A discussion on Baron Nashor
Hi, my name’s Evan, I’m a three season Master’s player on the North American server who enjoys game design as well as analytical writing. I try to make these posts brief while also having enough exposition to properly qualify and provide solutions to each problem.
Today’s topic: Baron Nashor
Problem statement: Baron’s early spawn timer leaves little room for strategic diversity at high levels of play. The assuredness of Baron’s power to convert an early-mid game lead into a victory allows the winning team to win with minimal risk or comeback potential since they are not forced to act between the time they take the enemy outer turret line and the time baron spawns.
Exposition: Baron is so powerful in modern League because of how much it enables sieging. In modern high elo league, teams will essentially never siege a tower unless they have baron due to the unnecessary risk of doing so, as they can simply wait for baron to spawn and do the sieging when risk is almost entirely mitigated. This creates a very stagnant mid game, and a “bleeding out” feeling that the game is already over, and you are simply waiting for the outcome to pass. This process creates a mid-game (mid-game defined as all outer towers being destroyed) in which the optimal strategy is essentially to do nothing other than keeps waves pushed past river and control vision on the North or West Jungle, wait for baron to spawn, go through the classic baron dance, eventually a team gets a pick and the game is defined at about an 88% certainty, (unless the numbers from first baron take win ratio have changed since I last checked). This tried and true formulaic path to victory feels more like “Can I get my teammates to follow the correct flowchart” than it does creating a path to victory yourself.
Solution: The aforementioned problems have, in my opinion, a relatively simple fix: delay the spawn timer of baron to somewhere between 26-30 minutes (would need some internal testing to feel it out) as well as possibly introducing another Epic neutral buff between Herald and Baron. Expected outcomes of this change would be as follows:
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The ability for the losing team to have more of a window to come back into the game via the enemy team being forced to pressure a lead with their accrued strength rather than with a guaranteed subversion of risk in Baron’s buff.
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Force winning teams to be more creative with how they win the game. I believe the absence of baron will significantly increase split push viability as well force winning players to create additional leads throughout the game rather than play off a single advantage gained in the early game. These outcomes are almost guaranteed due to the fact that with the previous iteration of Pre-Season 5 Baron (before season 5, not Preseason 5) teams did not play this flowchart version of League. The buff was a teamwide stat buff rather than a siege tool, this more general and less powerful buff allowed teams to play more diverse styles of mid game, but yielded the problem of games that were stalled out indefinitely, which would not be a problem with this proposed solution, as the current Baron still spawns in to counter those Xerath/Ziggs comps, but simply spawns later.
Possible undesired outcomes and potential solutions to them:
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Games being completely stalled out due to too high of risk in furthering your advantage: a possibility is that sieging is just too hard or split pushing too risky and early game leads end up being completely invalidated. A possible solution to this is having regular minions be stronger and more durable so that they can actually be used and manipulated to set up tower kills rather than just hyper-fragile fodder for the enemy wave clear.
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In the same vein as the previous potential, waveclear could become too powerful and the ziggs/xerath meta of season 4 could be in full effect. A way to avoid this would be additional, less overbeating ways for playmakers and those with an early game lead to create advantages for themselves in the mid game.
Conclusion and summary: Baron provide too efficient of a step from winning lane (and rotational early-mid game) to winning games. Rather than baron being the step between outer T1 ring going down and the nexus going down, I would argue the 2nd line of towers should be taken by the winning team via good macro play and personal skill. Baron should be a way to finally break the base rather than a guaranteed way to expedite and often forego the macro oriented mid game. A super distilled TLDR would be: Tower line 1 = herald/lane phase, tower line 2= macro, Tower line 3 = Baron As opposed to the current: Tower Line 1 = Lane phase+ Herald, Tower line 2-nexus = baron