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Is Split Pushing Toxic For The Game? | League of Legends

Apr 07, 2024
Hey guys, welcome back to another video and this will be episode two of my hot takes series that I started a long time ago. I actually made a video I think in late 2022 with the main topic focusing on where the mythic items and the bug are. I had a lot of fun doing it because, well, it didn't have a script to begin with and I don't get a lot of opportunities to just tell you what I think. I usually script my video, write it, edit it, curate it, and make sure. It sounds as presentable as possible in a more professional way, but every once in a while I enjoy being able to just talk without having to premeditate it and, yes, we'll start with episode 2 if you watched a couple.
is split pushing toxic for the game league of legends
Weeks ago or depending on when I upload this, I made a post in the community asking for more interesting takes, so just like the first episode, what I'll do is go through some of them offering my thoughts and opinions on them and Then I guess we'll be off. from there, so in terms of what happens on the screen, it will just be a

game

. I hope you're okay with that so you can treat this like a podcast episode, if you want to downplay it you can. or you can see me on feed 10 if you want, I'm sure some of you enjoy doing that too.
is split pushing toxic for the game league of legends

More Interesting Facts About,

is split pushing toxic for the game league of legends...

One more thing is that I am currently recording this and there are a lot of planes above me because I live near and around an airport. This is when you know there are a lot of takeoffs and arrivals, so if you hear any background noise, I'm sorry, I'll do my best to eliminate it, but if there's nothing else to worry about, then go ahead, so I'll show each taking and reading on the screen in case you can't pronounce the person's name. I apologize, but the first will be from this person who says I despise autocomplete, but RI.
is split pushing toxic for the game league of legends
I actually deleted it. I know the community will start complaining that they can't queue to play for long. This has been something that has been weighing on the minds of many high ELO players. I figure where is the trade off where the quality of the

game

comes into contact with the time it takes to get to the game. I've had some opinions that say they are completely against autocomplete and would rather wait 10-15 minutes to enter a game where all 10 players are in their appropriate roles rather than wait 3-4 minutes only to find out that the jungle and the middle are auto-filled while the enemy team has five players who are in their main roles and on the other hand you have players who are like oh, I'd rather be able to jump into a game quickly, you know, play it, whether it's good or bad. .
is split pushing toxic for the game league of legends
I just want to be able to access that type of game, but I'm from school, I thought I personally despise autocomplete. Plus, I'd rather wait a little longer, if not a lot longer, even if it's double or triple the time to get into a game. I'd rather just get into a game where I don't have to think about my jungle first. Syncing Italy because they've never played jungle before and thought why not, so this is a more controversial build, not really an interesting build in the sense that it's not an unpopular opinion. I've heard it before, but I think it's one. one of those talking points where it really comes down to what the person prioritizes, some people just want a bunch of games as quickly as possible and others want to have fewer but higher quality games depending on which faction you align with .
That would be something like my answer to that topic. The next one is not really a hot topic. It sounds more like a request, but this is just from a 44 viewer and they say it would be an awesome idea to talk about it. The changes to the champions that were added to Wild Rift I've heard before and I've also been asked many times to talk about Wild Rift, as far as I know there are some champions that have some pretty significant changes to their gameplay in Wild Rift. One such case is Teemo whose W becomes a dash and that creates a whole new dynamic for fighting the champion and I think one day I might make a video comparing the special features or special privileges that R champions have wild.
That would be a benefit to the champion and an improvement to his game if they were imported into the real

