Intelligence and Decision Making

PermaFreeze·6/16/2018, 2:44:24 PM·2 votes·1,212 views

I've been playing the game quite awhile and I won't say that I hate this game or that I'm quitting but as of late I feel that many of my favorite elements have disappeared from the game. This is long but I've broken it into small subsections. I won't say I have all the answers but I believe that these are the key issues within the game. Let me know if you disagree with anything.

MACRO AND ROTATIONS One of my favorite aspects to this game was to outplay your opponents on a strategic level. For example, if I properly prep a wave to slow push and use it's pressure to force objectives on the other side of the map, I feel like I've outplayed them with my knowledge of the game... NOT how fast I can smash buttons. More strategy, Less Super Smash Bros

DAMAGE Damage overall is too high. It's been powercreeped for awhile and we are starting to see the effects. For instance a recent Poppy buff increased her damage ratios rather than anything defensive. Not to say she's a full fledged tank, but if everyone keeps getting little increases like this where its not needed, everyone implodes and teamfights last 3-4 seconds rather than 7-10. The main reason this is a big deal is because shorter fights=less skill expression. In a fight lasting 2-3 seconds, I MIGHT have enough time to get one combo in, weave an auto attack in or dodge a skillshot. On the other hand, if fights last significantly longer, BOTH sides have more opportunity to counterplay, dodge, use their champion's kit to it's full extent. Even if you end up losing the fight you learn something more than "well I just got deleted and they took 3+ objectives"

TOWERS AND NEUTRAL OBJECTIVES With damage being higher than ever, this is a compounding issue. Even in the rare occurance that a gets past 15 min relatively even, one lost teamfight or one pick usually means the game past that time. I've ended dead even games off of one pick and a grouped push with Herald. There are no longer comebacks or scaling or safe areas. Towers used to protect you up until level 6-7, now dives and tower takes happen as early as level 3. The short version is towers are too weak compounded by Herald and Baron being able to demolish them while not being hard to take. Also scuttle crab changes seem like a cheap fix to get junglers to interact more. Most higher elo junglers already interacted plenty as they tracked each others camps, counterganked, invaded, and got in each others heads. Now we have a huge XP gimmick to fight over in the river that is often times not decided by the junglers but their laners that collapse first.

GAME LENGTH Pretty much a result of the above two issues and scaling being non existent.

COMPOSITION DECIDES THE GAME Nowadays from the moment champ select is over, I know how the game will go 90% of the time. Better comp wins. Counterpicks destroy you harder than ever. Other champions invalidate yours and it seems hopeless from the start. On the flip side, you get the better Comp and smash their team in a 19 minute fiesta.

OUTLIER CHAMPIONS AND INTERACTIONS This section is short because I don't think many champions are too out of line. Essence Reaver is a bit silly on some champions like Renekton. Master Yi and taric is annoying. Yasuo is busted with conqueror and babied with hotfixes. Doran's shield and resolve has been invalidating early poke lanes for some time. Xin and udyr take whatever they want in the jungle. Vladimir 2 shot's entire teams while healing for ludicrous amounts.

1 Comments

Madsin256/16/2018, 5:59:46 PM1 votes

The change I personally feel is responsible for this is runes reforged.

I just can't even play the game anymore knowing that as soon as I get out of laning phase(even laning phase the damage is just ridiculous now) it turns into league of duty.

Obviously there are and will always be OP FOTM champs like Yasuo atm and they will get fixed i'm sure, but the issue is so much worse with all the damage runes reforged has brought in.