Kills and Volatility

kurufal·4/12/2018, 5:16:39 PM·1 votes·933 views

The game feels like it is won by an early kill. Everything feels very snowbally and hurts the integrity of the game. Look at competitive play: someone goes 2/0 and they are considered fed. I used to agree with this, but it's hard to climb when games are determined by First Blood. Volatility of games has never been this high. First Blood is the lowest example giving a 10% chance to win increase. Other objective firsts (Rift Herald, Dragon, First Tower) give a minimum of 16% increase to the teams chance to win.

I think making the canon minion change made this even more volatile. Basically they deny so much extra gold from just having to pressure you into missing the cannon and can let you pick up the regular minion scraps under your tower.

It also feels pretty bad knowing that the game is balanced around the LCS and not 90% of it's player base.

I'm sure I'll receive all the typical comments here: "Never surrender, there's always a chance" "git gud" "blah blah"

1 Comments

Legendinabox4/12/2018, 5:23:24 PM1 votes

Honestly I feel exactly opposite.

I feel like due to tower and rune changes, it has made the game a lot easier to comeback from another teams early snowball. As it is now more team oriented, all it takes is that one enemy player to have really bad macro play to throw the game, for his team, come mid to late game.

So yes, never surrender, as I have seen so many throws of epic proportions, from my team and the enemys', that it is mind boggling sometimes.

What causes teams to lose, after first blood or first tower blood, is the team tilting off of it.