Riot ZZ Rot, Serious issue

PsychoBabble·3/20/2016, 8:47:48 AM·1 votes·535 views

Are you guys going to address what 5 zz Rot portals does to the over quality of the match. Is it your intention to create hour long games when a team that should lose because they are mechanically worse and cant team fight well, have on option to get 5 zz rot portals, extend the game time by more than double and push the enemy team to death, despite having a serious gold deficit. I just got out of a game where it should've been an easy 30 min win until the other team got 5 portals, every time we won a team fight (which was every time we fought) we couldn't push for towers because all of the lanes were pushed towards our base. we had a gold lead the entire game. When did League of Legends become a knock off of Tower Defense for a mobile phone? and for those who will say "well why didn't your team get 5 zz portals?", why is one item the say all, be all for winning a game?

1 Comments

Chaos Milk Tea3/20/2016, 9:26:32 AM2 votes

Riot either needs to: Nerf zz'rot into the ground or remove it from the game, because it doesn't have much to do with the way the game is supposed to be played unless you are playing a split push comp.

OR: Go all the way. Make more lane/map control items for high level pushing management so that it becomes a viable way to play the game for coordinated teams who know how they want to win. For example a burning totem with a item 3751 esque aura that burns enemy units who pass. It could be used to prevent a lane from pushing or as a zoning object in a team fight.

Right now there are only two such items and they are considered niche.: item 3512 item 3060 They either need to not be confusing players on how to play the game, or be part of a different kind of strategy that is actively supported by a full pool of such items.