A Plea from Top Lane
Greetings,
I would like to briefly address the state of top lane in a few paragraphs and start a discussion.
Source: https://lolalytics.com/ranked/worldwide/platinum/plus/champions/
According to the statistics Garen enjoys a 53.8% and Mundo a 50.6% win rate while they constitute 20 % (!!!!) of all the champions played top lane. The "win rate is not everything" argument is no longer valid, since Garen has a 11% and Mundo a 9% play rate. They are the top picks across all elos at the moment. Even in diamond. This is a fact, nothing to argue here.
I would like to talk about how it impacts the Lane and the gaming experience of those players who go Top. Since they make up 20% of all picks (34% with Darius!) this means they push out a lot of champions top lane. This would not be problematic until a certain point where their kits are so overtuned that the champions have a death-grip on the lane.
Let's focus on Garen for a bit. An old champion with an old kit and that is quite alright (I don't like reworks). He should be teaching the basics of top lane for new players and apparently Riot agrees since you get Garen for free if you start a new account now. However when this champion is buffed to the point where he is a top pick even in Diamond elo you start to wonder...what is there to learn about top lane now? True damage hypercarry bruisers now LOSE to Garen according to every single statistic site I could find. This means the game no longer incentivizes you to learn complex, high risk high reward champions. To keep bad kits viable you have to overtune them to a point where it is unfun to play as or against the chamipon. This Mundo / Garen run-at-the-enemy while being invulnerable meta has several other harmful effects on the lane.
Results:
- top lane is a non-interactive farm lane when these champions are involved
- skill expression opportunities are very few given the simplicity of these kits
- champion diversity is harmed. If we put Darius into the mix then the three of them (Darius, Garen, Mundo) account for 34,5% of ALL PICKS in the lane. That means every third players picks one of these champs because there is no reason not to pick them
- top lane has stopped being rewarding to those who spend years mastering a kit.
- Tanks / Juggernauts no longer have a weak early game which used to be the counterplay to their scaling for 7 seasons. Dirt cheap items, great scaling...and now strong early game. Something went wrong here. since items are dirt cheap and death no longer sets back a lot of these champions it does not matter what you do with them in lane.
Possible causes:
Runes Reforged and the Tank class update adjusted the base stats of these champions to an unhealthy level. Then you spend patch after patch buffing bad and outdated kits. I am talking about Chogath, Nasus, Maokai, Mundo, Garen etc. Chogath no longer loses stacks upon dying, brutal buffs to Q and R. Nasus receives even more free stats on his ult, Mundo regeneration buff just to name a few. Then you hit these champs with very small, very tiny nerfs which do not in any way make them less tanky.
Meddler said earlier that laning should be an ENGAGING PvP experience where skill determines the outcome and one laner may emerge stronger when the phase ends. This is in no way true to top lane anymore when a tank / juggernaut is present.
My question is: when is it going to be enough? How strong do you think bad kits should be? You are losing players Riot Games at a rapid rate. If you seek to make League great again then I suggest you take a good long look at what's going on top because the season 6 tank meta was NOTHING compared to how unfun and non-interactive this game has become Top Lane.
Thank you for reading.
and git gud.