Let's Talk Gameplay: Laning Phase

ChaosReyn··5 votes·5,425 views

Before I begin, I'm going to preface this by saying that my overall goal here is to make a series of polls (they'll be covered as "Let's Talk Gameplay:" from here in, and I'll plan on posting one every two weeks) covering a broad spectrum of gameplay aspects, one segment at a time. The overall point of this is to gather as many poll votes as possible, as data which can be condensed, summarized, and hopefully useful to forward overall to Riot Game. (Actually...if TFT is gonna be a technically different game, I guess they technically are Riot Game_S_ with an S now. :P ) Anyway...I feel like the boards have already had quite a few people who gather to express most of these points - I'm certainly not bringing up anything that could be considered new - but I'd like to simplify the topic for it to be very transparent and easy to read, which I hope will make it easier for all of us very opinionated players to communicate what we want to, without having to turn the comments into a festival of arguments. With the introduction now formally concluded, let's move onto this week's topic: Laning Phase.

We're a little more than half-way through season 9, and one of the biggest topics I see in Gameplay relates to how players feel about Laning Phase. Particularly in Top lane, but still very much in general, people seem to complain heavily about how one-sided the game feels from the very beginning of the game onward. Many equate this to Flavor of the Patch champions that simply overperform in the meta. Others to Lack of decent itemization for certain matchups. Some, even with frequent changes over a few patches around MSI, still chalk it up to overperforming runes. And, as with plenty of issues, there are those who still complain that League simply has too much damage and not enough defense, even at this early stage of the game before you really manage to gain a lot of stats from items. Some don't think it's the lane, but the consistency of their junglers that impacts the map enough to tilt the game to a one-sided stomp.

To some, it's nothing to do with game mechanics, but with matchmaking or low-quality teams. While I will not be putting an option for "bad teammates" (that is not an aspect of the game that Riot has a say in - people will always have off games or days where they simply lose their collective shit, and Riot has no controls for that) I will stress that matchmaking will be on the list (as "I got an Iron 3 autofilled jungler in my silver promos!" has come up more than a few times during MSI, and that is definitely something Riot has controls for.)

In this poll, I'm going to place several of the issues I've seen posted across the boards that I feel correlate to why people can feel laning phase is just super one-sided, and I want you all to vote for what you think the biggest issue is. I know you likely have more than one issue, and that all of these tie into each other. But I want you guys to choose one that you believe must be dealt with immediately for the best impact possible upon the game. I thank you all for your time in participating, and do feel free to go into detail on why you selected the answer you did, if you'd like. But please keep it civil - sharing your answer is encouraged. Trying to flame/shame someone else's answer is not the point of this poll. Allow people to be entitled to their opinions, please.

[sg-ahri-2]

I will leave the 10th option for people who do not want to vote, but want to view the results of the poll. This is something I'm leaving so that if a member of Riot wants to view the poll without voting, they can "vote" to NOT vote, and still see the numbers. And also for those of you who honestly don't have/don't want to share your opinion, but are interested in everyone else's. I will of course take this option, to remove my own bias from this poll.

Thank you all again, I will review this in about a week or so, and start trying to summarize my information after seeing the numbers and comments.

7 Comments

Daddy Ants3 votes

"Late game" powerful too early

Jinx Jax Sivir

Daddy Ants2 votes

I'd say it's a combination of

  • Too much damage / lower defense.
  • Jungle being too consistent
  • Overperforming Runes
Haze972 votes

Overperforming champions such as Kench, Ahri, and Renekton are the biggest issue for me.

These champs bring no risk to the table and still reap huge rewards. Champions so rewarding need to allow for bigger windows of punishment.

Alüe2 votes

Frankly its a mixture of the below:

  • Over-performing Runes
  • Over-performing Champions
  • Too Much Damage/No Defenses
  • "Late Game" Powerful too early

While i'm sure i'll have someone disagreeing with me there is definitely a double standard that exists and creates unique situations that further emphasize on the above positions. I don't really care what anyone says, but riot taking a hard stance on mages years ago about lanining stability while allowing assassins with energy to have unlimited lane stability potential is one of those double standards. You can't reasonably argue that mages casting unlimited spells is unfair when its their only source of damage. If anything mana potions should of had their cost raised to prevent certain mages from abusing them.

AR URF2 votes

Can you put over performing champions and runes on the same page? Because both of those I feel are a problem.

