[Article] Is League Becoming Stressful?

Artist Bogrim··6 votes·1,193 views

http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Heimerdinger_2.jpg

The meta has become explosive with kill lanes in bot running Ignite, hard gank junglers like Vi, bursty Mages and Assassins like Katarina always taking the mid-lane with strong duelist champions like Riven in the top lane. "The best way to win the game is to deny your opponent any counter play," and "when you win, you need to win more and snowball."

Games often end with one team getting most of the dragons and the end-game becoming a massacre where the losing team barely can make 1 mistake if they want to come back into the game. The games where the game truly can go both ways are becoming rare, and immobile or support-heavy champions like Nunu, Malzahar, Lulu, Soraka, Galio or Shen are rarely ever seen.

The impact that the current meta has on the player is the feeling of being made of glass in a world of rocks. If you're caught out of position for even a split second, you're locked down in a Vi ultimate and subsequently bursted down before you can even Flash. You're on edge for the entirety of the game, knowing if you lose focus that could be the moment the play was made that decided the entire team fight.

We embrace skill like there is nothing else to the game. We completely worship the LCS like the ultimate end goal of the game. We talk to each other like skill is the only defining quality in a player. We fully accept Riot's goal with the game is centered around the dream of becoming professional players. Why is that a problem? Is it even a problem? Efficiency is the aspect of human nature that defines our very intellect, the more we learn the more effective we become at it and there's no question League's community continues to become better and better at the game.

The stress factor put on the player is real. Every good player knows it, gnawing away at them in the back of their mind. The question that begs in their mind when they queue for a game, "Will I win this?" Not because the player doubts his or her ability to win the game, but because the player fears how hard the game will be if they don't. How much enjoyment will the player have if one or two lanes end up "feeding" and the player has fight a champion that will lay waste to them in a second.

A fed Shen has never scared you like a fed Riven. It is because of that it's always the Riven that gets fed, because the community has learned and adapted and finally understood that it's the fed Riven that's more likely to carry the game. We see players devote themselves to single champions, learning every single trick and technique there is so that when they get that small lead, they can milk it for every ounce it's worth, avoid every possibility of a shutdown and keep demolishing their opponent. The stress is both on the carrying player and the losing player, knowing mistakes are the currency that decides the game and the bigger lead you get, the less you have to pay for yours.

Is it even possible to go backwards? Is it even desirable? No. The game must go forward. It's evolution, it's the way of progress and the player's right to make the game everything it can be. Riot will continue to tweak and adjust the game to keep the meta from spinning completely out of control, nerf champions that go over the edge and even remove the worst offenders, such as Deathfire Grasp.

But the real question before us is, does Riot consider the stress factor upon the player a priority in their game design? This is a complex question because there are only partial answers and only Riot could truly answer that question. We have seen indications of it, such as calling Deathfire Grasp an "unhealthy game design" in the sense that a design such explosive isn't promoting an environment where players actually enjoy the game, even if you could pan it off as "balanced."

As a player, my feelings are very clearly set on one answer: The game is evolving into a direction where stress only grows. It's becoming the law of the jungle where the only the strongest survives, or maybe it always was but we're as always taking it to the extreme. The Soraka can't throw down a lantern for the ganking Vi, the Nunu can't kick the enemy top laner back into the lane and the Malzahar can't make the turret dive and escape with only two shots. Perhaps it's the itemization that's the problem, the inability to buy survivability as anything but a tank without falling behind. Perhaps it's the balance, overpowered champions forcing the game into this direction. Or perhaps it's simply the nature of the game and the way it's meant to be played.

Either way, as a player, I wish Riot would focus more on fun. More on breathing room. As a final comment and a closing to this article, some of the most fun I've had playing League were doom bots. Not because they were overly challenging, but because they were challenging without stressing the player out.

9 Comments

Thryale3 votes

I think one aspect of it is that over the years riot has been increasing the pace of the game. Back in 2010, laning phase didn't end till 20 min. Now, the laning phase can be over as soon as the 8 min mark. (although, it still averages around 12-15 min)

Due to the shorter and shorter laning phases, and the sheer inconsistency with it, players are having a hard time adjusting into the team fight phase. Thus it's usually the team that is in the lead that makes the move to group and push their advantage before the other team can catch up. And a good team will just continue the domino effect, causing the enemy team to have no options to do anything about it.

Artist Bogrim1 votes

That's a really good point and it's given me a lot to think about. I think the inconsistency is definitely a large factor of stress in solo queue, simply because you have to be a great team in such a short time span. Not to mention the toxicity you sometimes see the moment things begin to spin out of control. Thanks a lot for your reply!

Thryale1 votes

Another thing riot has really squeezed out of the game is "rubber banding."

Basically, I remember back when I first started playing (late 2010/early 2011) that the Shut Down gold bonus for a "Legendary" opponent was 1000 gold. I kid you not. This had huge implications on games, and really let a struggling team back into the match if they could manage to shut down that fed Tryndamere.

That, and items have become less gold efficient over time (which helps to stop snowballing, but also punishes players that can't keep up with their items) And the overall power of champs has been consistently lowered throughout. (despite the constant power creep and mobility creep new champs keep getting)

disregardable1 votes

immobile or support-heavy champions like Nunu, Malzahar, Lulu, Soraka, Galio or Shen are rarely ever seen.

