I'm having fun playing league right now

D357R0Y3R··19 votes·6,899 views

Idk, the boards is still going on about how the state of the game is garbage, how it isn't fun. For me, the game is back to being as fun as in season 2. I used to complain about how damage was high, teamfights lasted for 5 seconds, target selecting is not needed anymore, how kiting was not needed anymore because you oneshot everyone, I used to complain about how laning phase ended after 5 minutes, how comebacks were impossible.

https://youtu.be/b_s5V2iebPE?t=554

As you can see in this moment, the teamfight lasted FOR AN ETERNITY without anyone dying.

https://clips.twitch.tv/FantasticPlainReindeerNinjaGrumpy

same here

When it comes to talking about things like that, it depends experience which itself depends on many things (like elo for example, or which role you main) For my own experience? Games last forr 30 min in average, unless the team really mentally ff'ed, I really really had all my games hard to lose/hard to win, because of the new comeback system one mistake ends up offering a lot of come back potential which means that you can KEEP playing for a reason. "but ff'ing is faster so you can go for a next game" That a personal opinion, my opinion is that I play league in order to play league, I don't care about finishing a game faster to start a new one as long as the game gives me a reason to keep playing. There were no reasons to keep playing before, I legit don't remember a single comeback done by my team in season 8, in THE ENTIRE SEASON.

https://i.gyazo.com/217ffdd1996b020d970fefcfbf7b10a1.png

here is an example of a hard game https://matchhistory.euw.leagueoflegends.com/en/#match-details/EUW1/3996546201/23030943?tab=overview

Games like that where you couldn't know who was going to win, or who was going to lose DID NOT EXIST last season. It really never did for me because you could know at min 5 who was going to win, if you heard that botlane got killed by a jungle gank then they took first tower at min 6 or min 8, then went toplane and snowballed.

Which makes me transitioning to the second part, laning phase TAKES SKILL ONCE AGAIN. You just don't end it so fast, you need to make good resets, if you reseted on a bad timing you lose xp and gold AND PLATINGS, this sets a clear difference between a bad player and a good player.

Now we will talk about damage, is damage high? let's make it clear damage was ALWAYS high in late game. You always died by 5 autoattacks of a carry in late game, you always died by 3 karthus Q in late game.

What made season 8 cancer, is that you could die in 2 seconds at lvl 3 due to runes and riot's trash decisions. Alistar with Q+W+E+aftershock+ignite could kill you alone at lvl 3 if you had under 500 hp. But now, they nerfed all runes damage (electrocute, aery, sudden impact and many others) so you don't just die within 1 single all in. They nerfed adaptive damage runes, and buffed mr/armor runes Since then, I don't remember dying by a single all in at all in any lane.

What's more is that botlane diversity was a success, after countless patches and fixes, adcs are viable while proplay is seeing Sona/Taric botlane, Taliya/Pantheon botlane. I legit know people who are climbing by using that strat https://i.gyazo.com/5f8babe5c4b893ebdeef880ba62cf5f7.png Viper also plays occasionally cass/Jayce botlane Teddy played Vladimir botlane in LCK. If Riot could improve one thing, it's that melees are unviable botlane with the exception of Yasuo. The vast majority of them depend on lvls unlike Yasuo (Fiora, Darius, Gangplank) , and have inbuilt design issues that make them terrible in high elo (Tryndamere, Yi unless they cheese).

So is League fun? Yes it is in my opinion, and I'm not one to be sold easily if you know me well. Riot just fixed all the problems I had with the game except jungles deciding my lane.

They're even fixing champions that should not have been released like that (Rakan, Tahm kench, Aatrox), I want them to LEARN from 2017 and 2018 to not release low counterplay champions anymore. It took 2 years for them to realize that Rakan flash R+W no counterplay was a problem, they still didn't understand that Ornn is not good either because of trash gimicks that are abused by competent players. Ornn rework should have made him better in soloq and less powerful in pro. It didn't achieve anything, he's even getting a nerf in next patch (IBG upgrade nerfed) because of proplay, while he's forgotten in soloq. Galio belongs in that list too, his W offers too little playing around to high elo players and he's STILL abused in proplay except in the support role.

This post ends here, I wanted to post it because I'm addicted to league right now while I left the game 3 months ago because of how trash it was. I never thought that Riot could give me fun again but league is fun right now, and I hope that Riot keeps doing what they're doing.

