Some changes I think people would agree with

IAmWoralo·4/4/2016, 7:15:04 PM·3 votes·336 views

First of all, I am not going to take on champions, because there always are and will be champions that are OP and there will also be items that need tinkering. I would like to hypothesize about the current state of the game as it is on the Rift.

Let's start with this

Paper nerf guns AKA Turrets I think something should be done about turrets as they seem to lack the ability to protect their summoners. They deal too little damage to early game divers. With the current DQ it is a lot easier for premades to coördinate dives succesfully and therefor making it way too easy for certain lanes to snowball like hell.

Also, the first turret especially seems to be made out of paper as it goes down in a matter of seconds past the 10 minute mark. Now I'm fine with turrets going down when there are 3 enemies on it, but with the DQ it's again easier to coördinate and therefor easier to take them down.

When are Renekton and Yasuo can dive your second turret at the 11 minute mark, you know things are in bad shape.

Proposed solution: Turrets should deal more damage especially to tanks. Not sure turrets should be stronger, because if you do both, the game might slow down too much. ** Champion levels** Champions level differences are sky high right now. I play a lot of jungle and I have noticed that whenever another lane especially top and mid, are farm fed they tend to have a very big level gap compared to the jungler and botlane. I have had games where I failed a gank once or twice or I have died as jungler and have seen the top or mid laner be as much as 5 levels ahead!

Level difference due to better farming or more kills are nothing more that logical and this is how it should be, however when Yasuo is 5 levels ahead and he can twister you to death with 25% hp, things are full bananas. It just feels to me the level gaps are too high at the moment.

Proposed solution: Increase the amount of xp gain in the jungle and give a small boost to xp gain when being with multiple summoners. Or maybe just increase the ratio of xp gain when behind, however this can influence the AFK system too much. People get back up to level at insane rates already.

DQ balance The other day I noticed that my team had a double duo, but the enemy team had a trio premade. I simply do not understand this kind of matchup. Whether or not the double duo or the trio is stronger doesn't matter, the point is that it is unbalanced. I can talk long about this and give many examples but I think it's just 1+1. This is just plain stupid.

Solution: Duh.

What do you guys think about my little theory?

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