I generally feel that league has rewarded agression too much as of recent.

MrFreel·2/1/2017, 9:19:06 PM·4 votes·807 views

(FYI- I am a GP main so take what i say with a grain of salt) I feel that league of legends currently awards aggression in both solo queue and professional play far too much. If you look especially at the support meta, its dominated by lane controlling mages (Brand, Zyra, A little Syndra, and Karma though i suppose she is kinda half and half), versus champions that actually fill the conceptual role of support (Braum, leona, Taric, Blitzcrank,Lulu ). This is primarily because of the introduction of first tower gold, which along with dragon heavily inflates the importance of the bot side of the map.

In addition, you see this highly prevalent in the jungle meta, where almost no power farming junglers remain (Master Yi, Shyvana, Tryndamere,), this is a result of the removal of devouror of course, but that doesnt change the fact that these high early damage outputting characters like Lee Sin, Khazix, Elise, Rengar, Olaf, etc. have dominated for FAR too long, with the only alternatives being something like a hecarim or graves.

What I would like to see is a reversion on the importance of early pressure, i think it makes the game feel as if it is lost from far too early on. I personally find that it takes the excitement out of everything, when one comes to the realization that the next 10-15 minutes of a game are a mere formality after it has been decided so early. I am of course referring more to the environment in high elo ( D3 ish and above), more so than low elo. This doesn't mean it does not apply however, because i will concede i am actually myself only a gold level player as of last season ( and ive been playing for 2 years unfortunately). I am sick and tired of watching people play Darius, all these players do is essentially cheese at level 1 with w and go on to win lane, sometimes even the game, off of it.

That being said, to make a game exciting, you both have to reward risk taking, while also severally punishing people if they fail. My grievence here is that i would just rather play a game that lasts 10 minutes if thats the case, than have to go through an additional 15 minutes while i watch the game helplessly fade from me.

I merely propose the removal of both first tower and first blood gold, and faster diminishing gold on kills, to make it far less worth to camp some poor sap ( again, GP player here), in addition, i also propose more pronounced gains from solo laning, as in increasing the amount of experience one gets from solo farming, more so than it is now.

Those are just my general thoughts atm.

5 Comments

Kledy McKledFace2/1/2017, 9:24:39 PM1 votes

The point is, where Riot fails constantly (and I'm not talking about ignoring the community for the past 3 years), they introduced the Damage Meta to accelerate games in LCS and worlds games, but now we know they're going at the same speed (in term of minutes). This doesn't apply to the low elo and diamond because most games are decided within 7 mins like you said. That's where they've totally lsot control on the balance of the game making it very annoying to play.

I feel ya bro, Riot made bad decisions over bad decisions and it's not going to change and I highly doubt the FB turret nd kill removal would change anything, they have to remove all those extra damages (and it starts with the masteries)

Maximum Morde2/1/2017, 9:27:52 PM1 votes

League has ALWAYS rewarded heavy aggression, ever since I started playing back at the end of Season 2. Prior to that, I don't know, but it probably did then too.

Appropriate aggression is how you gain control of the lane. Gaining control of your lane gives you leverage to influence the game as a whole.

woodvsmurph2/1/2017, 9:35:34 PM1 votes

I am sick of all the damage mage supports - especially the ones like malz that offer no reliable cc/utility outside their ult -- and mf support. I am stuck in low tier ranked wood - gold players, so I don't know how hard it is at high rank to play a tank support into a malz or mf, but I know at low ranks, you can totally smash these squishy weak cc/utility supports if your adc is decent. I am so waiting for someone in lcs to just bust out a leona, survive enemy poke to lvl 3, and all-in 2v2 get a 2 for 0 when the enemy shoves them into tower. Hearing people whine about tanks/bruisers doing too much damage when they play agro with 0 wards and have a malz or mf support? Play a real support and you would probably live -- at least one of you. Play a tank, and you might even bait out a kill while both escaping.

As a top lane main, I can imagine your pain as a gp. While I hate playing vs flash exhaust gp top, I do face the same problems you probably do of being unable to influence the game due to one team's bot lane feeding 6+ kills apiece before laning ends. Then you can be 3/0/0, have outplayed and pulled a lot of jungle pressure, and still be unable to carry your team because bot snowballed enemy bot lane (both support and adc), jungler (from the 2 times they were ganked) and maybe enemy mid too. It's too many people for you to burst alone, and it is too many for you to tank if you are a tank/bruiser top. Your bot offers 0 damage -- not because of "adc in 2k17" but because they fed too hard and missed all the minions and xp due to stupid agression. And your poor mid is either stuck 1v4 while you split top or 3v5 while your bot ff bot lane not pushing a tower because NOW they are playing safe and don't want to die so they stick by tower to be "safe".

DunkinNoobs2/2/2017, 7:08:12 AM1 votes

League rewards aggression out of the jungle and punishes it everywhere else as a consequence of rewarding aggressive junglers. The better early gankers are, the worse worse aggressive laning is since aggressive laners just get ganked.