I know I'm the anti-christ when it comes to catch up exp
But do you know why that was a terrible implementation in the first place?
I'm sorry, but the more games I play, the more I loathe the mechanic. Do you understand the point of getting ahead? Do you understand why the game thrived and the punish system where you misstep or misplay was important?
Firstly, there are different classes in this game. So lets understand something. Assassins thrive off of getting fed and outplaying their opponents early in the game to make the mid game transition smoother for them to do their job. Invading the enemy jungler and successfully taking camps away from them set them back. A lot and for good reason. The early game junglers -- tanks in this instance -- brought so much to the team, that setting them behind an item or 2 was highly impactful to the game. This is because tanks brought lots of cc and utility other than damage.
Which brings me to my next point, do you know how important it is for an assassin to break away in the jungle? It's to set aside the gap in utility and damage tanks and divers do. The fact that an assassins -- or "duelist" jungler is put on par with these tank junglers makes it increasingly hard to out perform them, even when you're OUT PERFORMING THEM. On even grounds, an assassin won't beat a duelist jungler. Heck, even a level up and half a item up, the assassin is going to have to highly outplay a duelist jungler --- such as Xin, warwick, Yi etc. to come out on top. Which is why these level differences matter so much in the game.
So can we bring back the high risk, high reward playstyle that set aside individual performance? Because what it boils down to right now, is high risk, shit reward if you're an assassin. And high risk, insurmountable reward if you're a tank vs assassin. Because if a tank can invade and shut down an assassin jungler.... just reread that sentence to understand how utterly ridiculous it is.
If I have 50+ more cs than my jungler, strip them of every single buff in the game, more KP and less deaths, then in no way, shape or form should that only result in a ONE level lead. That should be EASILY 2.5 - 3 levels depending on the game timing. The game shouldn't have to scale into 24+ mins before caring out level differences. By that point, the damage is already done.
I'd love to keep saying, "Oh, take your time and make sure you get it right!" Unfortunately, I'm not getting any younger. My patience is wearing thin, and my skill is diminishing. With that said, being able to out macro opponents should mean something. I'm talking about as an individual, not as a team. As it stands, my play style is non-existence in your game.
I suck at team fights. I physically and mentally am unable to team fight efficiently. It's a weak point of mine and being able to 2v1 or 3v1 was what got me so far in the first place.
Anyways, tl;dr Assassins need to break away and have level advantages in order to efficiently do their job. This is one of many issues with league, but I do believe changing this will take care of quite a few of those.
Note: Ambient gold is another issue that I have with this game. Seriously. But we'll get into that later.