@Meddler, people are upset because games are not satisfying anymore. A list of why:

Smitemuffin··4 votes·764 views

A lot of players have been expressing a trend, both on the boards and to me personally, that winning games is less satisfying and losing games more frustrating that ever before. I've been watching this trend slowly for years and the causes are truly long-term.

The short of it: a series of game changes have made far too many games decided by the 10:00 mark, with the remaining 10 just everyone waiting to /ff. Snowballing an insurmountable lead and trolling for 10 minutes does not make an exciting win. Being on the losing side is nothing short of a miserable waste of time.

  1. The Change to Growth Stats - by itself this was a pretty wise idea that gave devs a lot more play in balancing. But leaving champs weaker in the early game opened the door for further problems down the line

  2. Addition of Burst Items - weaker early champs + high-stat items with burst damage = snowballing. Luden's Echo was the first offender, but the new Hextech Revolver gives most of that burst in a third of the gold. BOTRK was a big one last season.

  3. Dragon Changes S5-6 - almost all of the Dragon buffs have been % based. That means the leading team can brute force a drake and be even more oppressive with their snowballing but if the trailing team makes a great play at a high risk they get a much lower reward.

  4. Thunderlord's Decree - combined with the early stat nerfs and extra-burst items, the early snowball is almost unstoppable. And this thing is an AoE. Just look at all the support Annie 1-tricks that swear by T-Lord's, FQC > Luden's. You can nuke a carry with this build as a SUPPORT if your team gets a lead

  5. Towers Are Pathetic - Their damage is so weak that once a team starts to snowball, they can practically ignore it and dive. Even botched dives are hardly punished because all the free burst they have available now lets them dive and 100-0 somebody before the turret even stacks its full damage.

  6. There's A Marksmen Near Best-In-Role For Every Role But Support - this is a Gordon Ramsay recipe for stale games, complete with all the anger, frustration and screaming obscenities that goes with it. Graves the Nigh-Unkillable Tank, Quinn/Vayne/Tristana top, Kindred jungle, Corki, Varus, Ezreal, Lucian, Jihn mid.

  7. Towers Are Pathetic Pt. 2 - on top of being very fragile, the absurd and long-standing prevalence of multiple Marksmen on a team makes turrets too easy to take. Additionally, some marksmen like Trist and Jinx are just too good at taking turrets as it is. It makes snowballing games even MORE one-sided

  8. Towers Are Too Difficult to Defend When Behind - Banner makes a minion immune to magic damage, baron makes waves highly resistant to AoE wave clear AND buffs turret damage. In these highly-frequent and problematic snowballing games, baron goes overwhelmingly to the leading team if the premade duo don't let the trailing team /ff at 20.

  9. Towers Are Too Difficult to Defend When Behind Pt. 2 - there is a very nice yard stick to measure the problem Baron poses: with its HP, armor and passive, Ohmwrecker is the turret diving item. People don't buy it and never have because they don't need it. It's the perfect "we're ahead so let's dive and fight" item, but people view it is an unnecessary purchase.

  10. People Are Fed Up With the Obvious Favoritism Shown Champs They're Sick of Seeing - Lucian came out 2 years ago and is only NOW being brought to fairness next patch. We felt like every patch in Season 3 was buffing or nerfing-and-compensating Kha'Zix. Certain marksmen are still dominant everywhere but the ADC update was how long ago? This is the ONLY season since his release that Lee Sin wasn't an S-tier jungler. Zed's absurdly frustrating lane phase has never been addressed. Neither has LeBlanc's really. Rengar still 2-shots everything. Even if you honestly don't think you're playing favorites, it doesn't matter: its clear to everyone else from here that you are. And player perception matters

  11. People Are Fed Up With the Neglect of Champs That Are Never Good - Sejuani was a top 10 trash champ until S5 buffs for a couple patches, then got nerfed right back down. Urgot has allegedly been getting a rework since I started in S2. How long did the Yorick and Warwick reworks take? Galio has been barely playable since S2 when I started, yet he was even excluded from the Mage Roster update. The athenes changes (and previous MR nerf from 40 to 25) were clear nerfs to him, but he got nothing back. How long did it take just to give him the scaling MR other melee champs get? And then Shack got the nerf hammer big time in Spring of Season 3 and has been mostly only good on 1-trick players ever since. Again, people notice.

  12. Queue Times - nobody wants to wait 6-20 minutes for a role other than support only to get a game that's over by the 10:00 mark.

9 Comments

Gunslinger7442 votes

How dare you.

Gordon Ramsey's recipes are never stale.

Quepha2 votes

{quoted}

  1. The Change to Growth Stats - by itself this was a pretty wise idea that gave devs a lot more play in balancing. But leaving champs weaker in the early game opened the door for further problems down the line

You misunderstand that change. By reducing growth from level in the early game it reduces snowballing by nerfing the effectiveness of the level-up burst. That change objectively reduced snowballing in the game.

Smitemuffin1 votes

I don't see facts supporting that. When growth stats happened, spell damage went largely unchanged. Tanks, Mages, Assassins and Marksman casters did very similar damage. AP champs saw no damage loss at all because AP isn't a level-dependent stat. AD assassins scale mostly off BONUS AD anyway.

So really, only marksmen saw a little damage loss on autos. But the higher damage from supports relative to the targets HP made 2v2 lanes even more volatile anyway because you have 2 people dealing damage to weaker targets

Quepha1 votes

{quoted}

I don't see facts supporting that. When growth stats happened, spell damage went largely unchanged. Tanks, Mages, Assassins and Marksman casters did very similar damage. AP champs saw no damage loss at all because AP isn't a level-dependent stat. AD assassins scale mostly off BONUS AD anyway.

So really, only marksmen saw a little damage loss on autos. But the higher damage from supports relative to the targets HP made 2v2 lanes even more volatile anyway because you have 2 people dealing damage to weaker targets

Even in your example the losing team is better off.

old level 1 vs level 2: big difference in abilities, big difference in base stats new level 1 vs level 2: big difference in abilities, small difference in base stats

the losing team is level 1 in both cases, so they are unaffected by the change.

Smitemuffin1 votes

That's great...except you're neglecting the fact that the team behind is more easily killed than before, so getting killed and falling behind means that the damage items your now-ahead opponent buys will do an even higher % of your max hp.

So again, the facts aren't on your side

archerno12 votes

About Lucian comment? Wasnt Lucian unviable for months before Essence reaver rework? How is it favouritism when Lucian had lowest playrate of ADCs for months.

Smitemuffin1 votes

Lucian was in every LCS game in Season 4. Lucian was never bad, he was just eclipsed by other marksmen (kalista) for a couple patches while.

Compare that to Gallo: he'd been in the top 10 lowest picked for YEARS and is probably still there.

archerno11 votes

{quoted}

Lucian was in every LCS game in Season 4. Lucian was never bad, he was just eclipsed by other marksmen (kalista) for a couple patches while.

Compare that to Gallo: he'd been in the top 10 lowest picked for YEARS and is probably still there.

Yes. But in season 5 he was barely ever played.

Smitemuffin1 votes

FALSE.

NA LCS spring split: 4th in win rate overall at 62 wins in 117 games.

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