Read moreThese posts are going to start hitting different :( Nonetheless!
Prior to Jag's post about the upcoming exploration about the jungle changes you published a "State of the Game" QGT. And something that immediately stood out to me is the mention of increasing accessibility into the jungle "without undermining the core skill and flexibility that current junglers love."
You once said to me that the core design pillars that Morello and the team at that time introduced are pretty much still used to benchmark design decisions.
One of those pillars is Mastery. These changes in my mind go against that pillar and instead introduce too much hand holding. It is tough to balance complexity and accessbility I get it, but for League to achieve even more longevity, it has to mantain it's identity (competitive, hardcore game). It is OK if games showcase a challenge, the jungle is a rough rule but there are external factors that amplify that difficulty.
A lack of a ...
Mastery is and always will be a design pillar, but that cannot mean that more mastery is always better, or it follows that we should always look to maximize the challenge and reward of every aspect of the game, which would come at an unacceptable cost to other design pillars, or even to the mastery pillar taken as a whole. This is especially true in a team game like League. If the output of a mastery difference in the jungle (or, sometimes, simply a few unfortunate events in a row) is too frequently deciding games, it undermines the output of a mastery difference from other players in other roles. The simplified benchmark here is something like "being better at jungling should be an incredibly high skill ceiling endeavor that preserves important skill tests jungle players value (pathing, ganking, tracking enemy junglers etc.) and it should be worth making the effort to improve and perform well," which doesn't require that the outcome of overperforming is single-handedly winning the...
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