Eonslegacy1 votes

I see 4 problems in the game, runes that scale, result in either op early game, or op late game, the mid game champs arent strong with a late game rune during their time to shine, and arent strong with an early game rune or are op during both if the rune is that broken. Over-performing champions is typically something that has high tank stats base that builds damage, OR something that has high damage base and builds tank, Combined with runes, champions do absurd damage for nothing. This is what causes "late game" to be too strong early. A lucian is a carry, but he is an adc, he is either stronger than champs like pantheon/jax/renekton lvl 1 2 and 3, or weaker, if he is weaker he is almost never viable as an adc because certain champs will just murder him *Tristana Varus Alistar Ezreal Draven Leona * However, if he is stronger than those champs, why not take him mid and just destroy everything? The too much damage/no defenses problem pretty much only rears its head because something that CANT KILL YOU via to low damage thats lifestealable (xin vs ekko for example) or to low mana to actually kill just results in the champion being ignorable, while sustained damage dealers will just all in, then reheal to max then all in again until they win vs the "defense" champion. Combine this with tower plates and you get a champ shoved outa lane that loses a minion line and is down 3 turret plates of gold. So champs like tahm kench are born, champs that can win sustained battles, arent burstable, and have loads of duelist cc, but are also unkillable dps monsters that eventually kill you. Either you have 100/0 burst or you have 0 counterplay right clickers eating your entire kit and not even breaking a swear killing you. ------------------The game doesnt reward defensive/clever/strategic-play at all, its entirely based on killing people, using your turret to help you kill them is just a fancier way of doing it but killing is the main goal. ----With 3 screen length jumps/dashes/blinks and 100/200% movespeed buffs being VERY common "Sneaking" or "stealing" or "splitting" just doesnt work in the higher elo games when a TK or ryze or TF or SAKayn or camille etc just skips from mid to top in 2 seconds the moment you show up. ---_Dont even get me started on the 2v1 that late game junglers get to do, where they are considered weak but get free kills because 1.5 champs>1 champ regardless and if that SA kayn gets 1 or 2 kills bot on your mage support/adc, BOI its game over when he 100/0s your top jax/renekton in just w q auto with duskblade (he skipped warrior btw) red smite red buff Electrocute, sudden, the ad bonus from collection, water walkings op buff and absolute focus that he just nukes you with 2k bonus stats worth of gold for even trying to contest rift.

ChaosReyn1 votes

Well, I only got about 20-something of you in a week's time, but the results are pretty clear - over half of you believe that the meta currently favors damage too much, and that there's little point in playing defensively in this season. While a lot of you attribute this to the other factors listed (this is a topic with a lot of overlap, honestly) you as a majority believe that the first order of business needs to be to bring to light more rewarding situations for a solid defense, not just a solid offense.

To highlight a couple things I'd have to give much credit to from these comments, starting with Eonslegacy:

The game doesnt reward defensive/clever/strategic-play at all, its entirely based on killing people, using your turret to help you kill them is just a fancier way of doing it but killing is the main goal.

There's a lot more thought that went into this summary, but essentially, I feel this best brings to light an issue I didn't really consider at such an early stage, and left off this poll. That issue being "kills vs tactics." I didn't place it here because I'm going to make it part of the topic for a different week (regarding the mid game, and what you think is the most effective method of trying to begin closing the game) but it came up rather unexpectedly early here, so I feel obligated to give it a shoutout. Though for the purpose of this poll, I'll simply include it as part of the "no defenses" alignment, I will note that this is an entirely different beast from what most people mean when talking about this topic in the early stages of the game, that I hope to better cover in the next installment of this series.

Can you put over performing champions and runes on the same page? Because both of those I feel are a problem.

Though I'm only going to include this question, it seems there's just as much a majority that pair these two together. The reason I kept them separate is due to another aspect covered by Eonslegacy:

Over-performing champions is typically something that has high tank stats base that builds damage, OR something that has high damage base and builds tank, Combined with runes, champions do absurd damage for nothing. This is what causes "late game" to be too strong early. A lucian is a carry, but he is an adc, he is either stronger than champs like pantheon/jax/renekton lvl 1 2 and 3, or weaker, if he is weaker he is almost never viable as an adc because certain champs will just murder him

I'm saving build paths for a different topic, but essentially, this explanation is why I kept the two separated - I wanted to keep one slot for "champions who are too good at what they do" and another for "runes that make almost anyone do absurd things." It's a widely established thing that combining these two concepts equates to a recipe for disaster, but my goal was more to ask "between the two, which is the more pressing problem?" From my limited data, the answer seems to lie within overperforming champions. When looking at other boards posts, this makes sense - the commonplace issue I see in others' threads regarding this topic is that of "a champion who's fundamentally better at abusing certain runes than everyone else." That, though still combining the two, would say "this champion is too good at what they do" - what they do being "abusing this rune path" instead of "destroying people with an overtuned kit." Both of those are factors to look into in determining overperformance of champions - "Zed can abuse Electrocute and Duskblade really hard" is just as much a champion design problem as "Kench is currently able to 1v3 with 1 completed item and tenacity boots." Overperforming runes would be more like "Conqueror is overpowered on every champion, ever." So I'm glad to have kept them separate to help highlight this difference.

Thank you all for participating. I hope to have even more people for the next few installments, and hope to look back on you forerunners as those who started a real game changer with me.

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