29 Comments

ORB1TS5 votes

These are LCS and scrims and team coordinated plays.. WE WANT THIS FOR SOLO Q

iDarkWind5 votes

How dare you say that Riot is doing something right in the boards ?!

People here tend to only point to the flaws and never take a look at the improvements. Also, at the same time they let the nostalgia effect kick in when talking about previous seasons, as if they hadn't bigger problems that we have nowdays (especially about season 5 where everyone is forgetting how tanks would run you down and outdamage you or the juggernaut patch, jesus).

DuskDaUmbreon4 votes

40 second fight and nobody died wtf.

D357R0Y3R2 votes

bless

Alüe3 votes

Uhh damage has not always been high there have been times when a champion was broken and was able to execute someone quickly (rengar on his release killed someone in under .5 seconds) there is more true dmg, cdr, and manaless champions running around than there were in s2-5. Tbh i prefer those seasons at least games lasted until 40-55 minutes and teams were presented with opportunites to make a comeback. Now we have power surges when broken champions get 2-3 kills. Yasuo, zed, vayne, are just a few to name. The biggest difference is the high dmg we are seeing now around 8-10 mins didnt occur until 35-45 mins back in the early seasons.

AeroWaffle2 votes

{quoted}

Uhh damage has not always been high there have been times when a champion was broken and was able to execute someone quickly (rengar on his release killed someone in under .5 seconds) there is more true dmg, cdr, and manaless champions running around than there were in s2-5. Tbh i prefer those seasons at least games lasted until 40-55 minutes and teams were presented with opportunites to make a comeback. Now we have power surges when broken champions get 2-3 kills. Yasuo, zed, vayne, are just a few to name. The biggest difference is the high dmg we are seeing now around 8-10 mins didnt occur until 35-45 mins back in the early seasons.

What opportunities did you have in season 5 that allowed for comebacks that you don't have in the current season? What source do you have that games lasted longer back then?

Alüe3 votes

Average game lengths alone disproves your statement that damage was just as prevalent as it is now. The average game was 45-60 minutes anyone who has played season 2-5 would remember that it wasnt until after the marksman rework that riot decided to cut the game time down by making the game more snowbally. This was achieved by introducing more damage into the game. Dragon with team buffs were introduced, ad items were reworked to be cheaper. Short statement more damage was introduced into the game to make the game time shorter. The average game does not last 40 minutes and is typically decided at 10-15 and over at 20-25.

https://youtu.be/f7FcISvbQjs

AeroWaffle4 votes

{quoted}

Average game lengths alone disproves your statement that damage was just as prevalent as it is now. The average game was 45-60 minutes anyone who has played season 2-5 would remember that it wasnt until after the marksman rework that riot decided to cut the game time down by making the game more snowbally. This was achieved by introducing more damage into the game. Dragon with team buffs were introduced, ad items were reworked to be cheaper. Short statement more damage was introduced into the game to make the game time shorter. The average game does not last 40 minutes and is typically decided at 10-15 and over at 20-25.

https://youtu.be/f7FcISvbQjs

A youtube video of one person is not proof. It's one person and one game.

Here are actual stats;

https://www.leagueofgraphs.com/infographics

If you notice, season 5 actually had more games decided before the 30 min mark than the most recent patch.

HeeroTX2 votes

For the record, I question the Infographics statistics, for a variety of reasons, but here's the simplest explanation for what's going on with the numbers from IG: IF you like to play a DEFENSIVE game or tend to play a SLOWER playstyle, then the game USED TO allow you to do that, and does not anymore. Riot have said they intentionally killed "stall" mechanics and the numbers bear that out. By the IG stats, on patch 5.22 35% of games ended by 25 mins and on 9.7 that number was 27%. HOWEVER, also by IG stats, on patch 5.22 26.5% of games went longer than 40 mins and on 9.7 that number has fallen to 18.5%.

Point being, you actually had a wider DIVERSITY of game styles on older patches. Players that could end fast, did so with high frequencies, but players that were able to turtle and build were able to do THAT. You can also just look at the graph itself, in 5.22 you can see that some games ended at ~20mins (that's probably all the "ff @ 20" games), then you have a SPIKE at 25 that gradually falls off. Now there's basically a bell that all but hard stops at 40 mins. On 5.22 you had more games end around 55 mins than you have go PAST 50 on 9.7.

