I know people say every season is the most snowbally yet, but

Rewt·12/6/2019, 6:49:07 AM·11 votes·7,945 views

In previous seasons I would have many average games. like 4/4/8 or something like that. Just kind of even.

I think I've had 1 this season. In this season I either go 0/20/0 or 20/0/0. It's kind of insane.

My reasoning is the new jungle. Because there is no more catchup XP, if you get ahead you stay ahead. If you fall behind you stay behind. In the jungle if you get ahead early in S10 you will be able to 1v9, But if you get behind the support will 1v1 you.

EDIT: While this isn't necessarily a bad thing, It is just such a strange feeling when If I want to get back into the game Ive gotta prioritize leeching lane XP whenever I can over my jungle since there is still catchup XP for lane minions.

17 Comments

Navarune12/6/2019, 7:04:57 AM9 votes

The snowball meta isn't just about KDA. I had a game yesterday where I went something like 3/4/15 as support and we still lost decisively because of neutral objective control. Games spiral out of control very quickly now without catchup experience, most of mine ending with the winning team averaging at least 3-4 levels ahead.

I miss the strategy and comeback potential in previous seasons. I miss having to work to actually close out games. I miss having an option to funnel gold into my hypercarry midgame while we turtle to try and wrest control of the game back. Nowadays, your only real hope of staging a comeback hinges on stealing elder or baron, if the game even gets to the point where those are options. This is all really frustrating when you win lane or break even consistently and yet still find your team way behind anyway because of mismatches or simple mistakes, not to mention the other negative things that pop up occasionally.

Riot introduced Honor and have behavioral standards for not encouraging your team to forfeit, yet they steadily enforce this meta where most games are very much decided before the 15-minute mark. What options have they given us to provide some hope of regaining an advantage?

Zullar12/6/2019, 7:50:04 AM8 votes

Remove comeback exp Give bonus gold to winning team via turretplates Add 2 rift scuttlers to take more towers and plates for winning team Add elemental drake buffs/souls that give winning team permanent advantage with no comeback mechanic Give every new champion 8 dashes, CC, and burst damage with little counterplay to ensure said advantage turns into more kills

That sum S10 so far?

I personally think elemental drakes were the worst decision Riot ever made and they should be changed/removed. Who wants to finish out a match while the other team has a large permanent advantage with no comeback mechanic?

Yaskamasandwich12/6/2019, 3:49:57 PM5 votes

That's because Riot constantly tries and out performs previous seasons. Which what is supposed to happen, however it is being executed the exact opposite. All Riot does is just increase the power creep constantly to the point where the match is decided at character select.

There is no more strategy, just pick the op champions, and the only way to beat op champions is by counter picking them. Which is a failed system in of itself. You can't just say "to best X champion, pick Y champion" what if you're first pick? Yet that's the only strategy there is to besting overloaded op champions. Just ask anyone on the forums how to best overloaded X champion. It is always the same: "LOL NUB! L2P THE GAME! PLAY X OP CHAMPION! PICK Y CHAMPIONS! LAWL!" Before you could go "To beat X champion, play in this style, buy these items, when game reaches 15 minutes, start roaming, or farm, or push the lane, etc." It had nothing to do with what champion you played.

Games are not decided by the 15 mark, they're decided in champion select.

Waka FIocka12/6/2019, 10:34:30 PM3 votes

just read a post from 4 years ago saying pretty much what everyone in these forums is saying today about the game (s10 changes + champ additions/reworks). damage too high, tanky champs being super tanky without tank items (full dmg garen for instance)... and since this was posted 4 years ago riot's idiotic team has only doubled tripled down on these decisions. damage is super high, runes are nutty, items constantly get changed, new champs are overloaded & difficult to play against. throw in the game changing nearly entirely every season, all the changes to mechanics... even something as simple as minions being a trump wall that you can't get over/around anymore are noticeable changes that weren't even discussed with the community.

they added scuttles, turret plating, dragon stats instead of just team gold, dragon soul, elder, 1 herald and then upped it to 2 heralds, bounty gold, Pyke..

the problem with these objectives is that the team ahead benefits from them. the team behind cant really roam, let alone get vision or group up without sacrificing their lanes/base. another issue is that elder is so decisive that you could be winning and doing super well but their jg steals and the execute wins them the game. that's bs to me lol. the game isn't about skill anymore and hasn't been for a while. you follow riot's cookie cutter idea of how a game should play out and whoever has the better, flashier, newer champs and an early jungler with high damage and mobility wins the game. :)

Kendren112/6/2019, 10:45:16 PM3 votes

There's also less chance to outplay in fights. Leads typically transform into more leads because the one with the lead just insta pops the other.

BlackXIV12/7/2019, 6:21:47 AM2 votes

This season is the most snowbally yet BY FAR.

At this point I'm convinced that was Riot's goal all along, this preseason they achieved it and just lied about their intent because people don't like it, not on paper at least.

Every singe change they made was towards early snowball, that is a fact. So we either decide we like it or we call them out and move to greener pastures.

NuclearBurrito212/7/2019, 5:58:29 PM1 votes

Not going to try and contest that there is more snowball now, but is this really a BAD thing?

I mean think about it, given a perfectly balanced competitive game if a perfect team faces another team which is otherwise perfect but makes 1 mistake then the perfect team should have some set of actions they can take to turn that mistake into a victory. If they couldn't it wouldn't be a mistake, it would be just an alternative viable move.

Now that means in order for you to comeback from a mistake, ANY mistake, your opponent must also make a mistake. So having more ways to capitalize on an opponents mistake (via plate gold, dragon's, heralds ect) and turn that into a victory thus improves the game's ability to function as a competitive Esport.

The better team isn't the one that is playing from behind, so how could a comeback ever happen if the better team always wins? Shouldn't this be exactly what we want?