Good video. Definitely have mixed feelings about the changes to early laning. I’m sadly out of town for a few days now but will have to see what the meta is like when I come back. Initial impressions post patch was that it felt a bit too punishing when it comes to early laning. Might well be the devs wanted a push in a certain direction and that the meta will have to adjust. Extra Regen + Restorative Shot seems very attractive in lane now instead of a greedier build.
There’s definitely more incentive to be more defensive/aggressive early game, now.
On the side lanes you are a little less “safe” while in the middle lanes you now always have a partner, and have the shorter travel times to base.
You also don’t get the zipline boost from the start anymore. Along with the first kill soul bonus, it means getting an early kill actually comes with substantial benefits, as you get both souls and a good while to have the lane for yourself. Same with being killed, which now sets you back a little more.
All in all, games feel more “unstable” right off the bat in the sidelanes, and maybe a little more stable in the mid lanes. I like that, personally.
I’m wary against the game becoming too snowbally. Dying one time on lane before was no big deal, it was often like a limit test reality check. You could afford to get caught out once and the consequence being more or less “alright damn, gotta be more careful this game”. Now it feels like one death can lose you the lane. Probably not an issue in high MMR lobbies but I’m afraid it will lead to swingier games in low MMR.
I don’t think that’s happening, necessarily.
I died thrice in a sidelane against a q pressing Abrams, which game him a 4k lead and my guardian. Once the denizen camps spawned, I started prioritizing those, and at the 10 minute mark I used the teleporter to visit the other side lane and take that tower 2 on 1.
I caught up by the end.