User blog comment:StrategicMagic/Breaking the Meta - Objectives Teamcomp/@comment-76.91.120.78-20120723035253

i like the idea of the meta, but the AP bot seems to be really weak. Some reasons:

1. While you are depending on bot lane to be pushed to the tower, a good AD carry would keep the minions in the middle of the lane.(Obviously counter intuitive to the idea)

2. There will be little or no vision past the turret (3 bushes == lots of hiding spots) and would make ganking even more dangerous (hard for AP carry to ward too). Long range carries and supports can easily poke from the distance with little resistance. Ex: Varus Q + Lux Q + E

3. Warding dragon would also be more dangerous for the AP carry. A counter ward at the tribush could block off the AP carry's path back to the turret if the enemy follows. Even if the jungler helps the AP carry, the jungler only balance the fight and not give an advantage.

4. With AP carry at bottom, blue buff would be difficult to give to the carry. Too much time would be wasted if getting your jungle's blue buff while obtaining enemy blue buff would risk a 3 v 2 team fight.

This meta feels weak because it attempts to counter the current meta. Several reasons:

1. If both teams follow this meta, bot becomes very unstable as a gank has more room to deal damage to the squishier AP carry (v curs therent bruiser/tank). Any hard cc would be deadly as the enemy AP carry has more room to burst the AP carry.

2. Continuing on the assumption that both teams are using your proposed meta, the bruiser/tank mid with stronger control can easily roam to any other lane and give more ganks. Ganks can easily be 4v2 or 3v1 which emphasizes the current snowball style meta or even enhances it.

3. The AP carries would be entirely ignored in this meta. All the action would occur at mid and especially top. Team fights would probably occur top/mid and leaves the AP carry out of the action.

4. Assuming 2. and 3. to be true, warding for baron and gank protection would become essential. Using the WL, enemy tribush, baron, and river above mid would have to be warded for safety.

5. Assuming 4., eve would be top choice jungler to avoid these wards. Mid would be a strong jungler and top a high dps carry to proc WL more. This leads to early game emphasis and victories in less time (aka Dominion v0.01). There would be no comebacks and boring gameplay.

In summary: It makes gameplay as fast and imbalanced as dominion, and I sound like I rant. (Fighters op) (Mages rock, thats prob y I sound like I'm ranting)

Last note: I played against this meta before with 4 smites and WLs. The enemy victory was already expected within 8 minutes of the game. Its not fun to wait another 12 minutes to surrender.