Why do so many people seem to dislike the recent "mini-games"?
I've noticed that in general, whenever someone posts saying that they dislike the recent mini-games, they are generally agreed with and highly upvoted. I'd like to know why. It's my opinion that a lot of these so-called mini-games are actually good game design, good champion design, or both. Let's run through some of them.
Kindred's passive is cool. The randomness of Wolf's passive (mark enemy jungle camps) is somewhat awkward, but it gives them clear goals and rewards for attaining them. Same for the enemy team; if they can clear out their camps, they put them behind their curve. Again, rewarding for both parties if they choose to interact with it. Also, Lamb's passive (mark enemy champs) is interesting and introduces a lot of psychological mindgames. Both make you want to play aggressively and have a successful hunt. Good stuff.
Skarner's...is pretty lame, honestly. Altering the map is a step too far, in my opinion. Sure he's from the Crystal Scar so it's, uh, neat. But bottom line, it doesn't impact Skarner's or the enemy's gameplay in any meaningful way.
Garen's is perhaps the second-worst. Garen doesn't have any control over it, and honestly there's not much counterplay for the Villain other than "avoid bushes even more and kite him even more." But, then again Garen's kit isn't supposed to be complex; he has a simple combo, and this just expounds upon his goals of murdering people he gets close to. It also fits his Bringer of Justice theme well and it really resonates with people's inner Garen that just wants to go around dunking fools. Also, he becomes something of an anti-carry, which is something no other character does. (I think. Feel free to correct me on that one.)
Gangplank's barrels are freaking awesome. Again, satisfying and powerful for GP. Again, present counterplay because they're targetable by all and give a reward for being used foolishly. Putting these into GP's kit makes him 10x more interactive and interesting than he was pre-rework.
Fiora's is a little awkward due to the lack of control Fiora has over it. But the vitals are semi-random in that they don't appear on the same side consecutively if triggered. It also doesn't present a whole lot of counterplay except "don't let her get within like ~600 units of that vital." But it's exciting for Fiora she triggers them, and more importantly, it makes the Fiora play differently from other champs. You space yourself and almost dance around them. Compare that to someone like Jax or Irelia who just wants to use their stun to combo you then get out. Or, idk, Vlad or Annie, who basically have a huge threat zone around them. Fiora's numbers may be too high right not, but this is about design, not balance.
Do people consider Illaoi's tentacles a mini-game? I could see it, but then again, I don't see what would be bad about it either. Heimer turrets and Zyra plants have been around for years and they're much more obnoxious because they're self-firing and perma-firing. The tentacles are neither, except when you're a vessel, but then they're simple to take care of as long as you know they swing upon spawn and you just gotta kill them. And to even get that far you need to get hit by her E, which is a linear, minion-blockable skill shot that's not nearly as punishing because it doesn't have hard CC like Blitz's grab or a Morg Q. Not bad gameplay imo.
Poppy's passive isn't game-changing, but then again, is it bad? Every now and then she gets a ranged auto to help her with her otherwise pitiful range (and procs IBG and Deadman's, which is great for her). It then bounces nearby and gives her a shield which helps her jungle clear, or gives her a green light to initiate a trade in lane. How is this possibly worse than Malphite's passive? Xerath's? At least it's interesting in that it's interactive...but beyond that, it also has the depth to be rewarding for Poppy due to automatically returning to her if she kills a unit with it.
Rek'sai's tunnels aren't a bad thing either. Helpful for her to move around and be able to ult to, and equally beneficial for her enemies to get rid of. Not much more to say.
Bard's chime hunting? Fantastic. It plays into his character of wandering caretaker amazingly. I know, I know, that by itself wouldn't excuse bad gameplay...but I don't think it's bad gameplay, either. When you play him, it alters how you play him. It makes you WANT to wander and roam and get more powerful, like playing Garen makes you WANT to hunt down the Villain or playing Kindred makes you WANT to hunt down the enemy and be a huge cockblock during teamfights. He can even leave behind health and mana packs to cover his lane while he's not there, so the gameplay weaknesses are at least somewhat taken care of.
Braum's passive? Lux's passive? Zac's passive? Landing a good Malphite ult? Talon's gameplay as a whole (i.e. get a kill without dying yourself)? They're all "mini-games" too, but I don't see people get annoyed with theirs. In fact, every aspect of this game could be considered a mini-game, whether it be itemization, playing around Baron, split-pushing, controlling tower agro during a dive, or just plain CSing. The difference is that the ones I detailed above are just a little more explicit.
's mini-game is the most annoying thing if you're just a tank who wants to freaking farm. I don't need some emo-punk French chick poking me with a sword and dealing stupid amounts of damage to me. Not to mention she only gets stronger and starts to one shot me, as a TANK... well, you know how that story goes.
and
is literally the stupidest shit.