Views: 673 New Meta vs. Old Meta
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New Meta vs. Old Meta
There have been many discussion boards and arguments among the forums concerning which Meta is considered the best; both sides with sound and solid arguments. But I believe we need to approach the topic with a more objective perspective, what their respective strengths are and why the new Meta came into being in the first place. It also requires an explanation to the newer players that have joined since the old Meta was done away with, as to why it worked as well as it did.
The Old Meta
Classically in league most teams were compromised of solo/duo-cueing players, meaning that few teams had the upper-hand of knowing how to synergize to an extreme scale. Anyone who has pushed through to lvl30 knows by now that just because you know how to work with a particular character doesn’t mean you understand the play style of the player themselves, and that it can be a huge detriment to a laning or team scenario. The old Meta enabled a very balanced quality to a team so as to make sure people both had time to adjust to each-other due to generally longer game periods, and to help make sure everyone had a better opportunity to grab CS and farm. The primary decisive point in the old Meta was Mid lane, while all top and bot lane were ultimately required to do was hold and not feed until whoever was mid had a chance to help gank. Whoever was jungle was also responsible for whoever was solo laning while he was gone, meaning that besides mid no one was ever left alone for an extended period of time. Speaking in general terms, everyone had their own unique perspective on how the team composition should be and how it should integrate on the field. There have always been soloists both in the jungle and top lane, as well as bot and mid depending on what people’s preferences were. But these were the ground rules for the old Meta that people defaulted to, because they knew they were solid and *forgiving*.
The New Meta
The new Meta is something that came along after the first real tournament season ended, and is based on the high end ranked players strategy for high risk- high reward. It’s based on having a solo top, solo mid, jungle for consistent gank’s and a primary damage dealer with a support in bot lane. It’s a solid strategy that works quite well when everyone knows there roles very well and enables you to have mid-game dominance due to the excessive early game farm for 4 out of 5 players. The concept is solid and the gameplay style is fast paced and quick ending. The real argument against it is that it requires everyone to know exactly what they’re doing in whichever role they’re in and to know how to synergize with the other players so as to offer support for each other. And it is unforgiving for those that don’t, and who fail in their assigned roles. Although arguably the strongest consistent team strategy, it is near impossible to make a comeback and all it takes is one player failing in their role to completely turn the tides against a team.
How its affected general Game Play
The other thing to take into consideration is how it affects people’s perspective towards the game play styles and stratagems. (1) With the new Meta came a more concrete concept for roles played during a game. During the old Meta there wasn’t really a solid concept of what people were supposed to do, and what all their roles encompassed. It followed along the idea that any character could be applied to almost any role, and it made it extraordinarily difficult for people in the more competitive field to cooperate together. The analogy I find most adequate and easy to understand is comparing it to a game of football, if no one understands their assigned roles then who’s supposed to throw to ball? And who’s supposed to catch it? Who’s supposed to guard or rush? Definition within roles is a requirement of any team that is trying to play seriously, and the new Meta offers just that. (2) To put it bluntly, it makes people narrow-minded and anal retentive in what they see as worthwhile strategies. If you jump into champion select and everyone auto-locks into all the roles you know how to play sticking you with mid-lane, or jungle or whatever they happen to, that leaves not just you but your entire team with a serious dilemma. The new Meta is based off of everyone knowing their individual roles very well; if you disallow people to pick a specific role then you need to at least know how to adopt a new strategy. People build strictly for the new Meta and solely to apply one particular role with each character, it trains people to avoid malleable builds and versatile game play which is a huge detriment to game play overall.
To sum it all up
Neither is the better between the two game strategies, but people should take into account that NEITHER IS THE BETTER. We're currently stuck in a phase where people are automatically going to assume the new Meta strategy when they cue into a game, which is fine in of itself. But we need to be more open to tweaking and opening our perspectives to more than just the standard strategy style of the new Meta. Especially if your planning to play competitively you need to broaden your horizons concerning whats available and how to pursue new ideas.
-If you've actually managed to read through this in its entirety I commend you!!! Boring and long winded as I am, I thank you for checking out my blog; please feel free to comment and make suggestions. Look forward to hearing what everyone has to say =)
--The Really Red Guy
There have been many discussion boards and arguments among the forums concerning which Meta is considered the best; both sides with sound and solid arguments. But I believe we need to approach the topic with a more objective perspective, what their respective strengths are and why the new Meta came into being in the first place. It also requires an explanation to the newer players that have joined since the old Meta was done away with, as to why it worked as well as it did.
