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It's getting harder and harder to enjoy this game, and that hurts...

two antlers··6 votes·3,843 views

To me, the game has become very hyper-competitive, and it hurts to have to try harder and harder to enjoy the game that I love. Less fan content is being produced too, which really hurts to see.

In my opinion, I feel that the way the new rune system changes the game is very unhealthy and unfun; it lowers the level of skill expression a player can put into the game to gain an advantage, and I feel like there is less diversity in rune paths compared to before.

It seems that Riot's focus has been solely placed into eSports, and there is very little community interaction anymore. I love eSports, but placing all your attention into it will give the game a more 'try-hard' feeling to it. There's just no community anymore.

Another problem I see is the recent deaths of content creation on the internet for the game. Video makers are quitting, the SkinSpotlights tool could be killed, which will creative video makers a lot.

A lot of people say things like "oh, when X game dies down people will come back to League of Legends." but I don't think people understand that, one day, it's not gonna be League that they return to...

Does anyone else feel this way? I'm pretty trash at explaining myself with things, but I love this game to death and feel like I need to say something about it, even if I get downvoted or ignored.

LoL has always been the thing I escape to when I have a bad day, or when I'm looking to have a fun time practicing a new champion or role, or just to generally play the night away. I don't get that feeling anymore, and it feels like I don't get even a fragment of what I put into the game back. I have no hate for the game, or for the community, but I have real issues with what the spirit of the game has become, and it honestly hurts like hell to see content creators leaving en masse, and for the game to become visually noisy and power crept.

A big saying is to expect the best, but prepare for the worst. I'm always hopeful in my mind that Riot will put in the effort to rebuild their old level of community interaction, and to fix the issues that are ruining the core game, but at this point I have to prepare for the inevitability that that does not happen. [sg-soraka]

9 Comments

Dat Kat3 votes

I think we all think that way, I always remember the days I used to play back from s2-s4 . . they were honestly the best days of my life as far as playing league went.

I believe that applies to a lot of people out there aswell. The game is changing, so must we. Which is why we keep playing regardless of the changes the game incurres.

But yea, I definitely remember playing A LOT more back then with maximum enjoyment, I rarely get that nowadays.

Mordepool1 votes

[{quoted}](name=Round Ashe,realm=EUW,application-id=3ErqAdtq,discussion-id=clF3Jfyo,comment-id=0000,timestamp=2018-04-10T10:40:33.804+0000)

I think we all think that way, I always remember the days I used to play back from s2-s4 . . they were honestly the best days of my life as far as playing league went.

You are correct

Ahristocats3 votes

yea

the old rune system increased skill expression

/s

two antlers2 votes

[{quoted}](name=Je suis Rubick,realm=EUW,application-id=3ErqAdtq,discussion-id=clF3Jfyo,comment-id=0001,timestamp=2018-04-10T10:45:15.630+0000)

yea

the old rune system increased skill expression

/s

I'd love to hear something more than just an /s, but I'll explain what's going through my mind when I say what I said.

The older rune/mastery system provided champions with a modest amount of stats and modifiers, with the keystone being more tailored to how you will play the game. Giving players playstyle defining keystones with only modest stats and modifiers lowers the level of power that each champion gets. This makes it harder to kill/blow people up, which in my opinion meant you needed more skill to get a kill while making the game less snowbally.

I personally feel that the new runes added a level of power-creep to the game in an unhealthy way, where even the minor runes are giving champions a ton of power. I also feel that a lot of the runes are minigames and gimmicks which adds unnecessary noise to the game.

Again, that's my opinion, but I'll at least explain my thoughts about it all.

Ahristocats2 votes

it didn't make anything harder, the old system was bloody boring just like any stat check champion that gets reworked

it needed to go, the new system is much more fun to use, and while it powercreeped the game it doesn't matter at all because if everyone is powercreeped nothing changes on a balance level

the problem it had was bruisers receiving 0 rune which changed with conqueror, and since then the rune system has no problems at all, except with the fact that conqueror is underwhelming and makes brusiers not picked in competitive at all

i'm much more happy to use the new system where any rune has its way to be played

two antlers1 votes

I still feel that there are issues with the current runes, mainly aftershock/fleet, but I do expect upcoming patches to fix this problem for the better.

it needed to go, the new system is much more fun to use, and while it powercreeped the game it doesn't matter at all because if everyone is powercreeped nothing changes on a balance level

I really disagree with this because a lot of champions do a lot more damage damage, while also dying very quickly. This makes the game more snowbally and, to me personally, it removes a lot of strategy and enjoyment from that game.

