I was under the impression that it is a perfectly good game with a horrible playerbase. But I suppose certain mechanics, like being able to take your teammates hostage and steal their time without actually playing to win, might nuture toxicity.
If this was versus real players, he would need to redo the trick every time they would kill him. In reality this only works against bots and most people don’t care enough against a numbers disadvantage.
It has some strong pros and cons. For me personally they net out to a negative experience, but I can totally see why people who have a sufficient amount of skill in it land on the positive side.
One of the biggest cons is that the way the game is designed basically encourages players to look for blame whenever anything bad happens, which in turn means that players who don’t play the game’s mechanics perfectly end up getting flamed.
That being said, the character designs are very good and memorable. Even though I haven’t played in like a decade, I still draw inspiration from those characters in my other creative pursuits.
I still hop in regularly for a few weeks then drop it for months. The trick is to not really care about how the game itself is going and just find fun in the core gameplay of whoever you play. Now I’m not saying I don’t actually try to do well, but I’ve been having a lot of fun only queueing fill and just playing.
I feel like over time, the game has increasingly focused on which team has the weakest link, versus the strongest carry. One bad or salty player can singlehandedly lose a 40-minute game just by being out of position. It just feels frustrating to have little agency over your games, and League packages that feeling wholesale.
They’ve changed many many things and tried to make it better, but fundamentally it is still a 2000’s era online game where it is still too easy to troll and grief opponents alike.
Also its not a game where you have fun even if you play well but lose.
I was under the impression that it is a perfectly good game with a horrible playerbase. But I suppose certain mechanics, like being able to take your teammates hostage and steal their time without actually playing to win, might nuture toxicity.
I got into a game where an Akshan just did his e on the jungle and afk’d for 17 minutes.
Since he was technically “moving”, he never got disconnected
If this was versus real players, he would need to redo the trick every time they would kill him. In reality this only works against bots and most people don’t care enough against a numbers disadvantage.
It has some strong pros and cons. For me personally they net out to a negative experience, but I can totally see why people who have a sufficient amount of skill in it land on the positive side.
One of the biggest cons is that the way the game is designed basically encourages players to look for blame whenever anything bad happens, which in turn means that players who don’t play the game’s mechanics perfectly end up getting flamed.
That being said, the character designs are very good and memorable. Even though I haven’t played in like a decade, I still draw inspiration from those characters in my other creative pursuits.
I still hop in regularly for a few weeks then drop it for months. The trick is to not really care about how the game itself is going and just find fun in the core gameplay of whoever you play. Now I’m not saying I don’t actually try to do well, but I’ve been having a lot of fun only queueing fill and just playing.
I feel like over time, the game has increasingly focused on which team has the weakest link, versus the strongest carry. One bad or salty player can singlehandedly lose a 40-minute game just by being out of position. It just feels frustrating to have little agency over your games, and League packages that feeling wholesale.
They’ve changed many many things and tried to make it better, but fundamentally it is still a 2000’s era online game where it is still too easy to troll and grief opponents alike.
Also its not a game where you have fun even if you play well but lose.