Why not scale kill gold with level?

Taliyah Rocks·6/21/2018, 8:21:26 PM·1 votes·680 views

Riot already plans to reduce early death timer in an attemps to reduce early snowball, why not reduce early gold rewarded from kills instead?

Right now the base value of a kill is 300 gold, +100 for first blood and increased/reduced with bounty.

Why not reduce the base value of kills, but scale it with the level of the enemy killed. Make kill value 100g +20g/lvl, so a lvl 1 target is worth 120g, a lvl 10 300g, and a lvl 18 460g. Keep first blood and bounty rewards the same, but scale the base value with level.

I thought about it recently after my adc scored a double kill and went back to lane two lvls ahead with a BF sword at 4 minutes in, how is the enemy supposed to play against that?? The game went down exactly as you'd expect with my adc crushing the other side.

Items are much more efficient now than before, Letalithy rush wasn't a thing before, also check out the old Trinity force, it's stats were all over the place, but it was still a good purchase since every item was less efficient. Items right now aren't innately more gold efficient, they are just better suited, more tailored for each and every class. When a bruiser buys a Trinity Force right now, it gets value out of every stats, while older items pretty much always had "dump" stats like health regen and mana, weird build path, or less synergy with each other.

With more efficient items, it's no surprise that gold offers more value than before, so an early lead offers a much bigger advantage than it used to have.

By reducing early gold values from kills, and scaling them with level, you get:

-reduced early snowball -gold values stabilize to live value at lvl 10 -the team that has a level advantage is punished harder for failed playmaking -avoids games that stretch out for too long, since the gold value from kills past lvl 10 is actually higher than live, it makes kills in mid/late game worth more -increases the odds of comebacks, since winning a fight while being at a disadvantage is worth more -tldr: mistakes are less punishing early, but more punishing later

3 Comments

YokoNomi6/21/2018, 8:51:59 PM1 votes

So players that get ahead are punished for it?

heroikc6/21/2018, 9:09:41 PM1 votes

It won't discourage early kills, or mitigate the effects of early deaths (just devalues early leads)

DNFVixen6/21/2018, 9:15:41 PM1 votes

How about riot stops getting a bloody hard on for dmg and grow a few brain cells before even more people quit.