Here is an idea to balance well the game :
Hi riot, i had a lot of time to think about preseason changes and i have come up with a big problem and a good solution :
All the AI based challenge of this game is badly tuned :
1) turrets : Turret have 2 main problem :
- They do not punish enough the enemies that dives very early in the game (Taking 3 turret shot is totally doable for most champions)
- The targeting mechanics makes already oppressive champion a lot moire oppressive since that by timing well they spells, they can take no damage while attacking you under your own turret.
Turrets are a safe spot for champion , they were once used to protect yourself from enemies because they would take a huge amount of damage. The fact that turret shot do too little damage force an agressive playstyle early on, since you don't really get punished as much for diving your enemy and mobility allows you to escape a lot better from it. This put a lot of low mobility champ in an akward sport where they have to try to land a stun on an enemy that is gonna take less damage from the turret and the spell than he will be able to deal within that amount of time.
Minions in early game once were a huge deal as they would totally 100-0 you if you mindlessly attack the enemy, but turret were even worse. 3 shots and you were down... i think The first thing to reconsider is to up the turret damage on champion a LOT, and maybe reduce armor pen. If a tank wanna dive, it's okay , it makes sense, he doesn't have THAT much damage and therefore will be more useful to his team. this will make the early phase of the game a lot more focused on minons agression and makes agression a lot more punitive. It should be a general rule that with 2 shots, at least 90% of your health is away... not 60%. Maybe tank could take a little better on really tank shots in compensation and be able to withstand 4.
One of the big reason why tank struggle so much is because there are no points in having one since anyone can do a decent job at tanking turret shot, on teamfight you just roll on who is tanking damages and when so assassin support are much better especially of they regenerate a lot...
Diving is too easy and that's a big problem.
2) Minions
they dont punish enemy as much as they once did. the rubber band exp thing that was introduced back in the day when being afk meant you were off by too much and probably would be the underdog for that reason was a great thing. Some for the best changes you made went in that direction.
however , too many champions become unstoppable far too quickly and can just stop your progress.
2 bad move in early game with your jungler and enemy got 3 kills ? You can stop playing, that game is over, even turret won't protect you.
The last mechanic that would allow a comeback (morde ult) by giving a downside to being overfed was removed. i think that there should be a drawback to being too powerful.
when you are powerful by accident, you shouldn't be able to remain powerful by accident. i really think that the opposite laner will rubberband toward his position very quickly if he doesn't act very agressively.
Right now the game is just about go in lane , if you get any advantage , keep it since jungler can't really gank you wait elder, end the game.
It's Absolutely crucial that having an advantage gives a drawback, snowball is okay , but a snowball shouldn't stay big when it stops rolling.
So many times i was under tower and just loosing bcausee turret deal 0 , minions odn't helkpt o cover that fucking 456456 level gap between my enemy and me.
A simple idea would be : Minions ara the level of the highest level enemy laner.
Each level you are under a minions gives an exp boost of 50% per level difference.
So if enemy decides to accelerate the game, they can , but if they don't do it as a team, someone is gonna be left behind.
So basically if enemy top is level 7 and all his team is level 5, next minions to spawn is going to be level 7 Therefore all the allies are getting a +50% exp boost until they caught on the biggest on the enemy top , but then the enemy also get a boost themselves, that makes the game go a lot faster.
Adjust the jungle minions to the biggest among the 2 teams and you have a game that is going to go substantially faster.
There is therefore a drawback to being the only fed in your team and you are forced to camp every lane if you are ahead in order to keep your advantage and not make your team loose.
on the other hand, having someone fed in your team mean that you can catch up to him but only indirectly, so your have to be cautious about enemies getting stronger a little faster than you. but with the extra safety of the new turret it isn't that big of a deal.
also this prevent ultra-camping from being worth it , as you are monopolizing an advantage in your team, and making thee 4 other enemies more dangerous.
3) jungle camp:
Jungle is an okay ressource to exist , pathing is really a great aspect of it but the way it is done now makes it so not doing a camp can be very punishing, I had an idea to get the best of both world : stored ressources. basically over time , a camp grows in value, not a lot and there is a cap, but something like +10 gold per 15 seconds up to 60 gold. It should be tuned so not make ganking jungler overwhelming. i think it gains 60% of it's value over thee amount of time it need to respawn is a great thing. So going away from a camp is okay and not punished as hard. but you can't just wait for a camp to grow infinitely in value.
both strategy of waiting and gank other lanes is as valid as not doing it. and just taking the camp.