TLDR; in 5.22 64.3% of games ended in the 25 - 35 min range, in 9.7 75% of games end in this range, and there's only a 3% variance in the amount of games that ended BEFORE the 25 - 35 min range. So if you LIKE long games, you're SOL.

AeroWaffle1 votes

{quoted}

IF you like to play a DEFENSIVE game or tend to play a SLOWER playstyle, then the game USED TO allow you to do that, and does not anymore. Riot have said they intentionally killed "stall" mechanics and the numbers bear that out.

I hated stall mechanics. Nothing was more annoying than having an advantage but because their entire team had amazing wave clear it was next to impossible to approach towers without risking it all. It became where both teams were sitting on their thumbs waiting for the other team to screw up by taking a risk.

Stuff like that was phased out for a reason. Games should never be stuck in a stalemate where both sides are waiting for the other to screw up. 30 min is a perfect medium to have for average game length.

Alüe1 votes

You mean comeback mechanics.....? Nothing worse than presenting an opportunity for a team to make a comeback.

AeroWaffle1 votes

{quoted}

You mean comeback mechanics.....? Nothing worse than presenting an opportunity for a team to make a comeback.

No, I mean stall mechanics. In those earlier seasons successfully killing only a few players while stalling didn't lead to a comeback. It often led to an extension of the stall. It was still too risky to push any distance outside the base because you didn't gain enough money to do anything.

While on the back-foot you had to kill the entire team if you actually wanted to come back (while keeping enough of your players alive), and it only worked if your team managed to rush the win while they were all dead. Otherwise it's right back to playing extremely defensive in the same situation as before.

Alüe1 votes

Perhaps at lower elos i recall at plat level it made the game more intensive as team work was required to keep your minimal lead. that meant following through with your basic skills while strategizing against the team. Wasnt uncommon to bait baron or ward up an entire jungle while split pushing. Stall mechanics were a strategy for teams that had late game ap mids viegar, karthus, etc.

Alüe1 votes

I dont think data collected on the first day of each patch can be applicable in determining the average game length for a season. We are given varying points of data, however season 5 is fairly scarce. There have been multiple snowball mechanics added to the game to increase the power creep and gold income. This was done in an effort to reduce game time. Champions in general havent been severly nerfed since pre season 5. Gold income was increased drastically to speed up the gameplay: ie, gold bounties, tower armor plate bounties, dragon, increased assist bonus kill g. Lets us not forget the bonuses dragon provided for dmg or the rune rework that did make a lot of champions broken and are still broken with damage, vast amounts of true dmg presented, saturation of lethality, cdr and pen. The game is definitely more snowbally/has more damage than it did in the past.

AeroWaffle2 votes

{quoted}

I dont think data collected on the first day of each patch can be applicable in determining the average game length for a season.

It's far better than one video and a bunch of perceptions.

There have been multiple snowball mechanics added to the game to increase the power creep and gold income. This was done in an effort to reduce game time. Champions in general havent been severly nerfed since pre season 5. Gold income was increased drastically to speed up the gameplay: ie, gold bounties, tower armor plate bounties, dragon, increased assist bonus kill g. Lets us not forget the bonuses dragon provided for dmg or the rune rework that did make a lot of champions broken and are still broken with damage, vast amounts of true dmg presented, saturation of lethality, cdr and pen. The game is definitely more snowbally/has more damage than it did in the past.

How can it be more snowbally when you've already pointed out there are come-back mechanics to allow the losing team to get back into the fight?

Alüe2 votes

How can you argue its not more snowbally? More mechanics have been introduced into the game to increase damage, infernal drake? Increased gold? More true damage? Where is this nerf bat coming in pre season 5 that made future seasons operate with the same amount of dmg seasons 2-5 had?!?!?

AeroWaffle1 votes

{quoted}

How can you argue its not more snowbally? More mechanics have been introduced into the game to increase damage, infernal drake? Increased gold? More true damage? Where is this nerf bat coming in pre season 5 that made future seasons operate with the same amount of dmg seasons 2-5 had?!?!?

I can argue it's not more snowbally because the team that's losing has more opportunities to bring themselves back into the fight rather than be suffocated out.

