What Are Practical Ways That League Could Be Come Less Snowbally?
Lots of people hate how the early game almost always dictates how the rest of the game goes. Does anyone have ideas for how snowballing could be reduced?
Lots of people hate how the early game almost always dictates how the rest of the game goes. Does anyone have ideas for how snowballing could be reduced?
Well, i know this is probably a unpopular opinion but league can just use the dota method and buff the amount of gold and xp the losing team is getting depending on the difference.
Less mobility, less %hp dmg (actually stronger on the guy actually able yo get the items to support it than just the feeder doing base %dmg), tanks being able to survive initiates would help, stop nerfing healing literally tbe biggest anti snowball move in the game, and stop adding more and more bonuses for winning teams on objective control.
Seriously one dragon buff can mean a world of hurt after 1 lost fight bot lane.
Tower regen, or some other way that behind champions can survive in lane a bit more then now.
Stealth wards in the shop again. The best way to prevent snowballs in the past was to increase how much information a team had to act on. If your team got far behind, you would ward up your half of the map and play safely.
When one champion kills another in lane, the killer gets rewarded with gold from the kill and the victim gets punished by not being in lane to get XP and gold from CS.
Only one of those things should happen; either reward the better player or punish the lesser player, but not both at the same time.
Any way to make league less snowbally would inherently make average game times increase. Which is something we don't want - a lot of players can't allocate 1h15min or more every time they want to sit down and play. They also don't want to risk being unable to finish a game they started. Since games can easily go 1h long, and it can easily take 15min to get in to a game, that's a large time requirement on people.
Getting games down to 30-40min is ideal, but it comes at the cost of more snowballiness. I think the best way to reduce how snowbally the game is while keeping games shorter is to accelerate level growth and gold gain, but that would lead to a lot of imbalance between early/mid/late game champs.
For now, games won't snowball as heavily if behind teams start playing like they're behind. I've fallen behind a lot lately (I knew it would happen when I was winning loads of games getting carried, I'm consistently playing with plats and diamonds in my normal games and I'm mid gold at best [ranked gold 5 and had some bad luck lately so not excited to go back to ranked]). Anyways though, if/when I fall behind and my team actually starts playing defensively we actually come back and win a lot of the time. If the guy who's even or slightly ahead keeps trying to engage every fight he can, we inevitably lose. Needing to engage definitely a cost which gives the behind team a large advantage in team fights. If your front line blows their CC starting a fight they don't have nearly as much peel to protect their back line in that fight. The defending team has everything to protect their carries. It makes fights relatively even despite a reasonable gold lead. People seem to miss that concept entirely though.
Remove
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Serious talk time.
The first question is do we even want more this? Are game times in a good spot or should they be longer?
Next you need to consider, when and extent of snowballing. Should the game be decided at first blood? Should first blood give any advantage? Should there be no advantage given to either side until 30 minutes? Should teams be essentially even until the last team fight?
Stronger towers. They need to actually be a threat before 15 minutes; being able to (somewhat) easily 1v1 dive someone before then essentially removes the victim from the game. Nobody likes that.
Make penetration: enemy resist (minus) flat reduction (divided by) percent reduction again, rather than the current enemy resist (divided by) percent reduction (minus) flat reduction.
Reduce damage across the board. Damage has skyrocketed from itemization changes and masteries, while health/regen hasn't increased drastically to compensate.
Make item components significantly more cost effective than finished items, like they originally were. Item passive should make the cost worth it...it shouldn't already be 90-130% cost efficient before a passive unless an item's primary purpose is pure stats, as opposed to an active/passive effect.
More scaling power from items, as opposed to flat power.
Start with getting rid of f*cking tower First Bloods.
Hell, even just getting rid of FB as a whole makes the game inherently less snowbally.
I don't think it needs to be reduced. Everything you do once the game begins dictates how the rest of the game goes. If you die at 3 mins, of course it will affect your lane, and it should.
I can't think of any champions that have oppressive early games to the point where they can decide the game from the first 5 minutes, except for pantheon.
There are a multitude of champions, some are designed to have better early games, almost always followed by weaker late game strength (pantheon, lee, jhin), and the opposite is true as well (kayle, vayne, kassadin).
Snowballing happens when a player dies REPEATEDLY to a champion. This isn't because of the enemy being op, it's because of the player not taking enough precaution when coming back to the lane after dying. If you die once -> it's easier to die a second time.
League is already very forgiving of mistakes, and snowballing this season has been nerfed compared to season 5.
Waveclear
How about reverting the increased gold reward on minions & champions, being able to complete any of the 3k items in 5 minutes is crazy and used to take 10 minutes. Another possibility would be to revert the minion pushing for the winning team, seriously that's just cheap & frustrating game design. Perhaps lowering the experience reward for killing, so that you don't fall behind multiple levels from walking back into lane.
Remove bounty hunter imo.
Revert to Season 2
Make all towers able to regen health, and increase the base towers' hp regen to the point where they can go 1% to 100% in 1 minute.
Well, some dota2 ideas (feel free to criticize): in dota2 gold gains by killing someone depends on the lvl of the hero, which means that if you kill someone with low lvl you won't gain too much gold, while killing someone with a high lvl will give you a lot of gold because it's harder. in league: you give 300 gold and it's reduced every time you die but there isn't really a reward for killing someone ahead of you (like if you're 30 cs and the enemy top laner is at 70 cs).
I've always held that the best way to fix snowballing is to grant less kill gold. I think gold rewards for kills should be halved. If they ever do this I'd probably be able to get to Silver. I can CS better than 80% of the people in Bronze and if kills didn't grant as much gold as they did, I'd probably be able to carry a hell of a lot more by just CSing right. Feeding in Bronze is so out of control that good CSing is not enough to carry a team of feeders. Bronze 2 is especially difficult to carry because everyone is so much more skilled but the feeding is the same.
Make higher tier items less cost efficient than they are now.
Reduce death timer, especially early to mid game
Giving players an actual way to move about the map and take the correct space, without taking a longass time walking to one lane, go home, then walking to another lane....