It's about map gold - Why not minion sprees?
It seems clear that having gold-starved champions on a team is an unbeatable strategy. And so long as Summoner's Rift offers gold to players in the way it does now, things will stay that way.
Sure, Riot can (and should) put limits on wards and sweeping so that the most starved champions in the "meta" aren't completely bleeding their tiny supplies of gold away, but even that won't do anything to weaken the strategy of gold-starved champions. And so, here we are with people trying to suggest "solutions."
Many who dislike playing the gold-starved champions on a team will suggest ways for Riot to invalidate this role altogether. But, I don't like this option since the specifics always seem to change the game in nonsensical ways (due to how the true problem is about gold income) while also, sadly, removing the gold-starved play-style from people who actually enjoy it (which I sometimes do).
Others who mostly care about the true meaning of the word "support", suggest meaningless ways to make those support champions feel like they aren't being starved while they actually are being starved. This approach usually involves overly complicated buffs to various items, "support" champions themselves, or assist gold, and, generally, these ideas are all simply terrible. First, they seem to cement the gold-starved role into the game even more than it is already (which just makes "the carry" even stronger). Second, while I completely understand the desire to feel like I've achieved a gold income that can afford powerful support plays, I think I should actually have to earn that gold first.
However, in Season 4, what would be wrong with Riot introducing a simple rule to Summoner's Rift that affects how gold's distributed? A rule that doesn't cement gold-starved champs and their greedy carries into the meta even more, nor removes them, but, instead, allows other team strategies to compete?
Here it is: Only 4 minions can be slain by the same champion within 30 seconds of each other before all minions get a death spree against that champion and reward him or her with less gold on kill (until that specific 30-second period is over).
Now, I've contemplated ideas like this for a while, but I'd say this is the best formulation that's occurred to me yet. While clearly this isn't the only way to introduce competition for the gold-starved role on Summoner's Rift, at the very least it is an example of a very coherent, elegant, and intuitive way to do so.
It works like this: If a greedy carry wants to hog all the gold in a lane, only half the minions in a normal minion wave will be worth their full value. This would allow a true duo-lane that shares minion kills to have a slight-to-substanstial edge in team-gold over a greedy carry lane. (A lane that shares kills would be farming at full value while a greedy carry lane would be penalized to some degree.) As such, other team roles could evolve into the meta (like perhaps semi-starved supports, or semi-junglers) which would be able to compete with the completely gold-starved supports because they'd have more gold for their entire team (in exchange for less gold being concentrated on a few, deadly champions).
Obviously, balancing the gold of a "minion death spree" penalty would need to be fairly precise. On the one hand, Riot would want the amount small enough to keep the current meta's strategy of gold-starved champions the top performer. However, they'd also want it large enough to allow a meta where at least one or two other gold-income strategies could pay off when risked.
What do you think?
(Oh, and as a tangent concerning "sprees", I want to say I'd like it if death sprees were removed for champions and replaced with a system where champions are simply worth less gold when their KDA is bad. While I don't claim to know all of the reasoning behind the current approach, I do know it feels awful when trolls or people having bad games simply "reset" to full gold value with just ONE KILL. I'm shuddering with disgust just thinking about it)