More damage in the game does not make the game more snowbally, it actually makes it less since the more damage there is the less necessary to kill someone even if they are ahead. Positioning and CD's becomes more important the more damage there is.

The longer a fight goes on the more it becomes a stat-check, which a team with the gold lead is going to have a bigger advantage on.

Alüe1 votes

Not at all you haven't shown any stats to suggest damage has been reduced pre season 5. Likewise i don't have any hard statistics either, but i can point to mechanics that have increased damage over the seasons. As mentioned above these have created and rushed the game status time. A fellow poster above had even mentioned that longer game times were reduced compared to s5.

AeroWaffle1 votes

{quoted}

Not at all you haven't shown any stats to suggest damage has been reduced pre season 5. Likewise i don't have any hard statistics either, but i can point to mechanics that have increased damage over the seasons.

If you would read the comment you're replying to it would be great. I didn't claim that damage has been reduced. I said that more damage in the game makes the game less of a snowball.

As mentioned above these have created and rushed the game status time. A fellow poster above had even mentioned that longer game times were reduced compared to s5.

That poster pointed out that it's less likely for 35+ min games in this season, as I've pointed out there it's less likely to have 25 - min games in this season. I've already said my bit about overly long games. Stall mechanics were removed for a reason.

Alüe1 votes

Stall mechanics is not the underlying reason for reduction in game time. You're correlating a cause and claiming it is the sole variable that resulted in a reduction of shorter game times. Explain the logic that more damage in the game equates to less of a snowball, with more gold introduced since pre season 5 champions are able to achieve their full build earlier in the game. it is not uncommon to see individuals with 6-10 kills by 10-15 minutes in game. Pre s5 that would be very uncommon, due to there being less gold to soak.

current game -> bounty bonuses, tower bonuses, dragon

Back in season 5 none of those above were factors apparent in the game. maybe later in S5 dragon was introduced don't recall the specific moment. You want to tell me that the increased gold provided and damage increase provided by dragon or over saturation of true dmg, cdr, etc of other stats isn't going to result in a snowball meta?

AeroWaffle1 votes

{quoted}

Explain the logic that more damage in the game equates to less of a snowball, with more gold introduced since pre season 5 champions are able to achieve their full build earlier in the game.

Look, I'm done. I posted my logic in the post that you replied to previously and now this is twice that it sounds like you didn't read through it. I'm not going to continue an argument that just gets ignored anyway.

Alüe1 votes

Okay, i have read your comments above and that logic isn't sound in anyway. No data supports that, honestly the only thing you've introduced is the game length on the first day of each patch which is at best questionable data when we are discussing the season.

The23rdGamer3 votes

I like seeing a post like this every once in awhile. Seems nobody ever wants to voice things they like about the state of the game and always are looking to complain about something. Having more of a mixture would be kind of nice, and this contributes to that! [sg-syndra]

GrãñðmãstêrShãçø2 votes

Tbh i feel the same, League has really gotten a lot better, my only problem is that Shaco still has not gotten a skin :/

IP Masquerena1 votes

Well, you're on the same server as me, and since I don't know your rank, in case we ever get matched against eachother, or even together, just know that you won't get a chance to use that skin anyway as he's my perma ban :p

GrãñðmãstêrShãçø1 votes

{quoted}

Well, you're on the same server as me, and since I don't know your rank, in case we ever get matched against eachother, or even together, just know that you won't get a chance to use that skin anyway as he's my perma ban :p

Hahahaha, when there are so many other champions to be banned, you ban Shaco, weird flex but okay, I mean its not like Kha'Zix's Q does more damage than Shacos entire combo, its not like rhaast is a bruiser a tank and an assasin, it is not like jarvan can literally destroy him but okay okay its fine

IP Masquerena1 votes

I just ban Shaco because he's toxic to play against.

I don't care if Rhaast is a strong or the Kha'Zix I only see played by my friend, those don't make me feel like punching my screen.

I can see them coming, plus an Executioner's give Rhaast a very fun time if there's no big tanks to drain.

Feel Apathy1 votes

Chinese players are doing Mordekaiser Leona bot as well. With smite no less.

Saezio1 votes

This is an example of a hard game? As soon as someone got more than 2k gold lead the gold graph says it all. Show a 5-10k gold lead overturned. SR used to be ~45mins it was in the description in the old client

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