Originally, the pro scene followed what is usually seen in solo-queue. Top laners and bottom laners matching up against each other. The strengths of this rely almost solely on your ability to lane. If you had a strong lane ability you loved it, if you lost lane every game you were screwed. If we go way back, sustain lanes were really popular. They were safe and let teams focus on farming and getting champs that needed farm to their insane late game status. In this meta we saw the likes of Anivia, Ryze, Jax, Singed, Tristana and Vayne. All of these champs had insane late game scaling.
In the jungle and support, however, we had the exact opposite. In order to try and counter these champs you had to strike early and hard. Lee sin, Xin Zhao, and Jarvan IV were popular at the time. They could gank easily level 2, which was so popular it became routine to do. They hit lanes early and gave their laner an advantage that they could use to snowball faster and once one of the lanes got ahead they were usually able to take control and bully the other lanes out.
If we look at bottom lane synergy, we had supports who were usually champs with great utility and bad scaling, i.e. Sona, Thresh, Lulu (who had bad scaling at the time), Alistar. These champs had great base damage skills and little to no ability to scale. They were used to protect the late game scaling ADC. Late game these guys usually turned into CC bots, and because there were no support specific items at this time they usually built cheap tanky items that had some kind of active in order to help their team. And wards. Pretty much all of their income was spent on wards.
Pros/Cons
Next, the meta was very team fight oriented. This made awesome dragon fights, and a lot of strategy focused around forcing the enemy into fighting for objectives. There seemed to be a lot of strategic positioning that had to be done here to compete.
Finally, late game saw some awesome plays because we saw a clear transition from early game power champs to champs that scale. We saw huge emphasis on protecting carries like Vayne and Tristana. This basically meant late game was a test of who could kill the other team's ADC first. ADC was the end-all be-all once they had two or three items and they became almost impossible to stop. For an ADC main, this was awesome. Anyone that played a tank usually hated this and teams came up with two ways to fight this. Assassins, and early-engage burst supports. Enter late Season 3 and Worlds.
Worlds
When we got to later in Season 3 we saw a huge change in the picks of support and mid lane. Zed and Ahri were hotly contested picks because of their ability to bypass bulky tanks and deal huge burst damage to ADCs. Supports started swapping as well. From motherly protection supports that healed and buffed ADCs until they got items, to engage heavy CC machines that punished the enemy at any wrong step. This brought a more action packed early game as we saw kill lanes become the norm. Leona, Annie, and Thresh were the holy trio of supports all through Worlds.
A small note to make as well is that the increase in aggressive laning and assassins forced ADC players on to more mobile carries. This, in addition to buffs to Trinity Force, made Ezreal and Corki go-to picks. They had reliable abilities to reposition themselves and could still put out damage while they moved. All throughout this time the top lane meta shifted marginally. Jax and Singed were still notable picks with more late game carry types being favored over tanks, but this change was much more gradual.
Now let's look at the game health at this time. In my opinion, the most notable thing of this meta was the power assassins and ADCs. The mid to late game team fights still revolved around killing the other team's carry, but now it was all about bursting them down before a fight really broke out or when they moved to a favorable position. Battles were won and lost based on single missteps. Even some supports had potential to knock people out of fights. This combined with how wards and gold income worked. As soon as a team got first blood or first dragon it was transitioned into complete vision control and instant burst kills on any team member that attempted to get it back.
Teams that knew how to play aggressive early waltzed over traditional late game teams. While games could last over forty minutes, you could easily see who was going to win as early as ten minutes in. Unless the team made massive mistakes, they just had to sit on their lead as soon as they earned it. Riot realized they had a lot of changes to make during the off-season.
Offseason/Vision Changes
Off-season started after Worlds ended, and Riot decided to take this time to make sweeping changes to vision and supports, as well as take a hit on the amount of damage ADCs could put out. Ever since it became part of the meta to have a player that relied on no definite gold income, they were immediately relegated to spending almost any money they earned on warding the map. Support was basically ward duty with some CC protection late game. Sightstone was a welcome change, but that alone wasn't enough. As long as it was possible, teams would funnel all warding onto whoever functioned best with little to no gold (read support).
Finally we get huge vision changes. Each champion can now only have up to three regular wards on the map at one time and one pink ward. Pink wards were no longer stealthed and took five hits to take out as opposed to three. Oracle's also was removed from the game. Riot just had no way to balance it. If they made it last until death, supports just played a bit safer or bought an extra one with their money. If it lasted for a specified amount of time they just fell straight back to buying an extra. With Oracle's in the game, there was no way to keep one team from completely controlling vision and, consequently, the game.
