Can we please see a rework on Gold gains
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