Meh, the problem is not when you made a BAD play and get punished for its true severity
The problem is when you don't make a bad play and you get punished for it, or you do a rather small mistake, and you are punished way beyond its severity
Copy pasting from another thread when I answered yesterday
http://boards.na.leagueoflegends.com/en/c/gameplay-balance/jTzxGxX2-ziggs-bot-has-shined-a-light-on-a-very-frustrating-issue
{quoted}
Let me start this post off by saying something. Ziggs botlane is refreshing, it's breathing new life into a stale botlane where the meta has stagnated.
The real question is why? Why do you play ziggs botlane?
- He is a pushing/harass god
- He is an amazing siege champion who can defend turret against multiple people
- He has self peel which makes it alittle easier to avoid ganks
- He can execute towers that helps him take lane quicker.
Number 4 is what I'm having issues with and I don't mean an issue with Ziggs, I mean an issue with botlane as a whole. 9 times out of 10 this is the first tower to fall and it will usually happen somewhere between 7-10 minutes in (At least that's what my experience has been on both sides of the spectrum.)
"Point 1 and 2 are a worse issue than point 4 if you are specifically talking about Ziggs and not about bot lane as a whole, BOT LANE WHICH REQUIRE A SEPARATED AND EXTENDED DISCUSSION
Actually in bot lane you can be in a situation in which you are actually winning lane vs enemy duo, and at a certain point it is enough you leave it for whatever reason in a wrong moment (back off with a slightly bad timing, back off after a gank or being 4 man dove, back off after taking a drake slower than usual because it was mildly contested or your mate delay a bit to help you take it) and your tower fall down despite not doing any major mistake, and this happen playing against ANY marksmen - not only Ziggs...while on the opposite side take down a lane becomes literally impossible if the enemy has little waveclear or your champ has slighlty subpar damage
Basically, it has becomed unreliable to understand/foresee how fast a turret will go down, and this thing can cause huge unbalance because paired with the minion "push buff" and first turret giving relevant amount of gold, it can literally swing the flow of the entire game on a whim in under 1 minute without anything substantial happening on the map other than a turret suddenly blowing up apparently out of nowhere for apparently no reason
The penultimate change to turrets in particular started the situation, and the last one, that supposedly made more reliable last hitting, made it even worse because had the paradoxical effect to make it less predictable the time needed to take down a tower
Once you fix this issue, you have solved most of the actual problems existing in bot lane, because it make more easy to evaluate how the single marksmen actually hold up in the current meta...and to be honest ADC are not so weak as most of people cry, that's not true at all, it is just you don't feel the "agency" (using Riot dictionary)"