Games are lasting too long.

TheSingularity··5 votes·1,818 views

The following is entirely my opinion based on my experiences, as a measly norms player, it may be wrong, it may be different to your opinion, but that's entirely up to you :)

I've found this season, that unless a team surrenders or have a clear disadvantage(trolls, feeders ect) games tend to run 35min+ on average because its harder to close out the game. Last season, I'd average game times between 20-30 minutes, unless it's one of those epic nail biting ones where you're stalling to make a comeback.

But this season, comebacks are extremely painful, they take so dam long and aren't as enjoyable as last season. You'd usually comeback last season through dragon control(or sneaky steals), split push or when the enemy does something stupid, which made the game more intense IMO. But this was when dragons gave 900 gold(180 per player), so if you controlled dragon, you could comeback reasonably quickly through global gold, even if the enemy was ahead in towers and kills. Now dragon's all about the race to 5 stacks, and until you hit 5 stacks, killing dragon grants pretty mediocre rewards. It is because of this that games are drawn out, because this new dragon no longer grants enough power to a team to rule the mid-game. Dragon's Might (1 stack): +8% total attack damage and ability power Dragon's Dominance (2 stacks): +15% damage to minions and monsters Dragon's Flight (3 stacks): +5% movement speed Dragon's Wrath (4 stacks): +15% damage to turrets and buildings Aspect of the Dragon (5 stacks, repeatable): Doubles all other bonuses and your attacks burn enemies for 150 true damage over 5 seconds. Lasts 180 seconds. I'll admit, I enjoy the third stack as Nautilus, but stack 4 is only useful if you can siege and/or have a powerful split pusher. But because teams stall, perhaps sneak a drag here and there, these stacks take a very long time to achieve unless absolute map control is achieved.

Naut jg was pretty average last season, but I actually enjoyed stalling, because it wasn't about dying over and over until your team finally has enough items to tango with the enemy. I'd time drag(when we didn't have timers) and do it every 6min on the dot, and that's how we won, in low ello people underestimated the power of 900gold/6minutes globally. We'd catch up rapidly, sneak a tower here and there while protecting our base(when inhibitor towers weren't teddy bears). Surprisingly, most teams can get 1-2 inhibs, but stop there and don't progress. Keep killing and dragoning

Now, if your the loosing team, with average scaling (so you don't have a hyper scaled kog or nasus to carry), there are no ways to even out the game unless the enemy team runs into you while your at the fountain. Towers are somewhat helpful, but you can only kill so many before they run out. And as I said, if your catching up on drags, your only delaying as it take for ever to break even( for both teams to have 4 drags it takes 48minutes). I hate this, it's so freaking boring, it's like, playing chess but at 1/100 of the speed. I want to surrender every 20min if they have a lead, to save the trouble of a 50 minute game that we "might" win.

I propose a reasonable global gold bonus to drag, 500, 100 each(keep the current stacking mechanic). This would increase the importance of securing it, providing more fights. More fights would mean if it's one sided, more gold is funnelled into the winning team allowing them to end the game sooner if they know how. It would also speed up games in general, as more money=more items faster. So even if the drags are even, Hyper scaling adc VS early game terrorist will favour the scaling champs as they get their core sooner and hopefully start winning fights in the process.

10 Comments

Eastrid3 votes

My issue is people want to kill drag for the buffs more then ending the game; same with baron. That being said when we start team fighting mid game and we get an ace we should take the turret/s but we back off to kill drag. With Baron there's times where we ace them and take their inhib and we back off to kill him and by then everyone spawns back when we could of easily took 1 or 2 of the turrets before they spawned. Maybe you are right about the gold but after this it will take time before the game goes back to the way it was on shorter games.

WookieJesuz3 votes

Games going long is a good thing....

TheSingularity1 votes

Depends. I can see where you're coming from, reaching that power peak/full build is so satisfying. And I used to love it, because it didn't happen every single game. Some quick defeats, quick victories, then some awesome close games. Not any-more But for the other team...... Just takes to long to loose, to ez to stall, to hard to close out games cleanly. Most of the time, the loosing team is loosing hard, its close enough that the enemy team can't close it out, but distant enough that the loosing team could stall for 50min with a slight chance of victory with the result usually predictable, defeat

WookieJesuz1 votes

Well, typically in gold down, games last long because one team knows how to turtle and stall out the game. When the attacking side throws, then is the chance for the defending team to make their move.

Now, there are some heavy turtle compositions, but almost nothing can break a wave of 3 inhib down baron/elixir of ruin empowered super minions with a team to back them up. That's how to break the siege. There is always a chance. I've won many games where we were down 20+ kills and just turtled the living crap out of the game and waited for the enemy team to throw, then we pushed mid as a team and won. This game rewards good play and teamwork.

-and in the future, "loosing" is spelt "losing"- :D

SleepyLionCub2 votes

they simply need to make minions less sturdy. They keep on giving them more and more defense, making pushing slower.

Ahurath1 votes

Tell that to skt who stomped edg in 23 minutes. :D In platinum the games are pretty decent length around 25-35 minutes.

TheSingularity1 votes

You see however, plats know how to close games out. I assume, I say again I assume, they don't stuff around for 5drag stacks with baron at the same time. Just get in win asap, or the enemy team does it for them

Ahurath1 votes

It was a long time ago I was silver so can't really remember how the games went back then. But yes there's not many games that are going to dragon 5 for example but people aren't that smart in the macro since in platinum.

One example is that people overstay almost every single game since they belive their mechanics are way better. For example instead of going b after taking a tower after a won teamfight it's not seldom 1-2 guys stay trying to get more.

Sure their mechanics got them the lead, but it's their smarts that let them keep it.

But to answer your questions there's not always short games or long games. But what I can say tho is that games tend to snowball one direction or other atleast 50-60% of the time and i'ts ver hard to make a comeback.

TheSingularity1 votes

Just had one game that is a prime example. ending score 25/76. took them 40 minutes to kill us, enemy team stalled. Had a top duo who lost lane, stalled and left blitz to suffer down bot. Yi got fed off top, shredded everyone before 15 minutes. By then, you know it's over. This is the issue. I don't want to waste an extra 20+minutes, on a game I will never win because some kids get a kick out of feeding then stalling because one of them happens to be a lil fed. . The duo were all exited about making the other 3 wait for 20minutes while olaf tried to "solo carry". I woulda left if there was no ban policy, blitz and anivia probs would've to. Could've started a new, fresh game which hopefully would've been better.

Angry Monster1 votes

if your game average is not 40+ games are not going to long. Sub 35 min games should be qualified as one sided. Death timers do not even start getting long till 30 min.

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