Long List of things I think are a problem in League

JainaProudgurl·6/24/2019, 9:13:11 PM·3 votes·1,137 views

So first off, I'm more writing this post cause I'm curious what everybody elses opinions are on the game, and how out of line my own opinions are compared to others. This is a comparative post that I want to propagate, and maybe at some point even Riot might join in on the discussion (however unlikely that is) and blatantly discuss some of the nuisances and annoyances in league. I'm just going to format this in paragraphs, with each paragraph being a different topic and what I think about it.

Champion Select and Queues Champion Select is by far one of the biggest parts to starting a game, yet even though it is, I feel it has some really big issues, especially in ranked. My biggest current complaint is that people that autofill or get their one-tricks banned / picked often times just dodge games, wasting everyone's time and ruining otherwise favorable match ups. On top of this, it often leads to you getting sniped in the next lobby and your teams champions being banned cause it puts you in a lobby with the same people, which is just overall a nuisance that although avoidable, often adds to the above happening again. In addition to that, pick order can sometimes just break the game. I've had lobbies where the other team picked everyone but their Jungler after the person they're laning against picked, meaning that every lane just straight up lost due to counter picks. My last huge complaint is the ability to "Not Ban." I feel like this is a functionality that should be available in tournament / customs, but not in normal / ranked queues. Not banning champions can be so punishing in a meta with so many high-threat characters existing in specific roles. Will they probably ban those champions? Probably not, but they should still have to make a ban in the first place.

Abundance of CC and a lack of ways for Mages to Cleanse it League is a game about capitalizing on peoples mistakes, and people get that. At the moment though, it feels like when you play a game that sometimes you legitimately just don't get to play it because your CC locked into heaven. This isn't too much of a problem for ADs because Quicksilver Sash exists. But mages get completely screwed in this spectrum, unless they choose to take cleanse which is a huge waste of a summoner slot sometimes. They instead have Zhonya's, which although can be good or even incredible, there's also a lot of times where it feels like you're just using it for the entire enemy team to look hungrily at your golden posterior, and instantly kill you right after you leave. Mages should have their own unique QSS item that they can use to actually escape CC, rather than just go golden because you got hit (or were about to get hit) by CC, and then generally result in the same outcome. I do think that to balance this, maybe it should have a shared cooldown with Zhonyas. The other way to go around this would either be to introduce one of two things; either A: A CC immunity system where layered CC has its duration reduced based on how long they've been CC'd already, or B: Add more accessible tenacity outside of Mercury Treads. I actually don't agree with either of these though, and think that introducing what I stated earlier would be much better.

Yasuo, Zed and Teemo existing

Abundance of % Max HP Damage This is a topic that is getting a bit out of hand. Of 140 champions, at least 24 of them (I'm not well rehearsed in every champion to know what all do % health damage) do some type of % Health Damage. On top of this, Liandries and BoRK both do % HP Damage, and especially in the case of Liandries, can be utterly abused to death on specific champions (Looking at you Cass and Brand, and new Mordekaiser....) It makes tanks feel like they're basically non- existent in the game. This combined with Ignite being the dominant pick in every lane makes it near impossible for tanks to do their job late into the game. This wouldn't be so bad, but unfortunately of the 24 champs I counted, most of them are played VERY frequently.

Abundance of "Free" Damage This is a little gripe of mine, but maybe its a bit unfounded. I find it annoying that there are a lot of sources of virtually free damage in LoL atm. Dark Harvest and Electrocute just give extra damage to some champions that don't really need it, and combined with ignite can just make your life sad. Other lesser runes, like Cheap Shot, Scorch, Coup de Grace, Shield Bash, etc. contribute to this even more, along with the fact that everybody in the game now takes ignite. On top of this, a lot of champions have passives that are damage related. It doesn't matter if we're looking at Vayne, Mordekaiser, or even AAtrox, it gets annoying when you lose to something that doesn't really have any counter play to it.

The Jungle Jungle is something that greatly annoys me at the current time, because I feel that as a role, its WAY too influential on how the game pans out. As it stands, junglers only spend the first 2-3 minutes farming and then all the sudden permanently set up a tent in a lane to make sure that lane just can't play the game. In higher elo, I expect this isn't too much of a problem because an experienced jungler would know to either A: help that laner out a bit before it gets out of hand or B: Counter Jungle the crap out of them, since they aren't clearing their jungle which effectively puts him behind. At low elos though, that pretty much never happens and causes jungle to single handedly win a game for people. I don't have a proposed solution for this, but I feel that something should be done to fix it. If I'm playing mid and top and get ganked 5 or 6 times in the first 8 minutes of the game, they should atleast have some repercussions for always being there.

Game Length and Comebacks Ah, the update that no one asked for. Look Rito, I don't know what to say about this one. With the old state of the game, as a competent solo player, you could wait the game out till later on when you could possibly carry everyone once you get your core items. No one really asked for shorter game; In fact, I feel like most of the games issues were caused directly by this specific event. Beyond popular belief, a lot of people really like long, back and forth games because they feel so much better to win than normal. At the moment, it feels like the game is decided at around 20 minutes, which is a bit ludicrous for a game with 10 players in it.

