The game was a lot better

Very Hard Engage··19 votes·525 views

when rift herald didn't exist.

dragons gave gold.

CDR wasn't as accessible. (used to be a choice)

minions were never advantageous (could be cleared when behind)

towers punished divers until they had 2 armor items.

junglers were actually exp/gold starved putting influence on their ganking, 2v1, and map control rather than another powerhouse for the team.

but thats just my opinion.

6 Comments

Scary Door5 votes

{quoted}

when rift herald didn't exist.

100% agreed.

dragons gave gold.

Mostly agree.

CDR wasn't as accessible. (used to be a choice)

Absolutely.

minions were never advantageous (could be cleared when behind)

Although, if you recall, there was a time when destroying one inhib sent super minions to all lanes. So, there's always been some weirdness with minion mechanics and whatnot...

Don't get me wrong, I still agree with you, but just giving you context for what we USED to have many seasons ago.

towers punished divers until they had 2 armor items.

Completely agreed.

junglers were actually exp/gold starved putting influence on their ganking, 2v1, and map control rather than another powerhouse for the team.

Pretty much this - junglers had to make smart decisions a few seasons ago. You had to really make sure that if you went for a gank you got the kill, not simply being happy with getting a flash or a summoner spell. These days it just seems like junglers can camp a lane and still get easy experience all while clearing their jungle at their leisure.

There's also too much sustain for many champions in the jungle---while a few have hideously awful clear rates and sustain. There needs to be more viable junglers and I think that's done by nerfing the top tier while simultaneously buffing the basement dwellers. This will NEVER happen, of course, but food for though.

but thats just my opinion.

You're pretty much right on the money. +1

Kyunsei3 votes

{quoted}

junglers were actually exp/gold starved putting influence on their ganking, 2v1, and map control rather than another powerhouse for the team.

Upvoted just for that, Jungle exp is completely stupid actually, it simply doesn't matter past lv 3 to try to exp through jungling.

CrazFight 1 votes

Rift Herald: I can see both sides Worse: Makes game more snowbally Better: Helps some team comps give a way to siege Dragons: I think this was better, dragons giving gold was just a way for the team ahead to get more ahead CDR: Yes I miss when CDR wasn't over used on items on agree with you on this one MInions: Um, actually u seem confused here, back in the day when you killed baron ALL lanes got buffed minions making the team that was behind impossible to catch back up in wave control Towers: Mhm, as a adc main I do hate that now i get fuck dived early game now, so im bias here Junglers: Junglers imo are a better role now than they are before guess that can be opinion based

Very Hard Engage3 votes

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-523-notes

"...along with some revised minion pushing changes."

basically you're rewarded for having tower advantage, your minions take less damage and deal more damage as soon as sometones t1 turret goes down.

in addition to the gold value


Minions

NEW Pushing advantage

Minions get combat bonuses when your team has a level advantage over the opposing team

Comboing with the turret changes above, minions now get stronger to help the winning team press their advantage and close out the game.

MINION DAMAGE BONUS If your team’s average level is higher than the enemy’s, your minions deal 10% bonus damage to enemy minions. If you’ve taken cumulatively more turrets than the enemy team, damage is further increased by 10% for each turret you have over your opponents.

ENRAGE If your team’s average level is at least 3 higher than the enemy’s and you’ve taken 2 or more towers in a given lane, your minions in that lane deal 90% more damage to enemy minions.

MINION DAMAGE REDUCTION If your team’s average level is higher than the enemy’s, your minions take less damage from enemy minions equal to (tower differential x level differential) + 1. This number can’t fall below 1.

IRONCLAD If your team’s average level is at least 3 higher than the enemy’s and you’ve taken 2 or more towers in a given lane, your minions in that lane take 7 less damage from enemy minions

cheesydeth2 votes

This minion change has absolutely screwed up the way League flows. Between rock hard minions and the paper towers....

Akali is SO HOT1 votes

The point of that change was to have the minions push to your base so you can farm up and stall more easily when behind.

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