Pre-season went Almost Exactly as it was supposed to. So why all the hate?

MasterDClone·11/25/2018, 10:04:23 PM·8 votes·3,972 views

Pre-Season has just started, and I think the game is in it's best state it's been for a while, most games are really close even if they end at roughly the same time, they don't feel rushed, just exciting. This post is not to say the game can't be improved from where it is but for all the posts saying that this pre-season was a failure and the usual the balance teams need firing because they don't like the changes, but riot did just what they set-out to do and this was coming for a while.

Laning Phase:

> Turrets will much more rarely fall from 100% to 0% early game after one gank or recall attempt. Players that lane aggressively and take risks in the early game are rewarded. Bad matchups don’t feel like a surrendered lane. You may be pushed under turret, but you’ll have more time to CS safely before your turret falls. Lane matchups are less influenced by success or failure in other lanes and you have more time to outplay your opponent in an even matchup early game. Players should be a little more likely to leave lane phase having completed their first item.

Those were riots goals for an improved laning phase taken directly from their own posts, people have been complaining throughout the year that the lane phase was too short and that turrets were too weak and in dire need for some buffs.

  1. Turrets pre 14 minutes do take quite a bit longer to fall because they are a lot tankier with the plating system and the gold although i agree is giving too much is necessary for people to try and play more agressively and force more interactions leaning into point 2.
  2. Players that play take risks early and play agressively are rewarded with turret platings, but playing agressively is a lot harder now because of the massive damage buffs to turrets making diving a much more calculated play and a lot riskier.
  3. Before in a bad matchup you would die once or twice due to matchup and he would take your tower at 8 minutes and roam causing a ridiculous snowball, but now even if he kills you once or twice you still have until around 14 minutes to farm up and give you other lanes the freedom of trying to win without too much interference(yes i know jglers can still gank but so can the other so it cancels out).
  4. This is essentially the same point as 3 in saying that it gives you other lanes a chance to get a lead even if one is behind because roaming generally leads to you laner coming back by grabbing turret platings another plus to the plating system.
  5. After their first item or two the laning phase is over and the teamfights actually start which i have to say has happened due to the laning phase ending at 14 minutes for all.

Runes:

> Players can take the runes they want without feeling restricted by path style bonuses, better supporting creative (Glacial Augment Jax?) and strategic (double MR shards vs Rumble top) decision making. Slightly reduce early-game damage potency via 1 enforced defensive stat choice.

  1. I fell like this was accomplished although the defensive stat runes are slightly too weak but that can be easily changed, the stat runes do feel like a nice change when playing against a counterpick. It does enable better decision making.
  2. I can't speak too much on this one as I havn't seen any statistics on this.
  3. Dark harvest: I feel like I had to mention this because it is the main point of concern this preseason and seems like the big thing people hate, which is weird because it is weaker now just more champion can use it and is only really frustrating when multiple people use it. Honestly i'd rather have old darkharvest and this is the only pre-season change i just don't understand because i remember that back when they first tried out they meant to make it an execute rune similar to pyke ult but their testers found it way too toxic to be in the game so it is strange that they would do a full 180 and go back to that. Although if this is the only think people hate about the pre-season changes i'd call it pretty successful.

Comebacks:

>Make the path to staging a comeback clearer for the team that’s fallen behind More accurately assign bounty levels to account for leads that don't come solely from champ kills Make the system more forgiving when you're playing well on the losing team

  1. The bounty in the scoreboard is a really nice quality of life change and does give the losing team a clear way to comeback.
  2. This change was seen as controversial because it was seen as punishing someone for playing well but that could be said for the bounty system as whole when it should really be seen as rewarding someone for killing someone that is ahead of them, people that have a massive farm lead because they are playing champions like yasuo, yorick, cass ect who clear waves really easily should give a reward when killed even if they went dead even cause they just farmed it out and have a massive gold lead.
  3. This was done through two ways, first it was with the cap of 1000 g so that when your ahead you don't give the winning team too much gold and send them in a further lead, and the second is with the change where your bounty doesn't change mid fight so if you hard carry a fight and get a triple-quadra it won't be accounted for, meanwhile if the winning team gets a multi kill it generally is pretty much over at that point.

For the last part where riot talks about decided games ending faster i think it's safe to say that it has been achieved.

To conclude Riot achieved everything they set out to do and i find the laning phase and turrets make the game a lot more enjoyable to play, and most my games are actually really close because of the longer laning phase giving most champions a chance to get in the game. Aside from the dark harvest change i don't see anything too wrong with these changes.

15 Comments

deadlychuck11/25/2018, 10:06:35 PM6 votes

Yes, riot accomplished exactly what they were trying to do, which is the antithesis of what the community wanted. All the while their marketing team framed it as trying to win back those players.

Noor Sakata11/26/2018, 12:26:52 AM3 votes

I'm enjoying the game so far a Player enjoying the game won't post I'm enjoying a player not enjoying the game will always post and post and post

So far what I hate about the changes is those plates gold is huge but I liked a lot of changes as well so

Tormentula11/25/2018, 11:09:51 PM2 votes

Because the boards isn't 100% of the community voicing at the same time.

You'll have players that were silent minority that liked the previous iteration of league better suddenly come here to complain while those content will likely just play instead of post about how great life is.


There are still some flaws with preseason. I'm maybe minority and think DH is fine (maybe it deserves -1 damage per stack.. definitely needs to not proc on little things like red buff, scorch, and items, that to me is a little ridiculous), but extended laning phase was a double-edged sword.

On one hand as a jungle main, I'm loving having double the influence during laning phase for a stronger mid game transition with gold, but when I lane I want to fucking end myself because even if before the changes I went 0/3 and zoned off from farming against certain champs, I'll just be forced to be zoned off twice as long.. the idea of longer laning phase = comeback is bullshit and a half horseshit.. no matter how long they make a lane phase they still didn't address how impossible it is to interact with an opponent thats already ahead and freezing waves at that. I played lane a couple times this preseason and I can see how players can still whine about the game despite all these changes targetted to fix those problems... they made longer games, but its just that, longer games.. nothing changed except for the number the game timer says, we could be in 15 minute games or 35 minutes games, the outcome is still the same. We're still suffering the same issues but we're suffering longer.

  • Turret plating gold was a mistake, just even more gold given to an opponent already ahead with more lane pressure.
  • Vision changes made no sense
  • Funneling while not dominant, is a thing again in small percentages due to removing the bandaid solution (why even remove it regardless? Whats the drawback of having it regardless of funneling being viable or not?)
  • Shutdown gold shouldn't be this high.. I think it'd be fair if somebody is worth 1k, instead they give 500 gold after dying once, then 500 the next time rather then immidiately give all that gold and make them solo carrying a handicap on a behind team.

Although i will say it is completely a better direction league is heading, we're just in the preseason wounds riot has to heal, how/when they fix them is going to be the deciding factor.

AR URF11/25/2018, 10:09:03 PM1 votes

It's just dark harvest that I hate. But every season is going to have a something.

Eleshakai11/26/2018, 5:34:16 AM1 votes

It's pretty simple... no matter what happens, people are going to be upset. And the people who are going to be upset are likely to be vocal about it.

Akali is SO HOT11/26/2018, 5:49:38 AM1 votes

There are always going to be people that hate the changes. There will never be a time in League where everyone is unanimously enjoying the game. Every season will be the worst season in the eyes of some players.