Finally, RIOT might fix this problem.
It’s never a problem for RIOT until they see it in pro play. It’s no secret that soloque and the mass 98 percent of the playing community are last on RIOT’s list of priorities, but maybe after seeing the blatant and continuous issue of death timers to decide an entire tournament might inspire some re-evaluation of how they work.
The fact that a team down 6k At 32 mins can get two picks and subsequently end the game by taking 5 towers, an inhibitor, and a nexus in 35 seconds before those 2 people can respawn is a problem. Why did they even play the other 33 mins if a team could end the game in 35 seconds by taking AN ENTIRE LANE AND A BASE... 35 seconds.... Feels like a waste and massive letdown. I’ve always been a fan of after 30 mins, you add a second per min on the death timer. Not a major difference, but definitely offers the opportunity for a chance to not lose if a player gets picked off at the 35 min mark and allows a team to Aram an entire game in 35 seconds. Death timers between 30 and 45 minutes are Wayyyy too long for the stage in the game.
This happens a lot in Soloque games, but it’s nice to see the problem having a negative impact on pro play, so maybe RIOT will finally listen to reason. Such an anticlimactic ending to what was turning out to be a good series because someone thought 50 second death timers at 30-35 mins was a good idea.
You let the fans down with that garbo.
PS: Stop hosting events in China. The excess of your vague description of “technical difficulties” continuously throughout the tournament is annoying. Happens every time you feel the need to go there.