The Old Meta
Classically in league most teams were compromised of solo/duo-cueing players, meaning that few teams had the upper-hand of knowing how to synergize to an extreme scale. Anyone who has pushed through to lvl30 knows by now that just because you know how to work with a particular character doesn’t mean you understand the play style of the player themselves, and that it can be a huge detriment to a laning or team scenario. The old Meta enabled a very balanced quality to a team so as to make sure people both had time to adjust to each-other due to generally longer game periods, and to help make sure everyone had a better opportunity to grab CS and farm. The primary decisive point in the old Meta was Mid lane, while all top and bot lane were ultimately required to do was hold and not feed until whoever was mid had a chance to help gank. Whoever was jungle was also responsible for whoever was solo laning while he was gone, meaning that besides mid no one was ever left alone for an extended period of time. Speaking in general terms, everyone had their own unique perspective on how the team composition should be and how it should integrate on the field. There have always been soloists both in the jungle and top lane, as well as bot and mid depending on what people’s preferences were. But these were the ground rules for the old Meta that people defaulted to, because they knew they were solid and *forgiving*.
The New Meta
The new Meta is something that came along after the first real tournament season ended, and is based on the high end ranked players strategy for high risk- high reward. It’s based on having a solo top, solo mid, jungle for consistent gank’s and a primary damage dealer with a support in bot lane. It’s a solid strategy that works quite well when everyone knows there roles very well and enables you to have mid-game dominance due to the excessive early game farm for 4 out of 5 players. The concept is solid and the gameplay style is fast paced and quick ending. The real argument against it is that it requires everyone to know exactly what they’re doing in whichever role they’re in and to know how to synergize with the other players so as to offer support for each other. And it is unforgiving for those that don’t, and who fail in their assigned roles. Although arguably the strongest consistent team strategy, it is near impossible to make a comeback and all it takes is one player failing in their role to completely turn the tides against a team.
How its affected general Game Play
The other thing to take into consideration is how it affects people’s perspective towards the game play styles and stratagems. (1) With the new Meta came a more concrete concept for roles played during a game. During the old Meta there wasn’t really a solid concept of what people were supposed to do, and what all their roles encompassed. It followed along the idea that any character could be applied to almost any role, and it made it extraordinarily difficult for people in the more competitive field to cooperate together. The analogy I find most adequate and easy to understand is comparing it to a game of football, if no one understands their assigned roles then who’s supposed to throw to ball? And who’s supposed to catch it? Who’s supposed to guard or rush? Definition within roles is a requirement of any team that is trying to play seriously, and the new Meta offers just that. (2) To put it bluntly, it makes people narrow-minded and anal retentive in what they see as worthwhile strategies. If you jump into champion select and everyone auto-locks into all the roles you know how to play sticking you with mid-lane, or jungle or whatever they happen to, that leaves not just you but your entire team with a serious dilemma. The new Meta is based off of everyone knowing their individual roles very well; if you disallow people to pick a specific role then you need to at least know how to adopt a new strategy. People build strictly for the new Meta and solely to apply one particular role with each character, it trains people to avoid malleable builds and versatile game play which is a huge detriment to game play overall.
To sum it all up
Neither is the better between the two game strategies, but people should take into account that NEITHER IS THE BETTER. We're currently stuck in a phase where people are automatically going to assume the new Meta strategy when they cue into a game, which is fine in of itself. But we need to be more open to tweaking and opening our perspectives to more than just the standard strategy style of the new Meta. Especially if your planning to play competitively you need to broaden your horizons concerning whats available and how to pursue new ideas.
-If you've actually managed to read through this in its entirety I commend you!!! Boring and long winded as I am, I thank you for checking out my blog; please feel free to comment and make suggestions. Look forward to hearing what everyone has to say =)
--The Really Red Guy
Fedoras; Silly or Fashionable. Discuss.
Dem's neckbeard attire.
This blog is now about silly hats
^ Wow you read all of that, very generous. I stopped after, 'Classically in league most teams were compromised of solo/duo-cueing players'. Proofread your **** before you publish it.
Well, I was kinda tentatively thinking, 'so far not THAT bad' until:
Then I was like, 'BLAHD, U WOT M8'.
Also, the information is super wrong and bad. Old meta isn't pre lvl 30 **** play, and new meta isn't ad/sup/jungle/mage/bruiser. That **** has been around since the end of season 1.
"please feel free to comment and make suggestions."
Don't write any more blogs like this. Pick a different topic because you really don't seem to know what you're talking about.