With this change, they also gave every summoner a specified slot for a trinket which was free and could be swapped at any point invoking a cooldown on the activated ability. The three trinkets made vision a bit easier for the team to spread out. There was no point in not using a free ward when it was up. This is huge because it was an indirect nerf to early gankers and assassins. Everyone had the ability to protect themselves now with some extra vision. Junglers were forced to stay in the jungle for a little longer, as was the intention. Masteries were also reworked to make penetration and other offensive-oriented abilities much further down the tree and considerably weaker, and defense got huge buffs.
For a little while things worked out as intended. Soon enough though players realized that with extra safety, they could play more aggressive. The best person to funnel gold into was still the ADC because they had more item dependency than any other position, and teams realized that with champions that could push early the best way to get a big spike of gold was to take towers fast.
What's the best way to shove? Run your ADC and support into the tanky melee champ that has no way to take on a ranged character at the start of the game. It forced them to try and get as much farm and experience under the tower as they could while trying not to die. The teams that prepared best for this had a top laner that was innately tanky with the new masteries, and could either sustain a lot of harass or clear waves quickly at early levels. Shyvana, Renekton and Dr. Mundo topped this list because of AoE damage early on and the ability to put out damage without building a lot of damage items. Sunfire Cape and Spirit Visage were extremely gold-efficient items that were key on these champs and were almost always first and second buys. Since hyper-tanks gained popularity, a new champ grew with them as well. Trundle.
Trundle has a kit that is made to counter tanks. Rushing a Blade of the Ruined King on him made his increased attack speed from his Frozen Domain insanely good at shredding HP-stacking top laners. Throw this on top of his Ultimate skill, Subjugate, which stole a percentage of health, armor and magic resist, and you had a perfect tank-buster to counter and split push any hyper-tank.
With this change, they also gave every summoner a specified slot for a trinket which was free and could be swapped at any point invoking a cooldown on the activated ability. The three trinkets made vision a bit easier for the team to spread out. There was no point in not using a free ward when it was up. This is huge because it was an indirect nerf to early gankers and assassins. Everyone had the ability to protect themselves now with some extra vision. Junglers were forced to stay in the jungle for a little longer, as was the intention. Masteries were also reworked to make penetration and other offensive-oriented abilities much further down the tree and considerably weaker, and defense got huge buffs.
Tower Pushing
For a little while things worked out as intended. Soon enough though players realized that with extra safety, they could play more aggressive. The best person to funnel gold into was still the ADC because they had more item dependency than any other position, and teams realized that with champions that could push early the best way to get a big spike of gold was to take towers fast.
What's the best way to shove? Run your ADC and support into the tanky melee champ that has no way to take on a ranged character at the start of the game. It forced them to try and get as much farm and experience under the tower as they could while trying not to die. The teams that prepared best for this had a top laner that was innately tanky with the new masteries, and could either sustain a lot of harass or clear waves quickly at early levels. Shyvana, Renekton and Dr. Mundo topped this list because of AoE damage early on and the ability to put out damage without building a lot of damage items. Sunfire Cape and Spirit Visage were extremely gold-efficient items that were key on these champs and were almost always first and second buys. Since hyper-tanks gained popularity, a new champ grew with them as well. Trundle.
Trundle has a kit that is made to counter tanks. Rushing a Blade of the Ruined King on him made his increased attack speed from his Frozen Domain insanely good at shredding HP-stacking top laners. Throw this on top of his Ultimate skill, Subjugate, which stole a percentage of health, armor and magic resist, and you had a perfect tank-buster to counter and split push any hyper-tank.
Riot saw the huge strength in the two previously mentioned items and nerfed them appropriately. Sunfire Cape had its passive scale with level rather than do a flat amount of damage, weakening its power spike when bought, and Spirit Visage had part of its cooldown reduction taken off and its price was increased. Sunfire fell out of favor in exchange for Randuin's Omen, and Spirit Visage became the niche item it was supposed to be on people who had a lot of self heal.
Mid lane saw new picks as well, since vision was no longer dominated by who was ahead. Players had to dominate the map rather than their opponent in order to get vision. Champs like Nidalee and Ziggs started seeing more play now. They used their immense range and damage to control minion waves and force the enemy away from objectives. Anyone who was seen making a rotation was poked out as they roamed.
