Current State of the Experience gain in League of Legends

Zaratul420··6 votes·4,382 views

I've been playing League of legends consistently since season 2. Even getting banned and remaking and leveling an account. And continuing to play ranked. From originally being a top lane main (Jax). To getting to plat 4 being a mid laner and spamming over 400 games on Orianna. I now find myself playing Zac, One of the most influential champions I've ever played. Can consistently 1v2 because of his double CC kit. Learning and finding Zac actually revitalized the game for me, And inspired me to climb again, peaking at Diamond 4 in season 9. I really enjoyed the season, was the most fun I've ever had playing on summoners rift.

Playing over the last couple days, experiencing the new dragons and the new patch, There are things that I really enjoy, and things that i heavily dislike. The dragon changes, are pretty great, and the map changing with the third dragon is an amazing addition to the game. I don't really favor the dragon not changing after the third spawn, I think it creates a very imbalanced feeling to the game because you can secure 3 of the same drake. At that point you just roll the opposing team, if you're not already stomping them for the dragon priority. I'm also very fond of the camps spawning in more rapidly which is trying to have players focus more on farming the jungle to have optimal clear and experience gain. This removes the "fiesta" feeling of the game, and creates more of a map and macro oriented style of play.

This being said, It seems like the balance team for league of legends is trying to force the player base to play more about the map, and less about 30 fights before 10 minutes. Which to me personally is much more enjoyable. I really think late game League of legends on the Rift is the better and more entertaining version of the game. But with this in perspective, The leads carry way to hard now with the removal of catch up experience. For example, If you fall behind in the jungle, the opposing jungle can be 2-8 levels ahead of you by the end of the game, and even if you farm and do not gank once, you will never ever catch up to the enemy Jungler. You will constantly be fighting and uphill battle of being always behind in levels and gold.

Over all Id say a lot of the changes are good, But the lack of catch up experience quite literally removes the chances for comebacks in the game. With-out the possibility of comebacks I think we will see a lot more AFK's from the community members, and over all a more negative experience playing the game. This in turn makes it so if you fail you're first gank you essentially miss a full clear of camps cause you have to back and u don't reset timers. I think being punished so heavily for singular mistakes isn't very fun, and in the current state the moment you make 1 mistake you lose the entire game cause you just fall behind in experience. This isn't just the case for junglers tho, This is also the case for mid and top lane. If i full clear all my camps constantly without ganking, and have the perfect jungle clear and resets. I'm still 2 full levels behind mid and top lane. Making it nearly impossible to find a successful gank on either of those lanes.

Over all id say the dragon changes and map changes are a positive to the game, and it keeps it feeling fresh and im still excited to play around those new macro mechanics, But the Lead balance team needs to recognize that the experience rates that influence all the rolls needs to be looked into, because right now It feels like literally nothing can be done to force a comeback in the current patch/meta.

Thanks for your time ~Zaratul420

5 Comments

p3tm4ster4 votes

They've forced players into an impossible position. Either you play exactly the way this meta was designed, or you play the way you used to play and lose every single game because that way is no longer viable. Thanks again rito for proving that you can take an already bad and dwindling game and make it worse through ignoring what everyone wants and putting a new spin on bad tactics.

vR Thighonia2 votes

Yea, the dragon changes are cool but weren't executed properly imo. 8% stacking resistances? monkaW

ZephyrDrake3 votes

[{quoted}](name=vR Thighonia,realm=NA,application-id=3ErqAdtq,discussion-id=jApxE4ME,comment-id=0000,timestamp=2019-11-22T05:34:16.052+0000)

Yea, the dragon changes are cool but weren't executed properly imo. 8% stacking resistances? monkaW

Don't resistances suck and mean nothing though? That seems to be the general consensus from people here in the boards

KnightLakega1 votes

{quoted}

Don't resistances suck and mean nothing though? That seems to be the general consensus from people here in the boards

Yes, but when they get AP/AD buffs ontop of stacking resistances for free, their team becomes a snowbally mess you can't deal with. Even though defense itself is trash, that doesn't mean a stacking 8% across the board won't help them win teamfights more consistantly.

Zaratul4201 votes

Im happy yall are debating these things on this board. Ive noticed if you get tripple mountains its much more influencial then the other possible elemental dragon stacks. Basically dont have to build defencive items Cause of it. Another point that i want to bring up is riot is trying to have junglers prioritize clearing camps with the new respawn rates. But it allows people to stay on a single quadrant of the map and continuously gank the same lane while waiting for your camps to quickly respawn. I believe thats the opposite of what they intended.

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