New Meta?

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Kreyni

Senior Member

07-05-2012

Basically made for countering the current meta.

Top lane: Duo ranged AD carry (i.e Ezreal, Caitlyn)
Mid lane: Tanky DPS (Preferably ranged) (i.e. Irelia)
Bot lane: AP carry, melee bruiser (i.e. Lux, Jax)


Top lane: Two ranged poke champions should destroy an AD bruiser. This should also make the opposing jungler camp top, reducing the threat of ganks. (If he goes to gank, go aggressive on top)
Mid lane: Counters AP carry pretty well IMO. They blow their cooldowns on you to no avail and you range harass their squishy bodies till death. Playing tanky also enables you to build tons of MR.
Bot lane: AP carry to nuke their support, and a melee bruiser to keep the AP carry safe. Melee bruiser should do pretty well against the AD carry, combines with the ranged AP poke.

In their confusion, this should net you some early kills for dominance, then you can swap back to the current meta if you want. A bruiser could go into the jungle, after gaining enough EXP in lane to clear the jungle without Smite.

Anyone wanna try this out?


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SavageWolves

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Senior Member

07-05-2012

You don't have a jungler = you lose early buff control. The exp and coverage provided by the jungler will result in more exp and ganks for the enemy team.

Also, the enemy mid lane will have an early blue, because your team's blue should have been taken.

And having no true support means that farm and exp will be shared, resulting in disorganization and a menagerie of underleveled, underfarmed champs.

The motivation is behind the idea is solid (the game seems kinda stale sometimes), but this tactic against a team that knows what they're doing should result in a loss for the attempting team.


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NutChip

Senior Member

07-05-2012

2v1 lanes just don't work for the 2 people if the 1 guy is smart about it


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SyskyIsNifty

Senior Member

07-05-2012

Irelia is ranged? Shows what I don't know.

Ap carries scale off of experience. Ad carries scale off of gold. So, you have a small laning advantage and lose every team fight.

Not to rain on your parade, feel free to try out new things. Just pointing things out.


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avenger214242

Senior Member

07-05-2012

i like the idea of 2 ranged ADs but puting them in a lane together will result in them fighting over farm


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maho

Junior Member

07-05-2012

Just put ww up top and he will sustain through all of the poking, allowing him to stay in lane getting massive exp and gold advantage, and depriving their ranged carries of the precious gold needed for ad


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Quick Rawr

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Senior Member

07-06-2012

This would result in an underfarmed team that would be destroyed by a farmed Carry/Jungler since they were protected, healed, and saved by the tanky cc/support of the other team. The reason the meta is the way it is, is because its the most efficient. Feel free to read the quote below for better understanding (:


Quote:
Originally Posted by Quick Rawr View Post

Putting a tanky DPS with sustain top lane is the best b/c they snowball so hard into late game (realize they can be tanky AD or AP DPS - Vlad/Morde work as well as others, morde due to shield for survivability in team fights). Whether they have strong burst or are quite tanky, they are a solid part of the teamfights for your team. They need to get their necessary items, and be able to take quite a few hits early game while farming up to their late game role with their expensive items.

AP Carries benefit the most from getting levels, moreso than the AD carries. The minions get to the center lane faster than any other place, thus fastest exp in the middle lane. By moving them elsewhere you're limiting their potential in a teamfight by maybe a level, which would make a big difference if it was lvl 10 vs lvl 11. You want to give them the maximum benefit, plus it's the closest spot to blue.

AD carries on the bottom lane puts them closest to dragon/jungle protection allowing them to invade jungle to help steal buffs as well as be right at the dragon. Also, they benefit more from items/gold than they do anything else. Putting them in the lane that's hardest to gank, with a support that allows them to farm as long and safely as possible, gives your team the greatest advantage.

Support - Necessary for your mid-late game. Usually one that is versatile solely b/c of their moves. Items built are to benefit the rest of your team (with gp5 speeding up the process of getting to those items) and also helping to sustain your AD carry in lane to get as much gold as possible while harassing the enemy and limiting their gold income.

Jungle - Necessary to have. Ganks allow your teammates to get ahead as the enemy either dies or has to back. Your team gets an exp benefit as well since another teammate is in the jungle. If you have a roamer, your team is missing out on gold/exp that could be had if you had a jungler. They need to have a gap closer/stun/burst or they are a waste of time on your team since they will appear in lane and give your teammates a few seconds prior to you then impeding the growth of your teammate and not being a benefit

Quote:
Originally Posted by Mike17032 View Post
Because not only is the meta not the only valid way to play, there are times when it isnt even the best. Bad players lean on the meta to prop up their lack of understanding and ability in the game.

The meta is a guide, not a set of rules. Bad players never understand the difference.
Quoted for truth. Counter picking and leaning to your strengths is still the most important. I'm simply stating WHY it is the way it is currently.
If you guys can think up something more effective, go for it. I 100% support the change.