MSI is proof that League of Legends is dead
"League of Legends is dying" is a term thrown around far too often. And, no, it is not going bankrupt (yet). However, it is no longer the game it was before. And no, I am not just talking about the unbalanced play and all of the nonsense. Instead, I am talking about League of Legends, the tactical, strategic, objective-based game that existed before.
A simple look at the teams doing the best in the world will show that tactics and strategy are gone. The game is more of a death-match than Call of Duty is and requires about as much skill, if not less, to play "well." The games are a fiesta of constant fighting with more kills than minutes in a game by almost double in some cases, instead of coordinated play and objective-based gameplay, the game is played based on twitch-reflexes and random overloaded champions.
This has been caused by a number of things.
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Overloaded champions. -Champions designed for "flashy eSports play" rather than game-balance or a fun experience for the players.
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Minion gold changes. -There is less incentive to go for caster minions and more incentive to go for kills. This is further compounded with CS bounties, making true skill in the game punished rather than landing overpowered skills and getting kills. This causes snowballing to an extreme level, but is not even as much as the next.
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Turret plates. Anyone watching G2 plays can see they focus on nothing else but funneling plate money into a hyper-carry to win against better teams. Turret plates, mixed with CS bounties and minion gold changes have caused a massive inbalance in the gameplay.
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Runes Runes are heavily loaded into front-side damage, making the game head into the snowball area way to quickly and making the game almost impossible to recover without serious mistakes by the enemy.
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Baron Baron plays (Unless you are IG against TL) absolutely end games above a certain ELO. The Baron buff is far too strong for the meta created.
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Mobility and Damage This falls into the overloaded damage area, but is something worth mentioning. There is too much mobility and front-end burst and this limits the style of play severely. Due to this, tactics are far less important than simply clicking a button and getting a kill and still having mobility to be safe.
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ADC changes ADCs have two modes now: A) They are unimportant entirely because they take too long to scale and do not have the power to matter when insta-bursted down by hyper-mobile burst. B) So overwhelmingly strong they require no team comp to protect them (unlike previous games). They can snowball so hard due to plates and bounties and such things that they can literally 1v5 in some cases. Draven in the IG vs SKT game for example.
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Autofill Autofill forces the game to have a random chance of vastly increases your odds of losing the game. Simple, easy and straightforward for this one. But, this one has existed for a while.
There are more factors that could be discussed but text walls rarely get read anyway. However, the worst problem with this is that the game is fundamentally different and caters to a new audience of temporary players that have almost no interest in learning the game itself. They just want to show off, BM and be toxic to show how "amazing" they are to their friends.
This leads to the massive amount of toxicity in recent League as well as the nigh-continual AFKs.
These are just things to consider. Riot will not change this because it benefits China, which has been forced on us as the only region to matter. However, this is a part of what I have determined over the last year.
[sg-ezreal]