Junglers realized that the only actual gank that was open because of the lane swaps was mid. Mid laners started warding harder and just generally playing safer. Jungling didn't gain enough gold to warrant just trying to farm, so the next best decision was to join their ADC and support and force the other team’s tower down as fast as possible. Eventually, the top laners joined in on this as well. They'd force down two towers and then back off.
After this, the top laner would go back to the lane that was shoved and freeze the wave while they caught up, after giving up their farm to shove. This stagnated the game for about 10 minutes or so and the team that had stayed bot lane would usually get a free dragon at this time. It’s important to note that dragon’s gold value was changed from a static value to a growing value as the game progressed, relative to the average level of each player. So an early dragon’s value dropped significantly from its previous value, but it was still worth grabbing.
Riot attempted to fix the lane swaps that were happening at the pro level. In fact, they were only happening at the pro level. They gave buffs to the defenses of the top turrets. This is the first time that they really enforced a meta. Before they had always claimed that any team strategy was viable and never claimed that one way was the correct way to play. But this was a direct attempt to force ADCs back into the bottom lane. It took Riot a few patches before they were able to get a number that they were comfortable with. Even now it’s pretty easy to say that they were unsuccessful in their attempts to fix the problem because while they may have stopped fast pushes on towers, teams still lane swap almost every game.
Since lanes were getting frozen deep in enemy territory, champions had the ability to free farm for an extended time. Any team that tried to still pressure that deep into their enemies lane would be promptly taken out as soon as they showed themselves. This was actually the end of Dr.Mundo as a meta champion. He was played mostly because of his decent wave clear and ability to scale off the strength of the strong items of the time. With nerfs to his items and the strength of his early wave clear no longer needed, he faded out of picks.
Since top laners could free farm for a long time, top lane players started picking up champions that scaled well with gold. Shyvana still worked well, but some new picks were Jax, Ryze, etc. Defensive masteries were still substantial at this point, so anyone who could put at least nine points into defense was strong. Plus, getting free farm to scale meant later on in the game they’d be more impactful in objective fights. Also, mobility was usually a must on these champs to get in and get out of sticky situations.
Amidst all of this, the summoner spell Heal was bolstered to give more health and a move speed buff. This became the preferred summoner spell of safe mid lane players and ADCs over Barrier, because of the ability to reposition in addition to the extra effective health it brought. It was also a nerf to assassins because they no longer had an easy way to burst down ADCs. Barrier was already starting this and heal buffs were a final nail in the coffin. Since assassins fell off, ADCs that had fewer escapes but consequently more damage could be played. Twitch saw a rise to popularity due to his hard carry team fight role and the strength and synergy he had with Blade of the Ruined King. After Twitch, we saw Kog'Maw start being selected as well.
Alongside the heal buffs was a buff to Teleport - lowering the cooldown significantly when it was used on turrets. This meant weak, early laners now had a way to handle their weakest point in the game. If you got chunked out, you could just back to base, buy and teleport back. For a little while we went back to a standard meta. Then teams began trying to funnel whatever gold they could into their ADC because of how hard these popular ADCs would scale. Lane swaps were back, and there was little to no reason not to do them. Dragon wasn't worth as much gold, and that was the reason that you kept your bottom lane near it - so you could have more players to contest it.
ADCs started freezing the lanes rather than pushing early because of the changes to how towers took damage. They took as long as possible to take the tower in order to keep the top laner starved for farm. Top laners started roaming with the jungler in order to actually gain experience until they could safely farm. This led to three-man ganks on mid laners because of supports roaming as well. Since the early game has become so much less intense and more strategic, we've seen much more late game oriented compositions, including many "protect the carry" teams. Mids are choosing higher utility champions that can give their team buffs and either peel or put out sustained damage.
Mid lane saw new picks as well, since vision was no longer dominated by who was ahead. Players had to dominate the map rather than their opponent in order to get vision. Champs like Nidalee and Ziggs started seeing more play now. They used their immense range and damage to control minion waves and force the enemy away from objectives. Anyone who was seen making a rotation was poked out as they roamed.
Junglers realized that the only actual gank that was open because of the lane swaps was mid. Mid laners started warding harder and just generally playing safer. Jungling didn't gain enough gold to warrant just trying to farm, so the next best decision was to join their ADC and support and force the other team’s tower down as fast as possible. Eventually, the top laners joined in on this as well. They'd force down two towers and then back off.
