down and giving your team a massive 2k gold boost), they will have to think twice about chasing you through an unwarded jungle What Im getting at as all this change will do is make games less snowball decided aswell as weed out the boosted (and carried) players out of higher elo and bring them back to the elos they belong, there will never be a state in the game where people will hunt down 1 fed player at the cost of several objectives, plus this will cut back on the power of fed split pushers as they cant just mindlessly push all game with the risk of giving the enemy team a whole 600 gold, which if their fed, you need to send 2-3 people anyways, meaning the enemy team will get objectives no matter what you do

Let me simplify it, you can chase down the fed 10/0 talon to get your team 2100 gold (divided evenly among your team, meaning everyone will get 420 gold) and risk losing a tower or 2, on top of the fact, you might not even catch him or you can try to take objectives and risk that talon and your team obliterating you and winning right there As the game currently is, that talon has no real fear because, as long as he takes out 1 person and shreds most your team for about 50% he just won the fight, and you got a whole....600 total gold from killing him, at the cost of giving the enemy team at least 1500 gold, if not more (if everyone is worth 300 and they get an assist on everyone, it now becomes 2250), should there not be a larger risk for the uber fed player to mindlessly jump in for no reason in a random act of aggression with the benefit of possibly winning the ENTIRE game other then giving a maximum of....600 fucking gold

SuperLuigiLXIV1 votes

Your entire point revolves around the idea that there should be massive catchup mechanics revolving around severely punishing players who are performing exceptionally well.

But there should not be massive catchup mechanics. Being behind is your punishment for falling behind.

Granted, falling behind is happening much too quickly right now. But the answer is not and never will be catchup mechanics.

Xavanic1 votes

{quoted}

Your entire point revolves around the idea that there should be massive catchup mechanics revolving around severely punishing players who are performing exceptionally well.

But there should not be massive catchup mechanics. Being behind is your punishment for falling behind.

Granted, falling behind is happening much too quickly right now. But the answer is not and never will be catchup mechanics.

Then why did riot add the catchup xp in the jungler, plus having larger penalties for dying will help people learn that yoloing might not be the best option

SuperLuigiLXIV1 votes

-Because before the jungle XP catchup, it was becoming a cheese strat to hold the enemy jungler down, and once they got behind the monsters in levels, it was exceedingly hard to kill them. Riot changed that because a player wasn't punished for falling behind by the enemy team, entire teams were being punished by the game itself for a poor early game with almost no hope of comeback.

-You're really not getting it. There's no yoloing. If you're worth 2000 goddamn gold and the enemy team wants to kill you, odds are really damn good that they will kill you, and it's not because of a mistake you made, because no matter how perfectly you play, surviving an assault from an entire team is nearly impossible to do.

Just no. You're trying to force the best player in a game to become a walking objective for the enemy team, leaving them the options of either dying horribly and possibly causing a a lead to reverse--a lead they worked hard for that would be reversed with relative ease--or forcing them to essentially stop being threats because they have to worry about dying so much that they can't do what they've been doing that got them that bounty in the first place.

And I hope you understand that point by now, because I cannot explain it any more plainly to you, and I'm not going to bother trying. This will never be implemented, because it's an awful idea.

Xavanic1 votes

{quoted}

-Because before the jungle XP catchup, it was becoming a cheese strat to hold the enemy jungler down, and once they got behind the monsters in levels, it was exceedingly hard to kill them. Riot changed that because a player wasn't punished for falling behind by the enemy team, entire teams were being punished by the game itself for a poor early game with almost no hope of comeback.

-You're really not getting it. There's no yoloing. If you're worth 2000 goddamn gold and the enemy team wants to kill you, odds are really damn good that they will kill you, and it's not because of a mistake you made, because no matter how perfectly you play, surviving an assault from an entire team is nearly impossible to do.

Just no. You're trying to force the best player in a game to become a walking objective for the enemy team, leaving them the options of either dying horribly and possibly causing a a lead to reverse--a lead they worked hard for that would be reversed with relative ease--or forcing them to essentially stop being threats because they have to worry about dying so much that they can't do what they've been doing that got them that bounty in the first place.

And I hope you understand that point by now, because I cannot explain it any more plainly to you, and I'm not going to bother trying. This will never be implemented, because it's an awful idea.

So instead of forcing players to make smart descions they should be allowed to blindly engage?

SuperLuigiLXIV1 votes

You are arguing in favor of that.

HOW do you not understand this?!

You are sitting here, wanting to punish the player who does best by making them a gigantic-ass target with gigantic-ass rewards, so the enemy team doesn't have to think about coming back from a losing position, they just need to pop the pinata.

Xavanic1 votes

{quoted}

You are arguing in favor of that.

HOW do you not understand this?!

You are sitting here, wanting to punish the player who does best by making them a gigantic-ass target with gigantic-ass rewards, so the enemy team doesn't have to think about coming back from a losing position, they just need to pop the pinata.

Dude, when you can play smart, you wont die very often, even if you are the target, if you know how to play

SuperLuigiLXIV1 votes

Why do you think that's a justification for the change?

It is not.

I'm done with you. You're just mad that you lose lane all the time and want it to be okay with your teams. News flash: it's not, it won't be, and it shouldn't be.

Xavanic1 votes

{quoted}

Why do you think that's a justification for the change?

It is not.

I'm done with you. You're just mad that you lose lane all the time and want it to be okay with your teams. News flash: it's not, it won't be, and it shouldn't be.

lol wut, im the only person that wins my lane in 95% of my games, lately everyone i see on my team cant even lane without getting destroyed, i want a change to the gold value because im tired of 10/0 ezreals/jinxs/katarinas not being worth the effort it takes to kill them, but thanks for assuming Also....triggered much? lol

SuperLuigiLXIV1 votes

Triggered?

Yeah, sure, go with that.

Probably doesn't relate to frustration at the sheer number of people who just simply do not want to accept when they're mistaken these days. Not. One. Bit.

Xavanic1 votes

{quoted}

Triggered?

Yeah, sure, go with that.

Probably doesn't relate to frustration at the sheer number of people who just simply do not want to accept when they're mistaken these days. Not. One. Bit.

all i did was suggest what i feel was a pretty good idea, and your hear trying to bash my idea because you dont like risks in the game

PopcornBunni1 votes

Another factor is at play that seems to go under noticed: the Triumph mastery under the precision tree grants 25 bonus gold on enemy kills and assists, regardless of how much bounty that enemy is worth, meaning lanes that get ahead or characters that prey on foes that are behind will never have to worry about them being worth less than a cannon minion.

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