league

, so maybe I'll make one in the future. I think there could definitely be room for exploration in that department. I just don't know if. Many of my viewers care about Wild Rift enough to want to talk about it. I don't play Wild Rift, but who knows, it might be a fun idea, maybe sometime during the spring or summer when I'm running out of it. The next one is from Ad Car Yumi, which sounds terrible as a username, no, I'm kidding, anyway, right?
Weakening most of the champion pool outside of pro play makes games much more boring to watch. Okay, so I don't follow the Pro game that much. I used to be very interested in seasons 6, 7, 8, 9 and 10 and then from that point on I stopped doing it because it became quite evident that a Professional players don't care too much about innovating and trying different things. types of champions, picks and combinations, which is what makes many games become the same 10 to 15 champions chosen each game, changing hands between teams depending on the order of pick and I think it's not so much that the champions of Riot Nerfs are pro games, it's more that a lot of solo queue champions thrive and in many cases they rely on a much more discordant arena I guess, much less coordination, a much more chaotic environment for them to be successful, for example, you wouldn't see, say, Rengar in the professional game. both because he prefers to deal with a team of players who aren't really like, you know, who stick together and who isolate themselves a lot.
You wouldn't really see Katarina in an RPG because Katarina can be very disturbed by any form of coordinated attempts to stop her depleting crowd control, say Tom Kench tampering and stuff like that, it becomes much harder to take advantage of a team where the five players coordinate with each other, the five players communicate and work together on a strategy. and since execution is the highest in Pro play, the mechanical things are matchup controls like you wouldn't really see people picking Darius Top Lane in Pro Play. Because Darius is a lane bully who relies a lot on his opponent not knowing his strengths and not knowing his moments of vulnerability and obviously in Hilo everyone knows his moments of vulnerability, that's why Darius is not considered as viable in the game Challenger of the master grandmothers and especially in the professional game, so it's not so much that the champions are weakening from the professional game, but rather that the professional players are weakening. aware of many champions and their types of strengths and weaknesses, especially in the team environment, and that eliminates almost the majority of the champion pool, plus there is another thing you need to remember.
Esports teams have a lot of money, a lot of investors and a lot of things at stake every time they compete in LCS LC lck LPL and then eventually MSI and the worlds investigate a more Cavalier strategy or a I guess more ambitious strategy to try, Let's say, for lack of a better example, let's say you know, trying garc is not really something they are going to prioritize because the risks far outweigh the benefits. They would rather settle for something else. I guess they assured something more studied and properly researched because they don't know, for example, if Renek and Mid are going. be as popular as just playing Reon top or they don't know if they want to try to pick, say, Camille support.
I know that's what's happening in Challenger support right now, but you get the idea they have to accept. It's a big risk to try different champions and they would rather not do it because there are millions of dollars at stake whether they win or lose, not only in terms of price but also the status and prestige their team gains by winning their home series or by beating you. I know the world championship and I think that no matter how much they try to balance it, pro players will almost never choose things like they will never choose the team on top, they will never choose even allawi because Alla is too easy to close if you have a coordinated team Plus and if they overhype the Champions specifically to see them in Pro play, then they'll start terrorizing solo, and I don't think that's an outcome any of us want, next take will be, from academic storm, the AB damage to turrets is The most damaging to the relevance of the ADC in puug games.
Yes, I would have to agree that in the past AP Champions didn't have too good DPS for Towers because they were building AP, not ads, but I think sometime around season 8 or season 7. They introduced a special ratio at which AP champions can deal magic damage to towers and the scaling turns out to be proportionally much larger for AP champions than for ad champions, which is supposed to be somewhat counteracted by the fact that AP champions APs rarely develop attack speed. and AD Champions often do, but when you have, say, Diana Ekko or anyone who can build a Lich ban, suddenly you'll see them doing a thousand damage to towers and then even Champions with very slow but a ton auto attacks of AP like wandering that Little Tor likes 1200 damage to Towers, now you don't really see that until there are four or five items in the M aame, but I think the reason it feels so atrocious is because every time you see it, you think to yourself.
Wow, these weak little auto attacks are destroying towers faster than, say, a nest or York. I will say yes, they could afford to tone it down a bit, there should be more offsets because AB champs tend to explode more. more targeted than Ad Champions, so it makes little sense for them to also have high damage to turrets, but at the same time you don't want to punish people for choosing AP Champions and having the opportunity to do a lot of damage to Towers, but not being able simply because AP Champions there has to be a balance in that sense.
I think right now the AP Champions are definitely outclassed when it comes to dealing damage to Towers, but I think the overall problem right now is that it's not that AP. Champions did too much damage to towers, everyone does too much damage to towers and champions, then you have tanks that knock down, especially with the torn tail void grubs. I think the main problem is that the towers are too fragile, especially the Nexus and inhibitor towers, and while I do it. I think it's intentional because they don't want the games to take too long, they don't want the turtles to be so easy, they want the sieges to be really threatening, but I've even seen 30 second death timers lead to an entire base being taken over. all the time. very far from the level one Tower only because the Towers fall like they are made of tissue paper because everything happens to the five-shot Towers.
It's one of those things where maybe that could be part of the reason the games are too snowballing, since there isn't an option for Turtle, but at the same time we don't want the games to last 40 or 50 minutes just because you can tell the permanent wave clears under the Tower and those things don't take damage. AP champions that do a lot of damage to turrets are more of a symptom not the actual cause of the disease next is from kism