After this, the top laner would go back to the lane that was shoved and freeze the wave while they caught up, after giving up their farm to shove. This stagnated the game for about 10 minutes or so and the team that had stayed bot lane would usually get a free dragon at this time. It’s important to note that dragon’s gold value was changed from a static value to a growing value as the game progressed, relative to the average level of each player. So an early dragon’s value dropped significantly from its previous value, but it was still worth grabbing.
Carry Top Laners
Riot attempted to fix the lane swaps that were happening at the pro level. In fact, they were only happening at the pro level. They gave buffs to the defenses of the top turrets. This is the first time that they really enforced a meta. Before they had always claimed that any team strategy was viable and never claimed that one way was the correct way to play. But this was a direct attempt to force ADCs back into the bottom lane. It took Riot a few patches before they were able to get a number that they were comfortable with. Even now it’s pretty easy to say that they were unsuccessful in their attempts to fix the problem because while they may have stopped fast pushes on towers, teams still lane swap almost every game.
Since lanes were getting frozen deep in enemy territory, champions had the ability to free farm for an extended time. Any team that tried to still pressure that deep into their enemies lane would be promptly taken out as soon as they showed themselves. This was actually the end of Dr.Mundo as a meta champion. He was played mostly because of his decent wave clear and ability to scale off the strength of the strong items of the time. With nerfs to his items and the strength of his early wave clear no longer needed, he faded out of picks.
Since top laners could free farm for a long time, top lane players started picking up champions that scaled well with gold. Shyvana still worked well, but some new picks were Jax, Ryze, etc. Defensive masteries were still substantial at this point, so anyone who could put at least nine points into defense was strong. Plus, getting free farm to scale meant later on in the game they’d be more impactful in objective fights. Also, mobility was usually a must on these champs to get in and get out of sticky situations.
Summoner Spell Changes
Amidst all of this, the summoner spell Heal was bolstered to give more health and a move speed buff. This became the preferred summoner spell of safe mid lane players and ADCs over Barrier, because of the ability to reposition in addition to the extra effective health it brought. It was also a nerf to assassins because they no longer had an easy way to burst down ADCs. Barrier was already starting this and heal buffs were a final nail in the coffin. Since assassins fell off, ADCs that had fewer escapes but consequently more damage could be played. Twitch saw a rise to popularity due to his hard carry team fight role and the strength and synergy he had with Blade of the Ruined King. After Twitch, we saw Kog'Maw start being selected as well.
Alongside the heal buffs was a buff to Teleport - lowering the cooldown significantly when it was used on turrets. This meant weak, early laners now had a way to handle their weakest point in the game. If you got chunked out, you could just back to base, buy and teleport back. For a little while we went back to a standard meta. Then teams began trying to funnel whatever gold they could into their ADC because of how hard these popular ADCs would scale. Lane swaps were back, and there was little to no reason not to do them. Dragon wasn't worth as much gold, and that was the reason that you kept your bottom lane near it - so you could have more players to contest it.
ADCs started freezing the lanes rather than pushing early because of the changes to how towers took damage. They took as long as possible to take the tower in order to keep the top laner starved for farm. Top laners started roaming with the jungler in order to actually gain experience until they could safely farm. This led to three-man ganks on mid laners because of supports roaming as well. Since the early game has become so much less intense and more strategic, we've seen much more late game oriented compositions, including many "protect the carry" teams. Mids are choosing higher utility champions that can give their team buffs and either peel or put out sustained damage.
Conclusion
In a way, we've come full circle back to early to mid Season 3. In all honesty, this is the kind of meta that I prefer - mages and late game tanks and ADCs. It’s a very strategic game compared to mid Season 3 though. Rather than trying to get ahead and snowball, you take your time to get guaranteed gold by farming. Once you’re able to get some gold onto your carrys, you move down to force objectives and use your sieging-power or team fight potential to take them or force them off. The game has evolved in ways, but it’s always been somewhat related to the game of Rock, Paper, Scissors. Squishy constant damage beats tanks who beat assassins who beat squishy constant damage. This isn't an end-all be-all, but it’s a great way to try and predict counters and how the meta will evolve. I think eventually we’ll see more assassins come back that can take out ADCs like Kog'Maw and Twitch, or maybe a way to counter their freeze in the top lane with another ranged character like Kennen. Teams will always find ways to counter what’s popular and that, in turn, will become popular. That’s how metas work.
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