Should we lower the gold generation rate ?

0 Hogapu··20 votes·890 views

That would make games longer for sure, while punishing people for not actually farming (and rewarding the farming ones) Thoughts?

16 Comments

Steelflame20 votes

No, this would just make games MORE snowbally, not less. As it already is the person in the lead that gets easier and safer farm, now there would be an even greater differential between the leader and the one behind. Instead of your enemy being at 1.5 items to your 1 when your behind, you'll be at .5 items to their 1.

Games already snowball hard enough, we don't need /ff@10 to become a thing with /ff@15 only taking the 4 man vote...

BALDG1VEN BOOMER3 votes

Disagree, before season 6 items were way more expensive and minions gave significantly less gold yet leads didn't snowball out of control, half of that has to do with the current bounty system as well.

Steelflame1 votes

A lot of that is more caused by the minion changes in their AI and stats for team differentials. Before, minions wouldn't change based on anything other than game time. Winning team, losing team, doesn't matter.

Nowadays, minions actually bias in strength toward the winning team. This makes waves auto-push in your favor, and further increases the global map pressure your team exerts when ahead, while further stripping pressure from the behind team as they now have to respond to the auto-pushing waves more, creating more 4v5 situations, creating a greater lead differential, further increasing the minion power.

BALDG1VEN BOOMER1 votes

Side waves were always a push or pull.

Steelflame1 votes

But the rules didn't favor either side. You could directly manipulate the conditions of the wave to always push in your favor if you triggered a slow push. Nowadays, a slow push will probably just result in it stalling before the enemy tower, and turning into a counter-slow push, only much stronger, if the losing team attempts it.

Shroom Merchant4 votes

that would hurt supports even more cause they have to try to be usefull with 0 gold

KoKoboto3 votes

BAILOUT After 12 minutes, the 2 members of each team with the least gold at any given moment gain an additional 2 gold per 5 seconds (increasing by 0.1 per minute)

This is currently an in-game mechanic that could be updated if that were the case but meh.

yingwhy5 votes

[{quoted}](name=Shroom Merchant,realm=NA,application-id=3ErqAdtq,discussion-id=bqYk6AjL,comment-id=0000,timestamp=2017-09-18T19:53:05.841+0000)

that would hurt supports even more cause they have to try to be usefull with 0 gold

item 3301

KlydeFrog2 votes

howabout this make the starting gold for summoners rift like the starting gold to aram

PopcornBunni2 votes

Lowering passive gold generation makes the game even more snowbally than it is currently since lane bullies could just pressure you out of any gold you could make. It also turns literally anyone that gets first blood INTO a lanebully that can get ahead and stay ahead.

KoKoboto1 votes

Yes it would help the game step away from the snowball festival that it is now.

Many other changes need to be implemented though to reverse the effects of that patch. However we also gotta be aware that balance doesn't just mean revert / nerf / buff, it also means making changes if necessary.

warpenguin5551 votes

Ah, the patch that sent the game into a downward spiral. Probably the worst patch I have ever played

SirTeemoMushroom1 votes

so.. junglers would have full build late game , while the rest of team 2 items?

Sire Hippington1 votes

Horrible idea that goes against why people want longet games. People don't want longer games for the raw sake of long games, but because long games tend to be less snowbally with more comback üotential and more close fights. It also allows to get fullgear and thus live to your lategame fantasy(well, if anyone but adc had such a thing....) Decreaseing the passive gold would maybe increase the game time(not sure about that), but at the same time make games even more stompy and snowballing as the gold difference between the winning and loosing team would be even higher. So even if the lower gold would prolong games despite increased snowballing, you'd just spent that extra time in games that are already won/lost and the winning team just needs to grind some more before beeing able to close ot the game, but still with no real chance to come back for the loosing one.

It's pretty apparent that riot(and many players) prefer shorter gametimes. However, riots way about that was pretty bad, as they just added/increased snowballing mechanics(wether intendet or not) which results in shorter games, but also worse game quality and most players do not like stomps and overall high snowballing. So If anything, we'd need to go the other direction. If we want shorter game times but also less snowballing, we need to increase the overall gold(and xp)-flow while adressing all the different things that contribute to snowballing.

ZephyrDrake1 votes

the only thing this will accomplish is hurt supports since the passive gold generation isn't so high that you can just ignore farming and still get all the items you want. If your goal is to nerf supports then sure, this is one way of doing it but just to make games longer? how about making turrets do stuff past lvl 2? how about nerfing items and champions that are too strong? how about making dragons and barons actually take effort in taking them instead of things past a certain time do next to no damage? how about introducing items/skills that give positive effects to turrets instead of just things that destroys them faster?

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