split

pushers are by far the most annoying class because they can go up to 050 and still provide value , you either ignore them and they destroy your Nexus into existence or you send someone after them. and I have fewer people to fight as a top laner, who I consider more teamfight oriented than

split

pushers.
I can definitely relate to the frustration of destroying the enemy trendir or York by going like you know 5 and 0 on them in Top Lane and then having to rotate, help your team only to have them back up your Nexus division. I think there will be a rapid and permanent leak which is the nature of mobile gaming and is here to stay if it is a viable strategy. I guess it's a question that's been constantly up for discussion and debate since the beginning of time, the idea that, especially the champions, they're looking at it frankly like you know if you're playing Scion or even if you're playing Trend Mir and They are 0 and 5, but you built the Hall breaker and just run it in case a person is allowed to get away with it.
I don't know, that's what, on the one hand, you want to give players alternative ways to come back. in the game because I think one of the biggest problems with seasons 11, 12, and 13 is that they took away other ways to get back into the game like you, the only way to get back into the game is to fight. but fighting is not a good idea if you are short 5 6,000 gold because the enemy team is simply more powerful than you in terms of stat items and even levels, so having other ways to generate pressure and other ways to give your team an advantage.
The return to play is important, but I think the idea or notion of having a champion with 0 and 10 running around the enemy base, whichties in very well with the previous topic we talked about, where the towers are too soft, that's the problem is that split

pushing

should definitely be a big risk and in my opinion should carry more risks than rewards, it should just be used as a last ditch effort and it often is, but as of late a lot of champions especially for example there was a Buff I think Jax where W now works on Towers Gras W works on Towers they did s or Q works on Towers Passive Riven works on Towers many auto attack boosts or hit bonuses given to basic attacks Now it works on Towers which makes it much easier for them to kill, so you have things like demolish, you have items like Hall breaker, you have many more ways to make spit a lot more transcendent in a shorter time period and the reason they did it is because it's easy to rotate from one side of the map to the other with the hypermobility meta we have, over