I personally struggle to get enjoyment out of the game anymore compared to the past season or two, but that doesn't mean I won't ever enjoy the game again, provided some changes/patches come to the game that I feel fix some core problems.

I'm genuinely happy to see that you and others are enjoying the game more and more with the newer changes.

nelogis2 votes

What the hell makes this new system "more fun to use"?

80% of new runes are just old masteries on steroids.

Mana band is that one mana mastery on steroids Chrysalis is veteran on steroids FoF is WLB Electrolute is TLD on steroids Cosmic insight is that one 5% cdr mastery on steroids Klepto is bandit on steroids That one rune that gives hp back upon hitting an enemy is feast on steroids Grasp is Grasp on steroids Afterschock is that one tank-shield mastery on steroids Aery is a bandaid to the dot mastery (Dot champs still have no keystone) Conq is Fervor Triumph is last stand on steroids

These are just the ones of the top of my head.

it doesn't matter at all because if everyone is powercreeped nothing changes on a balance level

That is plain wrong. Power creeping done RIGHT is harmeless.

Power creeping in league right now is retarted.

Tell anyone in season 4 that a champion has 1k true damage while being tanky on a 4 second cooldown on auto attacks that also gives movementspeed to secure the damage Camille .

They would fucking flip their shit. That is a 5 stack Darius ult.

"Yeah but we got better protective abilities now you idiot!"

Well yeah guess what! Darius ult still does that much.

Why do you think Irelia has a shield busting mechanic? Because she doesn't have 1k true damage to get through the shields.

Why do you think Riot wants to add a shield busting item? Because they got power creeped out of control!

Why do you think GW became such a retarted mechanic? Well since it got power creeped and is now available for such a cheap cost we need to of course power creep every single heal in the game.

Good luck fighting an Aatrox / Fiora / Soraka without GW. Either you buy it or you get fucked, wow what a mechanic, such choices, much balanced!

the problem it had was bruisers receiving 0 rune which changed with conqueror, and since then the rune system has no problems at all, except with the fact that conqueror is underwhelming and makes brusiers not picked in competitive at all

Well guess why? If they buff it then Irelia / Camille become too strong because then they get power creeped twice (through champion kit AND through runes). Trundle / Renkton is still crap because they are only power creeped through the runes now and they need their numbers inflated to get the same amout of power creep as the rest.

i'm much more happy to use the new system where any rune has its way to be played

The old system did the exact same thing what are you talking about?

Do you think an Assassin with flat AD plays the same way as an Assassin with flat armor pen? No they don't, the one tries to get an early lead while the other sacrifices early game to scale better.

The new rune system actually completely got rid of this.

This update hurt the game more than helped it when it comes to balance. Now I could start telling you how power creeping only the main stats of a champion leads to even more issues and then how the importance of the runes and the compatibility of the runes with certain champions lead to even MORE issues but that would make this comment a whole book.

You are looking at things in a vacuum and that is exactly what is wrong with todays balance.

Ahristocats1 votes

all the runes you listed have conditions to be activated, their power has an inbuilt gameplay like manaflow band instead of just raw stats

nelogis1 votes

New Manaflow Band "PASSIVE: Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana. After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds."

Old mastery Meditation "Once every 5 seconds, you will restore 0.25 / 0.5 / 0.75 / 1 / 1.25% of missing mana."

Manaflow Band is by far better than Meditation and hitting 10 spells on opponents isn't really "conditions to be activated". After the activation it is just raw stats. 250 mana and 1% of your mana regen every 5 seconds.

So after hitting 10 spells it's literally the same shit Not like you weren't going to hit the 10 spells anyway whether or not you have manaflow band.

This isn't adding any "fun", it's adding a useless minigame that isn't "fun" it's something you would have done anyway in which case this whole minigame becomes obsolete.

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