Early Game Champs Hardly Fall off Anymore
I remember when it was super noticeable when early game champs started to fall off now they just kinda don't anymore they still feel quite strong in the late game.
I remember when it was super noticeable when early game champs started to fall off now they just kinda don't anymore they still feel quite strong in the late game.
I would think its got more to do with our shift in what late game has become, it might just now be changing back but games are still shorter than they used to be.
Lategame champs are too strong early as well
are some of the biggest offenders
This yes i should have mentioned this VERY true
Games are shorter so the hyper late game, everyone has 6 items, moments happen very rarely.
People were always more or less lying about "falling off." Most early game champs, with some exceptions, were always "extremely dominant late game" and "slightly less dominant late game." Like how pantheon "falls off" but can/could easily delete an ADC by rolling their face on the keyboard.
The thing about this is, if you've gotten ahead - pantheon - you dominate early, which opens you to a mid/late spike. what if the panth keeps killing you, never giving you a chance to farm anything. stay mid while panth is 6 items already.
How do I bring that back?
You mean Lucian who's literally able to one-shot you at any point of the game? He's supposed to be an early/mid-game monster, yet he's a monster at every stage right now, dude is fucking disgusting.
And lategame champs reach their powerspikes too quickly.
There are barely any real champion identities anymore. Everyone deals massive damage and can splitpush, nobody can tank.
That is what League has become since season 8, sadly.
And lategame champs reach their powerspikes too quickly.
There are barely any real champion identities anymore. Everyone deals massive damage and can splitpush, nobody can tank.
That is what League has become since season 8, sadly.
Season 7 actually, since the tank rework and itemization changes.
Tanks got new shiny passives and items that were pretty much only good for them like stoneplate while other "tank items" got nerfed to help differentiate "tanky melee" from actual tanks, everyone else got nothing, until aftershock was added.
Now you either play a tank that uses aftershock well and you are tanky or you play one that doesnt need it like sion and rely on your champ to get tanky.
Or you somehow have both, but no exceptions to this pretty much.
eh it's been going downhill since s6 with the removal of alot of vision, the mage overhaul, and the adc overhaul.
Kind of funny how at the time the mage item changes were a nerf (they were made cheaper, but worse, and at the time you could relatively easily get full build in most games anyway), but due to the meta becoming faster and faster they have now become bonkers.
eh it's been going downhill since s6 with the removal of alot of vision, the mage overhaul, and the adc overhaul.
Kind of funny how at the time the mage item changes were a nerf (they were made cheaper, but worse, and at the time you could relatively easily get full build in most games anyway), but due to the meta becoming faster and faster they have now become bonkers.
Mages have been eating nerfs consistently since then if i recall, aside from the recent liandry buff.
Various mana related nerfs, both stats and items, AP reductions and gold cost increases.
They however end up bonkers because defenses on everyone aside from tanks also sunk, which made many tanks hella OP against mages considerering
, which is what eventually resulted in the liandry buff.
A bunch ofMages will probablu always be good overall as long as others arent too OP since they are good at teamfighting which is a core thing for league.
As others have mentioned, it's because defensive itemization and scaling are too weak compared to offensive options, especially early-mid game. This is one of the primary reasons comebacks are so hard to achieve, as counter-building isn't nearly as strong as it should be.
I saw a 5k mundo die in less than 0.25s. Full hp, ran in to engage, instantly delete'd. Same with a 7k cho, well to be honest I think he lasted a wopping 0.5s.
Really apart from Braum, Ali, and Rammus, that's about it for tanks anymore.
I'm not sure Riot will ever properly do anything to fix it, as buffing defensive scaling (instead of individual champions) pretty much goes against their current vision of making pro games more exciting to watch. If people don't die as easily, and the snowball doesn't happen as often, it leads to rather uneventful competitive play for the majority of the game (though imo teamfights become far more interesting to watch). In contrast, the game becomes more enjoyable for everyone else, barring the people that enjoy instagibbing everything.
I wish Riot would focus more on making LoL a fun-to-play experience rather than just an exciting-to-watch one, but that horse has been beaten for about 5 years now with no improvements.
But even the pro games are slowing down. Increasing the snowball just leads to even more passive play; not more aggressive.
What an extreme example, look at Heros of the Storm. Is pretty much the polar opposite of league and its a non-stop brawl fest from start to finish.
Things have gotten to be a complete and utter mess with nearly every champ now doing MASSIVE dmg with the proper runes. There's zero back and forth, zero counterplay, games are decided on a whim. It won't make for better pro play, and league is bleeding out players bad.
With the new turret gold and bounty system, they are gonna smack good early to stay relevant. Itemization can keep up the pace for them if they know what they're doing.
It has to do with all the scaling they've been given with runes, I would assume. An early game champ can take Dark Harvest, Eyeball Collection, one of the hunter runes, and maybe Triumph+Legend rune, and start snowballing extremely fast to the point where no one can catch up.
and that's why lucian is so popular, strong at all stages of the game, because for some reason making a late game hyper carry have a strong early game somehow makes sense, yo where them renekton buffs at so he can be strong at all stages of the game as well
come to mind.
my love... come back to me I require you to disable these champions from bot lane again~
It's fair that early-game Champions don't fall off anymore because late-game Champions aren't weak early anymore.
Honestly, this is one of my biggest issues with the games. I'm of the mind that everyone needs a weakness, a counter, some way to beat them. But this is an issue because it removed that weakness from a lot of champs
Glad I'm not the only one seeing this. Riven, Renekton, Lucian, Aatrox, Wukong etc are ridiculous at all times now.
Also the rune system gives champs a lot of artificial scaling. Gathering Storm, Dark Harvest, Press The Attack, and so forth.
Because no one plays tanks. Tanks counter those aggressive early champs. Once tanks are back early game champs will be worse again.
Tanks die to fast.
They also deal too much damage.
Bring back defense as an actual stat and we could you know start playing tanks again.
I agree with 2 of those statements
I don't agree lol. I think maybe this is an early game meta, meaning early game champions are going to have a big enough advantage to make them feel useful up to like 20 minutes. If I pick a late game champ like Kog maw or Kaisa tho, I can definitley feel the impact and how much better I am in damage compared to a lucian.