Bounties In Current Meta

v2 Dynamics··1 votes·983 views

League meta a few patches ago made it so easy for teams to snowball and win the game early. To combat this, Riot added in the bounty system. And now they've made a lot of changes to the game in order to further fix the snowballing problem. Well, what's the point in having the new bounties now? If we're back to the point before Riot made all those changes then we don't really need it.

It feels like in my current games it's most advantageous to fall behind the early game for all the gold you get from killing the other team. I can do everything to get my team ahead and then everything seems futile as soon as we hit the 30-minute mark.

7 Comments

Póppy Chulo1 votes

The bounty system has lead to my teams losing games to huge throws, and I have won a lot of games too because the enemy team threw too.

Currently, if you kill the enemy laner 2 times, then end up in a fight that you kill them again and you die right after to lets say ignite, you have 3 kills worth of bounty and they get 2 kills worth of gold. So now the lane is 3 to 2.

Illabethe1 votes

I care more about the fact assists give nothing at all unless the opponent has over 3 kills. This results in only the killers growing, whereas supports/gankers still fall behind on gold.

Illabethe1 votes

My problem is that the current bounty system no longer rewards secondary damagers/participators on a bounty kill unless the person killed has more than a 3 kill bounty.

In Trading country, only one person per skirmish is getting gold, when all participants take the risk.

This is creating systematically weak supports, who now..... unless they end kills, are falling heavily behind on gold, because 3 kill streaks in bot lane are rare. They are normally trades.... where we're talking about the adcs taking turns dying. So the adcs are basically feeding each other 300g, while the only thing the support gets is XP.

The scaling cap for bounty gold has also increased, which is also scary. My biggest bounty to date on this system is something like 1150 gold. I've given opponents 900g shutdowns. That is not healthy! One player on a champ that revolves around being a raid boss, like a Garen ..... getting a 900-1150g shutdown bounty essentially creates a raid boss champion that has 20k gold while his team floats 11-12k. He begins 1 shotting people, and controlling the game while the rest of his team are still paper tigers, as are the people he's killing.

I literally had a game a few weeks back where I shut down a Jinx 0/9/0 on Sion . My team felt confident enough to turret dive her. She proceeded to get a TRIPLE off them by Ring the person the turret was attacking and cleaning up the other 2. She got 3700g TOTAL for that shutdown, while killing HER again would only be worth 90G.

Suddenly she had her item 3031 item 3085 item 3095 and 11 kill streaked the game to an end in 5 minutes. That's what this solo Bounty system does. If the right person receives the bounty, it flips the game on a dime. Feeds someone who shouldn't even be in the game into the MVP.

All the while..... everyone else is a paper tiger..... because they got nothing for helping kill.

(I just love being a 9000 gold support vs 20k gold team when I started off the game giving my adc 8 kills, have a 59-65% Kill participation rate, 36k heals, second most damage on the team..... but oh. I didn't KILL anyone. Sometimes this carries over as a jungler too)

DuskDaUmbreon1 votes

If you're at the point where you give 1100g on shutdown you should still be able to kill the opponent easily. That takes...what, 10 kills? 12? 10 kills is almost three times as much gold. It should be more than easy enough to kill them.

Illabethe1 votes

You have a finite number of skills to throw, on cooldowns, finite vision, and their kit enhances move speed/crits, where as yours doesn't necessarily. You hit a core item ceiling. They don't. Their team is defensively farming, while yours is attempting to push.

There are tons of variables which prove what you just said false.

The people carrying are not the only ones farming, and it's not like your HP exponentially grows, defense gets stronger, just because you are hyper carrying. The OPPOSITE actually occurs, as they gain access to True damage, Crits, and More Armor Penetration.

I had over 5500 HP in the game I mentioned. Jinx at 3 items began Shredding me in 4 seconds. With no possible escape other than using my R to run, rather than to engage..... which essentially makes me useless anyways.

P.S. I've often had 17+ Kill streaks. Still doesn't stop you from dying.

DuskDaUmbreon1 votes

The bounty system is one of the things keeping snowball in check.

It's what allows comebacks to actually happen without you having to stall for ages on end.

v2 Dynamics1 votes

I don't disagree but I think right now it's too much because small leads turn into losing the game because the enemy gets so much gold off kills. The team who pulls ahead by a little bit early game is almost losing because of their lead

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