[{quoted}](name=Kai Guy,realm=NA,application-id=3ErqAdtq,discussion-id=o1E9M0Yv,comment-id=000000000000000000000000,timestamp=2018-06-26T07:15:48.563+0000)
"First is game pacing. Many folks out there are experiencing faster games on 5.22, and we're seeing that reflected in about a minute off the average game-time. We've got some changes to address that (namely turret health and %xp from kills), along with some revised minion pushing changes. That said, it's helpful to clarify our stance: this isn't about faster games. Some games will be faster and some will be slower, but the goal is to reward being decisive. If you have a massive lead over your opponents, capitalize! Waiting around or being indecisive will see that advantage slip, opening the window for comebacks. TL;DR: finish your plate, or your food'll bite back."
"We covered this in 5.22's notes (even though the change didn't actually go in), so let's reiterate what we said in the foreword: this change is about decisiveness. Use your advantage and push in for the win, or give your opponents the means to come back. It's a fairly simple concept, but it does fundamentally change how lane dynamics work. Especially at higher tiers, wave manipulation (and what form it takes in league) is changing entirely. We're not doing this lightly, and we ask that you give it a shot and let us know what you think. We've got our eyes on it - if this isn't accomplishing our goal of getting the winning team to press their advantage (and instead, destroys the fabric of League of Legends as we know it), we'll quickly iterate and respond rather than letting it languish."
Same patch, They also buffed a few towers by 500 extra hp. Nerfed Kill EXP gains a bit.
Pretty shure its intent is was force ahead teams to push for a win using the minion advantage, Failing to do so just funnles Gold into a behind champion. That's how it functioned, it was fine, it worked as intended. I remember what lost lanes could feel like. Ever play
mid Vs
back in the day? It was freaking awful.
Moving forwards, Looking at the game today.I would say that yes, It needs to be adjusted to the current game state.
But allowing ahead lanes to Freeze minions and bully you out of cs indefinitely IS NOT GOOD EVER. If a game last 10 min longer just cuz lane phase is delayed an extra 8 min so that top and mid who won lanes (picked arbitrarily.) can enjoy bullying some one to get themselves a solid lead before going into teamfights. That is trash.
So they literally say "Some games will be faster and some will be slower, but the goal is to reward being decisive. [...] this change is about decisiveness. Use your advantage and push in for the win" and cap it off with "if this isn't accomplishing our goal of getting the winning team to press their advantage (and instead, destroys the fabric of League of Legends as we know it), we'll quickly iterate and respond rather than letting it languish"
Yet you some how seem to think the quoted portions are saying they are a means for the losing team to come back? No, it was literally all about ending games sooner as at the time there were similar complaints to now, where games were effectively over long before they ended, and this was a means to have them close out sooner.
As to the rest of what you said, I vehemently and fundamentally disagree with virtually everything you have posted. This section, "But allowing ahead lanes to Freeze minions and bully you out of cs indefinitely IS NOT GOOD EVER. If a game last 10 min longer just cuz lane phase is delayed an extra 8 min so that top and mid who won lanes (picked arbitrarily.) can enjoy bullying some one to get themselves a solid lead before going into teamfights. That is trash." could not possibly be more misguided and false.
If laning mechanics (such as denying CS, freezing waves, slow pushes, countering pushes by messing with your minions so they clash just under tower instead of just past it, and other general wave management shenanigans) do not matter or matter less as this change caused, then that is real and valuable knowledge as well as skills being tossed to the wayside in place of the game automatically doing those things for or against you, without your opponent lifting a finger, let alone even being aware of what is happening nor how. We need to revert back to the time when laning lasted a solid 15+ minutes so that we can have the game stages LoL was created with and balanced around to begin with, once again. Early champions need a chance to be strong and dominant or else there is no point to play them-- but the early game should not cause a steadily increasing snowball on resources that are supposed to be equal for the two teams (in this case, their minion waves) by making the advantage even further in the winning team's court with literally no action or input on their part. If this continues, there will remain no reason to play late game scaling champions, as the early snowball effectively shuts them out from ever reaching their late game fantasy unless they somehow snowball the early game themselves (which usually requires jungle camping or a vast disparity in skill).
It would be like if the winning team in a basketball game not only got more money mid game to buy and trade for better players, and actively improved based on baskets scored (gold and the leveling snowballs by themslves) but then also had their hoop narrow making it harder for you to score, and then also had your hoop widen giving them an easier time.