pushing

used to be a lot more feasible in the past because the game was slower.
It took a little while for the champions to get from place to place and it just took too long to take out the towers, so it would be more of a slow and steady battle of attrition in that sense nowadays, however you have it, so be it. If you give a top laner or any champion with SPL pressing 10 seconds, they could take out 2 and 1 mid rook and you're permanently screwed for the rest of the game because now you have to deal with the risk of a backdoor. I think split push should be allowed to exist. I don't think it should be so fair and viable, although I think it should be one of those things where one in 10 games at my job or maybe one in 15 or 20 I don't even think it should be something you have that being constantly aware and the way the game progresses in balance and in terms of development, I think the spill push is starting to become more problematic, we saw it coming to a head with Hall breaker essentially making it impossible for you to deal with with the champion unless you play a champion who can also use Hall breaker.
They fixed that, but then they made it so that the Champions just shredded the Towers like a knife and hot butter to pretty much everyone at this point, so I think maybe the first thing they should do is get SP push alone can be accomplished by a small handful of Champions efficiently and not that anyone can be a good Split Pusher and right now a Many champions can be good spit pushers because we talked before that AP champions do a lot of damage to towers and also from many champions whose auto attack buffs are applied to towers when they were wrong before, so we'll do that. two or three more comments and we'll be done for the day uh Sorry if I ramble too much on certain comments.
This is simply the main reason it ruins my videos because I go on tangents and tend to get sidetracked. a lot, so I apologize that I couldn't do much more. There were tons of comments. I'll do an episode three if this one is well received, but anyway the next one will be Spilled Pizza Earth. It's a fun game mode, but the most recent version everyone makes metapic ruining the enjoyment. This is why I don't play Earth anymore. I used to really enjoy Earth in seasons 5, 6, 7 and 8 since it was used at the time. For something new, it used to be something that was seen very rarely, maybe once a year or so, and it was a fun diversion, it was a nice break from the typical Soloq routine and I had a lot of fun trying out different champions.
What kind of game would they have if they didn't have to worry about mana cost, HP cost, cooldowns and things like that, but then as it became more plentiful and more people started playing, everyone They started choosing the champions who, as you know, are super broken on Earth? like Sho Zed Fizz um I don't know who else is super broken maybe Kiana so everyone starts picking those same Champions and that ruins the enjoyment because everyone picks Champions which basically play in single player because no cooldowns and cost from manac they have no counterattack. I like all the random Earths a little more for that reason, but in general I think and remember Greg Street talking about this every time the Earth happens, people abandon the game afterwards because the Earth burns people out by doing They see great part of the game in a high-octane, high-intensity way, so going back to regular solo play afterwards feels very boring, so I think the main problem with Earth is that, on the one hand, they're releasing it too often , It should be like that. maybe once a year at most it should be more of a Christmas thing and two players don't pick the most defeated and overpowered champions and it kind of ruins the fun because now it's kind of a competitive versus before you basically pick whoever you want , so I think Earth definitely needs to be not so ordinary.
I think they release something like this three times a year nowadays, which is too frequent in my opinion, and maybe they do it so you can't choose your Champion. You have to try other Champions and see what they are like. what i can do next will be from nightfall knight 7, there are too many tank items that pass our damage based on proximity, it would be better for the overall health of the game, their tank item passes are for damage or to deal damage after mitigation, like Thorn. maill or help allies and deal more damage The Abyssal Mask is the perfect example of such a premise.
I think what they are referring to is the effects of the aura right now. We know that Hollow Radiance is the magic resistance version of Sunfire. We have the Sunfire itself and then we have. um, I think endless despair is another one of them. I understand where you're going with this. um, there are actually only like three items that increase tank damage to champions, unless you count the iceborn gauntlet, but I think the reason there are a lot of tank items focused on dealing damage is because that tanks need the damage. If you watch my video on tanks, you'll see where I'm going with this, where there's so much damage on The Meta right now that there isn't.
It really matters what class you play, it only matters how much damage you can do and tanks not being able to deal damage is a big problem as they have almost no agency, for example if their carriers get trapped they are basically trapped and have to do it. Wait until they are slowly killed. The reason they add a lot of damage to tank items, especially with aura effects, is because that's the only way they can design tanks' damage, which becomes a problem when champions who don't They are going to be tanks. Very true, that was the whole problem with the tank, the Fizz tank, you know, the tank AI when they built the iceborn god Sunfire, so it's kind of a balancing act, but I think it's okay recently.
I think right now they are trying their best to make Tank items a little more situation focused, for example you have K Gran which is for magic burst damage, you have force of nature which is for repeated magic damage , you have Spear Visage for healing and then for armor you have to wait endlessly for a long time. In fights you have Sunfire for AOE damage, you have Thornmail for serious wounds, and on hit you have Freeze Heart to speed up the attack, stuff like that, so I think it's a lot better these days than it used to be.
I think Tang items used to be more problematic in the past, but I'm glad they finally have decent Mr items. I feel like magic resistance items are always a joke and finally having items like kind rran and Hollow Radiance has made the game much more playable for tanks, the only problem is that with the absence of mythic items tanks don't like them. It's going so well because tanking is so reliant on mythic items being, frankly, overpowered, like Iceborn Gauntlet or Hardsteel or even Sunfire, and I just have those mythic passes and I'm stronger, so I'm not I'm really too ok with proximity damage being an issue, there are only two or three at the moment so this would be the first take I totally disagree with, but I understand where you're coming from and I think it might be.
There are more creative ways to tank items than just dealing damage by being close to them. Ok, the last one will be from Sovus or Soitis and they say Riot should focus on bouncing existing champions instead of releasing new ones. The declaration of us. we can never fully balance the game because players will find new ways to break X is not a valid excuse to leave existing champions in poor states due to Pro play/qut design. We have over 150 champions now, actually it's almost 170 and we should focus. As for leveling the playing field, okay, on the one hand, I totally agree with you that I think Riot should stop releasing new champions, but not for waltz reasons, more for modernization reasons.
A lot of people talk about how they would rather RI just rework. all the old champions before they release new ones because it feels a little strange to have someone like, say, cined or even um trendir be in the same game that you know H or kasate and stuff like that, so that would be the first thing they would do . What they need to do is modernize all the old champions and finally carry out the rework project, but obviously the reason they don't do that is because reworks require a lot of money and don't really make any profit because the players already have it.
More than likely the champion already has his skins, so the reworks are more of a labor of love, not really an investment in terms of balance. In fact, I disagree with the statement that we will never be able to fully balance the game because players will find new ways to break X is a valid excuse to leave certain champions in poor states and the reason is that the champions don't have the Same things if we talk about balancing the game, let's say that in a sport like basketball you have someone who is 165 cm tall in front of someone. who is 180, the way you can balance it is, let's say hypothetically, by having the 165 person gain 15 centimeters more height, whether due to some type of prosthetic or whatever, and the reason for this is that both players They are human, we both have two arms.
We both have two legs, that way you can achieve a perfect balance for basketball because all the players are equal, but in the

