Change my mind.

Theorex··1 votes·839 views

I preferred games where I had the ability to slowly kill my enemies. Started off the game where my team gave up 5 deaths? Thats okay, let me bleed the enemy to death via superior macro. Sure you might be stronger than my team as a whole, but I don't have to beat you in the 5 v 5. I just have to make sure that I don't lose the 5 v 5. While you lose the 0 v 0.

This season does not promote that style of game play what so ever. The biggest culprit of this is the minion's movespeed change. The minion movespeed change makes it so that games are forcibly ended faster. It also makes slow shoving much less effective as a strategy.

This season is truly a micro oriented season, where you don't have to truly have a brain to climb. I can still make diamond 3 easily. Because people are just stupid and hyper focused on killing my team mates that they let me take 3 towers in one shove. This statement actually proves that if the meta were to change so many people would lose rank super fast.

I'm not saying that 60 minute games are great. But 35-40 minute games are better than 15-20 minute games.

List of things that need to change before this bullshit meta is gone.

1: Death timers, need to be lowered. They are extremely punishing, and are also jungle favored. (The jungle gets rewarded the most because of death timers. / Punished the most)

2: Minion movespeed scaled back down.

3: Tower Plating removed.

4: Rune fine tuning. A: Triumph from 12% to 4%. B: Coup De Grace 8% to 6%. C: Aftershock 70 + 50% > 0 + 125%, duration 2.5 > 3. D: Conqueror (rework) > Auto attacks grant 1-8 ad (based on level), upon hitting max stacks (8), heal for 4% of your basic auto attack damage. Doubled to 8% if crit.
E: Press the attack. All Sources > Your damage. F: Lethal Tempo. 1.5s after > 0s after. Duration 3s > 2.75s. G: Predator. Now cancels when blinking/dashing. Cooldown 150-100 > 100-75. H: Electrocute. 25-20s > 40-30s. I: Ultimate hunter. Removed. J: Arcane Comet. Travel time now corresponds to distance from enemy champion. No longer has the same travel time/ similar travel time when next to or far away. Now will occur instantly if next to, and take up to 2s (at 1,500+ units away). K: Phase Rush. 15s > 25s. L: Grasp of the Undying. Melee only, (only procs on melee form. Jayce, Gnar, GP) damage 4% > 3%, healing 2%>3%.
M: Glacial Augment. Ranged Slow 30%-40% > 15%-20%. Ability Changed. Auto Attacking an enemy champion with a stronger slow applied to them now increases the stronger slow duration by 60%.
N: Future's Market. Changed. Locks 5 item slots from 0-8 minutes, 4 from 8-14 minutes. 3 from 14-19. 2 from 19-23. 1 from 23-28. 0 from 28+. Grants you an additional 250 gold at the beginning of the match + 10*(n/3) per minute [n is number of minutes] (example 1:00 = 3.33, 2:00=6.66, 3:00 = 10, 4:00= 13.33, 5:00 = 16.66. At 5 minutes the rune has given you 300 gold. at 30 minutes = 1799.9 gold gained.) O: Gathering Storm. 8/5 > 7/4. Respective from there.

2 Comments

Posui Gart2 votes

Splitpushing is fine as it is now, it should not be buffed

1: Death timers, need to be lowered. They are extremely punishing, and are also jungle favored. (The jungle gets rewarded the most because of death timers. / Punished the most)

Death timers are fine(maybe just slightly higher than needed in late), but the tower/inhib/nexus hp should be increased. There should be no fucking way for inhib to die to a single champion faster than recall

2: Minion movespeed scaled back down.

This is a nerf for a losing team. Right now winning team effectively permapushes even if the don't want it, so that losing team has safer access to farm

3: Tower Plating removed.

Without it, roams will not be punished and winning team will again gather as 5 man deathball and steamroll the map

4: Rune fine tuning.

I see no point in all these changes, to be honest. Do you really want to kill Electrocute and force its users to go DH instead for no actual reason? Do you also want to kill the only longrange Sorcery keystone and the one that actually adds no damage? You remade Future's Market into a shitty Gathering storm, and at the same time nerfed Gathering storm itself.

Hotarµ2 votes

I'm not saying that 60 minute games are great. But 35-40 minute games are better than 15-20 minute games

Average game time is about 27-30 minutes across the board.

https://www.leagueofgraphs.com/rankings/game-durations

1: Death timers, 

Death timers are fine right now. If you lower death times any further, teams will not be able to capitalize on any leads they obtain and all you end up doing is artificially increasing the length of matches for no real reason.

2: Minion movespeed scaled back down.

This punishes losing teams more than winning ones, further improving the type of gameplay you dislike.

3: Tower Plating removed.

I swear, I will never understand the community when it comes to Tower Plating.

Early in S7/8, people complained that dying early was too punishing since your tower could be taken in ~1 minute with the help of a jungler (or just by the enemy bot lane alone.) Riot added Tower Plating as a mechanic to slow the pace of laning phases and reward those who can net early kills or recalls.

The only thing I'd be willing to budge on is the gold reward, 160g could be lowered a bit. Tower Plating as a whole should stay, however, because it literally slows the pace of the game down, which is what you want.

4: Rune fine tuning.

Instead of labeling it as "fine tuning", maybe just use the correct term of "nerf."

You're not offering any alternative solutions or mechanics, you're just nerfing a large amount of popular runes (and quite heavily in some cases.) There's two issues with this.

One, half of the runes you listed don't even need to be nerfed. Seriously, Predator? Phase Rush? Some of these are niche picks, the majority of the roster doesn't even use them. If you nerf something (be it popular or niche) another rune will just take it's place.

Two, some of these proposed changes just don't make any sense. Why are you nerfing comet, a rune meant for long range poke when it's never been that problematic? Why are you making Conqueror solely a rune for ADCs and Yasuo when it's designed to be a tank-killer/sustained damage reward?

You're trying to tackle too much at once and not adequately addressing problems in meaningful ways.

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