Perhaps the real reason the damage meta ruins the game.

I've noticed as I've played of late that compositions are extremely stacked towards damage. Last night, I lost to three assassins, an ADC, and an AP Blitz. Today, two bruisers with very little defense, two assassins, and an ADC. These are the kinds of compositions you're seeing now. It occurred to me as I watched how both teams were playing that **there isn't any effort at teamwork**, and this is an extremely detrimental side effect. Allow me to explain, it's quite simple. **Previous Ideal Composition:** One ADC, one mage, one assassin, one tank or tanky bruiser, one support that can tank or heal. For example... {{champion:67}} {{champion:63}} {{champion:121}} {{champion:122}} {{champion:37}} This is a machine. Every component has a purpose. The ADC deals reliable damage without abilities and can mow through turrets. The mage keeps enemies at distance and lays siege under tower. The assassin executes risky-but-lethal sneak attacks on exposed enemies. The bruiser exposes those enemies by herding the enemy in teamfights. The healer keeps the bruiser and assassin alive when they extend too far. Kha and Vayne go hard for kills, and everyone else helps them get the job done in various ways. **Current Ideal Composition:** Damage. As much as you can get, delivered as quickly as possible. {{champion:245}} {{champion:555}} {{champion:157}} {{champion:119}} {{champion:82}} Ekko kills champions. Pyke kills champions. Yasuo kills champions. Draven kills champions. Mordekaiser locks down squishies and kills champions. Everyone has the same job. Everyone is out for glory. Everyone wants as many kills as possible; it's why they're choosing champions that tend to get kills most reliably. And it makes sense, given that almost everything in the game is weighted heavily towards dealing that damage. **The Problem:** When everyone has the same role, when everyone wants those kills, _you're no longer a team_. You become _rivals_. I notice that more and more, people on both sides of the game are getting out away from their team hunting champions. Objectives often go ignored in favor of padding kill stats, which frequently leads to getting caught out and surrounded. Teams don't move as a group as often anymore, but as a formless blob of individuals trying to get the last hit before the next guy. Consider an American football offense. The quarterback provides mid- to long-range threat with his arm. The running back provides a safe, effective means of advancing the ball. Split receivers provide speed to get deep quickly, while slot receivers provide agile underneath options. Tight ends provide both blocking and mid-range advancement potential, and their large size gives the quarterback and sizable target in the red zone. The offensive line and fullback provide the protection necessary to bring it all together. Consider a Roman legion. Ostensibly, all had the same goal: Slay the enemy and win the battle. But the cohorts held ground. They formed the battle line and locked down the enemy. Auxilia filled key strategic roles, providing flexibility. Cavalry could chase down retreating foes and cause a rout, or respond to enemy mobility. Archers and other skirmishes wore down enemy formations before battle was joined. Every role had a purpose. Consider the modern fireteam. US, since this is the variant popular culture most often puts on display. The team leader provides tactical leadership and keeps communication open with the larger element. The rifleman engages enemies at mid to long range and provides a flexible presence in any situation. The grenadier provides high-angle fire at long range that shocks enemy elements and can break down hardened positions. The automatic rifleman provides overwatch and suppressive fire, allowing the rest of the element to maneuver more safely by pinning enemies down. Do you see what I mean? Even in real world scenarios, teams of combatants separate into tactical roles that benefit the greater whole. This is and has always been how such things work best. Flexibility is provided by an element having _options_, and everyone being able to stick to one or two jobs allows them to perform those jobs more efficiently. **Plainly put, the current League of Legends meta runs in contrast to the concept of a team game.** If they were to maintain this meta and shift League to a 1v1v1v1v1 affair, it might be fun. But this meta is never going to be fun long-term for a 5v5 format.
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