As a final note, I'm kind of a bit opinionated on the whole autofill thing. I've been playing League since Season 2, and have around 24ish Mastery 7s and another 10 Mastery 6s with a lot of other champions being learned at any given time. I honestly don't think you should be able to dodge an autofill or champ ban without getting punished for it when I have to sit here and innovate every time this occurs to me. Learn more champs or ask people to switch lanes with you when you get autofilled. A day or two ago I played a game in bot lane that went to hell real fast (it was a counter match up to start with, and the jungler also decided to babysit) that I got autofilled into when I really didn't want to play that role, but I played it anyways cause no one else wanted to play it. When the lane went south, my support got salty and stated something that comes up commonly from anyone anymore. "If you get autofilled, you should just dodge." I don't think this should be a thing at all, but pretty much anyone you talk to will say this is a true statement. On the contrary however, this shouldn't be a thing to begin with, either because dodging just results in longer queues and is kinda morally unfair, or the fact autofill shouldn't exist in the first place, its still a topic that I feel needs thoroughly addressed.

Also, the next time I hear someone whining about me saying no to a surrender vote and then stating their reasoning as "It's a waste of time" I swear should be reminded that they're playing a GAME. You know, those things you use to waste time and have fun in the first place? I'm getting a bit tired of hearing this excuse when the next game has no guarantee of going as badly as the current one....

3 Comments

Natsu E Dragneel6/24/2019, 9:50:48 PM1 votes

mostly agree with this

Rewt6/24/2019, 11:36:56 PM1 votes

The jungle role is at its least influential its been since S2, but also with some of the least truly viable diversity.

With the Gutting on Jungle XP, this has basically forced Hard Farm Junglers out of the game. Now I'm not saying that the Feral Flare and Devourer metas were good, I'm just saying during those times there were different playstyles and your team could operate differently based on the enemy jungler. Now every single jungler is just a hard ganker because hard farming is completely irrelevant.

There really isn't much of a fix for the jungle. This is what the role does. It is a roaming support with Access to its own farm that it doesn't have to really compete with anyone over. Now If a Jungler is sitting there jerking off in the bush waiting for you to walk up, your team should roam to kill him. If you have enough wards this shouldn't be a problem.

Now even though I just said there isn't a fix Ill actually present one.

Neutral Monsters Grant no Catchup XP.

Increase Neutral Monster XP.

Neutral Monsters only Level up upon respawn.

This means that if the enemy jungler is constantly in lanes instead of farming. His jungle is going to be worth dirt. And if your jungler is clearing his jungle and ganking efficiently then his jungle is worth much more gold and he is still pulling off ganks. This will put your jungler ahead of theirs. With the sheer emphasis that Riot has put on ganking its not surprising that Junglers have neglected clearing. While we still do it and its still important. It used to be a huge deal. If you cleared 20 Jungle camps and the enemy clear 17. You would be a full level and a half above them. Now you will only be like 1/2 a level or 3/4 of a level above them. So why clear when you can gank?

Now I dont particularly have an opinion on the other topics so ill just focus on the one I know about.

ChaosLordMadis6/25/2019, 12:09:10 PM1 votes

Ok lets see if I can point out a couple of things that cam e to mind reading this.....

  1. Your first point I a m no t sure what you want to be done about this. I mean they all ready have a system in place to punish people that dodge to many games in a row. I mean sure I guess they could up the punishment time but shurgs some people are willing to take hat penalty. As for the next part have not really seen this happen but even if it did yo can still win against counter picked lanes. Its just a matter of playing smart. Or if your pick gets baned just make sure your pool of camps is deep enough for the position you are in. As for the final not sure what you want them to do here. They did this so everyone could have a ban they never said anything about people having to use it..... I get your point and yea I guess they could make it where people have to...maybe not sure how that would work.

  2. This I agree with you on. I have seen some other people mention this and even analyst have pointed this out this season. It's something they should look in to as mages are some of the most immobile champions in the game.

  3. Not seeing the complete issue here. 24/140 that not even a third of the available champion pool. Also the whole point of them is to be tank killers. Yea it kind of sucks especially with the items you mentioned. But if you nerf this to much then tanks can become completely overpowered again. Even now if you take a tank and build them good enough even with a tank shredder they can still be a really good meat ball to let your team focus down the enemy team if they do not have one.

  4. Again not seeing the complete issue here. Yea this can be annoying. But you have access to some of those same runes. And yes it can seem oppressive on champs that have that extra damage tick built into a skill or a passive. But its just another style to play. To be honestly prefer the y do something about klepto. But that's just my opinion >.< .

  5. I wont touch this has I hate playing jungle and do my best to avoid it and as such just have not played it much at all... Beside Rewt kind of touched on this one quite well I think.

  6. I kind of get your point here and I love back and forth games to (Hence why I like ARAM because you can get some nice back in forth games with that mode) but that being said people these days actually like fast paced get things done and on to the next one. You can see that bye the games that are most popular theses day's. Also you have to remember a t the end of the day League of Leg ends is a game and some of the people that play it do have lives. And some times people like to play more then one game before they have to go off and do something else. Don't get me wrong like I said I love back and forth games. But I can see why they have made things move faster.

As for your last bit there. Yea I get it, it does get really annoying that people will dodge when they get auto filled. But as I mentioned up in the first point they do get punishment for that and i ts gets longer the more they dodge. Over all they just need to find a way to fix the system. I mean I am not sure how they could fix it but they need to find something that makes it where people would no t be as likely to dodge if they get filled.

Anyway why I don't 100% agree with you on every thing I still liked the post... one of the best thought out post I have seen that didn't seem to much like a wall of text.