Wish I was in whatever Elo you're in.

Edit: Also, Riot does consider the satisfaction of players when making decisions, and I found doom bots very stressful.

Thryale1 votes

stress is unavoidable, no matter what you do. Stress in and of itself neutral. There can be good stress, and bad stress. Then you can be over-stressed (regardless of type).

Doom bots had a good kind of stress due to players going into the game expecting it to be unfair. Thus they were not "stressed out" when they were getting destroyed due to their expectations.

Likewise, I loved playing league back in 2010, cuz I had little to no expectations on how the game was to be played, or what should/should not happen. But after years of playing, patterns are developed and expectations are made. And when these expectations are challenged or simply destroyed, then the player becomes easily irritated and "stressed out"

ThunderDad1 votes

I don't know man, but I miss the tears of salt when we ran red elixir 3 pots all ins Fiora item 3070

SmokingPuffin1 votes

Games often end with one team getting most of the dragons and the end-game becoming a massacre where the losing team barely can make 1 mistake if they want to come back into the game. The games where the game truly can go both ways are becoming rare

League has always been snowbally. Games where both sides get 3 dragons or an inhib have always been rare.

and immobile or support-heavy champions like Nunu, Malzahar, Lulu, Soraka, Galio or Shen are rarely ever seen.

I think the competitive meta is absolutely loaded with immobile or support heavy champs right now: Sivir Janna Morgana Annie Rumble Maokai Xerath Viktor Thresh Lulu Jinx

In solo queue, I think people are simply picking the wrong champs. People are absolutely addicted to mobility, even when other picks are stronger. For example, these are flat out bad solo queue picks right now, but people keep doing it: LeeSin Ezreal Vayne Zed Lucian Tristana Yasuo

The impact that the current meta has on the player is the feeling of being made of glass in a world of rocks. If you're caught out of position for even a split second, you're locked down in a Vi ultimate and subsequently bursted down before you can even Flash. You're on edge for the entirety of the game, knowing if you lose focus that could be the moment the play was made that decided the entire team fight.

I recall being caught out of position being more lethal to your game in season 2. Back then, junglers usually ganked at level 2 and spent almost no time in their jungle. Get caught by a level 2 gank and you have no hope of stabilizing. Season 5 junglers hit the lanes at least a minute later, and their influence is lower than it has been since season 1.

Also, trinket wards. Seriously awesome. People need to be buying the yellow trinket upgrade and using it more. Laners have never had access to more vision than they do today.

The Soraka can't throw down a lantern for the ganking Vi, the Nunu can't kick the enemy top laner back into the lane and the Malzahar can't make the turret dive and escape with only two shots.

I can't vouch for Soraka, but both Nunu and Malzahar are seriously good solo queue champions. In my eyes, these are examples of immobile champions that people are avoiding for bad reasons.

Either way, as a player, I wish Riot would focus more on fun. More on breathing room. As a final comment and a closing to this article, some of the most fun I've had playing League were doom bots. Not because they were overly challenging, but because they were challenging without stressing the player out.

How would you suggest they do this? What sorts of game mechanics generate more breathing room in your eyes?

Artist Bogrim1 votes

First of all, thanks for your thoughtful and in-depth reply SpokingPuffin!

I wish I could agree with your opinion on champion choices, but as I fill most of the time it inadvertently leads me to support most of the time. Therefore I rarely have the opportunity to pick those champions, and the players (at my elo at least) doesn't seem to care for them. For every Malzahar, I've seen Katarina picked at least 30 times and I sincerely wish that was exaggerated.

In terms of breathing room, I don't honestly know. It's a difficult question to answer. I think my answer would be that Summoner's Rift is always gonna be very highly competitive and maybe it would help to focus more on casual and relaxed game modes to give players a variation, like making a weekly rotation between modes like doom bots and the other fun ones they've "tested" over the years.

SmokingPuffin2 votes

[{quoted}](name=Artist Bogrim,realm=NA,application-id=3ErqAdtq,discussion-id=bYdJKvEX,comment-id=00030000,timestamp=2015-03-19T01:44:11.204+0000)

First of all, thanks for your thoughtful and in-depth reply SpokingPuffin!

I wish I could agree with your opinion on champion choices, but as I fill most of the time it inadvertently leads me to support most of the time. Therefore I rarely have the opportunity to pick those champions, and the players (at my elo at least) doesn't seem to care for them. For every Malzahar, I've seen Katarina picked at least 30 times and I sincerely wish that was exaggerated.

Sure, makes sense. I did the same thing for a long time. Turns out that in diamond, support is a pretty contested role, so now I play more different stuff.

Support meta is unfortunately very narrow at the moment. Pretty much you pick a kill laner Blitzcrank Thresh Leona Annie etc, because poke and sustain options just don't work nearly as well.

In terms of breathing room, I don't honestly know. It's a difficult question to answer. I think my answer would be that Summoner's Rift is always gonna be very highly competitive and maybe it would help to focus more on casual and relaxed game modes to give players a variation, like making a weekly rotation between modes like doom bots and the other fun ones they've "tested" over the years.

I'd be strongly in support of more fun modes. I think it would be cool if there were always one of the fun modes (URF, doom bots, all for one, etc) available on live server in a rotation.

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