Anti-Playmaking and the Competitive Scene

ProfDrDeath··5 votes·502 views

I recently listened to a Podcast rambling about this week's reddit thread concerning the incredible boringness of the current competitive matches, and it got me thinking: What causes this boredom?

And I think I found a factor that contributes quite a bit to this: The increased incidence of abilities that are designed to deny plays by the enemy team.

If you think about it, a lot of the recent additions to League, be it new champions, reworks or new items, feature mechanics that discourage plays and/or make the successful execution of a play way harder. Moreover, in the case of champions, these abilities are not properly restricting the champion - putting the ability on cooldown does not majorly impact the in-fight effectiveness of said champion.

Going backwards, in chronological order:

  • Poppy Rework: Keeper's Verdict is a powerful disengage tool, while Steadfast Presence denies dashes. Her in-fight effectiveness, however, is more of a product of the short CDs of Hammer Shock and Heroic Charge.
  • item 3094 : Increases the range of an ADC for a single poke-attack, while giving (initially) the highest MS boost of the Zeal items
  • item 3508 : A lot more CdR on mobile ADCs = a lot more mobile ADCs that can (and will) use their abilities for disengage if caught out.
  • item 3363 : Long-range wards for everyone? Wasn't Clairvoyance nerfed for providing too much dangerless vision all the way back before S2?
  • Kindred : Lamb's Respite. Powerful tool for play denial, while its existence does not affect the rest of the kit's effectiveness
  • item 3053 : Powerful anti-burst effect. In fact, makes the user virtually impervious to burst - which less problematic if it is accentuating an existant resistance, but all the more so if it shores up an intended weakness completely!
  • Fiora : Riposte. Do I need to say more?
  • TahmKench : The Cancer Fish himself. Do I really need to explain what makes him an anti-playmaking tool? I think not, we've seen it often enough during the World Championship.
  • Ekko : While he brings good playmaking potential (that W) and was used a tank due to it, he's still part of the growing trend of abilities that discourage making plays on him, by virtue of Chronobreak.
  • Bard : Cosmic Binding and Magical Journey have potential, both in making and in denying plays. The same goes for Tempered Fate.
  • RekSai : Her global mobility discourages plays by increasing the risk of making one, even when she was spotted on the other side of the map. On top, Tremor Sense makes sneaking around in her vicinity next to impossible. Plus, at her actual release, her kit was not compensating for these strengths properly, and she was thus nerfed a gajillion times - and she's still a staple in pro play.

And those are only the changes from preseason 5 till now. Honorable mentions should go to: Yasuo Braum Thresh Soraka Janna Shen Azir Gragas . Granted, most of these can use their stuff for playmaking, as well - but the potential for significant play denial is still there with them.

Essentially, what is skewed is the interplay between risk, reward and cost. Due to the increased anti-playmaking potential and the tendency for kits to not properly be affected by said potential, the risk and cost of plays has risen significantly over the last few seasons, while the reward has steadily gone down (teams learned to capitalise on failed enemy plays better, the direct rewards went down, and the probability to get rewarded went down, as well).

However, this increase in anti-playmaking potential is not the only factor that leads to the boringness of these games - just a contributing one.


Another interesting side of this rise of anti-playmaking lies in its effect on the cadence and flow of the games, and thus, the favored champions. This is especially obvious in the jungle role:

The current competitive junglers are: Elise LeeSin Nidalee RekSai Graves Quinn Kindred

What do these have in common, besides some modicum of early-game strength?

They are all not dependant on huge cooldowns for their general in-fight effectiveness. Quinn, Elise and Nidalee do not even have a meaningful ult cooldown. Rek'Sai doesn't need her ultimate in a fight, and Kindred's is not part of her offensive abilities, as well. Lee Sin and Graves have fair CDs (90-60 and 100-80, respectively), but they are not utterly reliant on their ultimates in fights.

Contrast some other junglers, like Nocturne, Fiddlesticks or Amumu . Their performance in the fight is harshy different between their ult up/ult down states, and in result they are much more limited.

4 Comments

IICrowII3 votes

My opinion is that it's almost completely due to the vision changes. Champions and items that were powerful at disengage and survival have always been around, but the farmfests that high level matches have become is a recent development.

Plays in League of Legends have always been primarily driven by the war for vision. This season, the reward for fighting for good vision is much smaller, and no effort is even necessary to secure mediocre vision. So, pro players have just stopped fighting at all.

A complete reversion to the previous season's trinkets would probably be an improvement, but I doubt Riot has the guts to admit it was wrong to such a big degree. At a minimum, blue trinket wards should be heavily limited (either max of 1 per player, or they last no longer than a yellow trinket, or.. something so that they aren't better at providing persistent vision than the short ranged counterpart.)

aperson11 votes

Totally agreed. Blue trinkets deny any sort of playmaking ability. How are you supposed to flank with an initiator when every bush has a permanent ward in it? How do you start baron when there is always a ward in the back of the pit, that can get refreshed at will between 3 blue trinkets?

What's worse is that not only are blue trinkets incredibly strong, but the supposed persistent "counter," yellow trinkets, are objectively terrible and not worth taking. They don't last long enough to be worth anything. So the losing team puts a bunch of blue wards in their jungle, which get easily cleared out and leave that entire part of the map completely dark for them. While the winning team puts a bunch of blue wards in the enemy jungle, giving them full vision of the losing team whenever they try to move out of their base or rotate. This is why games are so slow and Baron-centric - why risk a fight that you can lose (by sieging or forcing Baron), when you can just wait for someone on the enemy team to start walking botlane and get a free Baron for it?

What's worse is Riot's "sit back and wait" attitude towards the issue. You'd think the well over 200 pro games over the past weeks would be enough of a hint that "yeah, maybe something's with vision in high level play." The start of the season is the worst time to be slow with changes as that's when viewers tune in to assess if the competitive season is worth watching. Not to mention it's made my games much less fun as well.

Swiftblood1 votes

crow's right on this one, those champs make plays in their own right, vision is the main factor

Azlagor1 votes

I don't think thats the main reason, especially not the items. Some skills like thams W certainly contribute to it though.

imo the mainreason for this is the increased snowballing, mostly the overabundance of (burst)damage and the long death timers and ofc the lack of vision. In the Competitive Scene they simply try to avoid the risk of anyone snowballing out of controll, thus most of the time it's a laneswap, takeing all outer sidleane turrets in the first 4 min, then 10min of a passive stallgame. And after that, death timers are so high that one mistake can already come at huge costs(the fact that there is so much damage that a mistake most certainly means death unless your a fed tank contributes alot to this), so they play it very save. Going for plays just has become very risky, and i think only a smaller part of this is due to play-denial tools. And if we talk about play denial, i think the nr.1 offender is and stays summoner 4 , cause lets be honest, the ratio of savety flashs to playmakeing ones is about 9:1

More from Gameplay

More by ProfDrDeath