league

and with the Champions, each Champion is different in some capacity. Darus and Garen are completely different. Mor Kaiser and trundle are completely different. different Zed and Talon are completely different Katarina and aoli ​​are completely different Vanin and kaisa are different no two champions are exactly the same if every champion was vain if every champion was kaisa if every champion was Garen then you can find a balance because Everyone champions have the same variety of equipment, I suppose the same range of privileges, skills and abilities in which they can find victory, but since everyone is different, a perfect balance can never be found and therefore some champions must intentionally staying weak and others.
Champions need to be intentionally kept strong because of their different axes, as you can't make Kante have as high of an open rate as, for example, I don't know because Cante can do a lot more, in fact if you make Cante win 53% of a champion, he would be even more atrocious than tight. I understand where you're coming from in terms of you know certain champions are laying low, but that's not a balance issue, but rather a design issue, which is why I say they should rework all the old champions and modernize them before creating new champions because their gameplay inherently holds them back.
You can't fix the game strictly from balance if you're trying to do something like Renekton doesn't. If you're permanently screwed because they constantly use him in pro play, then you have to find a way to rework Renekton so that where he's good at Soloq and pro play at the same time, you can't find a way to balance him and also for the entire champion. because there is no way to create a perfectly level playing field for all champions when each champion has different things some champions have crowd control others don't some champions have true damage others don't some champions have a billion dashes others don't Note that it can't be fair because champions aren't fair some champions have more some champions less some champions have some champions f b so there is no way you can completely balance the game because in fact players will find new ways to break X because that's how the game is, the goal of the bouncing team is to basically do everything they can to stabilize it as much as possible every time they buff a champion, this tips the skills in One Direction,so they have to Nerf Champions in the next patch and then they keep going back and forth hoping to get as close as possible to a medium, but in the end they will never be able to do it, so the best way to find that medium is to redesign the champions, Do not reuse numbers.
I think we'll end here. I'm losing my voice. I hope you enjoyed this video. Sorry for being so rambling. I kind of go in circles. You know, this is specifically why I write my videos, because if not. So I'm just repeating the same point I'm trying to make over and over again, but either way I hope you enjoyed it. Let me know your thoughts on the cool shots I posted in this video in the comments below as well. Like any other interesting takes you may have for the next episode, if this video does well, I'll make an episode 3.
Apologies also for taking so long to make the second episode. I wanted this to be something normal, but somehow I consider it low. effort content because it's not written and I try to avoid doing it too much but anyway if you enjoyed the video it would be great if you could leave a like and subscribe don't forget to follow me on Twitter at varsam join my Discord server and even though the mythic elements have been removed, please watch the first episode because there are other takes besides the mythic elements that I think you will enjoy hearing about, but until next time, thank you very much for watching and I hope to see you again soon in the next episode take care

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