Suggestion to review mid-late game death timers. Particularly for the value of fun.

1 Wing··1 votes·632 views

Yes, I understand, professional players want to win as fast as possible, but I feel pursuing that as a game goal destroys the experience for casual players.

Because, casually, I have no idea who the people I'm playing with are, and when one of them makes a mistake 35 minutes in, and that effectively locks the game into a loss for one side--regardless of the number of towers still standing--that's just not a lot of fun. It's not a lot of fun to lose that way, and I frankly don't find it a lot of fun to win that way, either. I like fighting the enemy: that's fun.

I'm not saying the point where a death means a effective loss shouldn't exist. I'm saying it should happen later on: the death timers don't need to cap so early; nearly every game is still going on at that point. League is all about trading things. Someone dies early on, you can take half their tower. Killing someone means you can take dragon. Suddenly killing someone means you win the game if you push--regardless of how many structures the defending team has--and the problem is that this is a very vague point in time. A few minutes earlier, such a mistake would only lose an inhibitor, or maybe just a tower, and not even any nexus turrets. So the mentality becomes thinking of a lost battle as being worth one or two structures. Suddenly, it costs the entire game, and there's just no clear indicator within the game of when that line has been reached.

Throughout the game, there are clear indicators. You'd better watch out how you're trading with a level 5 Caitlyn, because when she hits level 6, she can snipe you. Better try to save teleport, so you can join the dragon battle from top if needed. These are clear things that happen in the game to alter how teams should play.

The point when someone dying stupidly means the game ends, does not have a clear signal when that point is reached. Strategies that are reasonable throughout the game, fall apart when you'll never revive. The game doesn't provide an indicator of when this shift occurs, and even if I may understand it happens, my team of random people probably doesn't. So the two teams fight it out until one side suddenly dies, often anti-climatically.

It's not that it's strategically flawed that death is handled so hard core in the late game, the problem here is that the game isn't a lot of fun like this. Yes, professional players like it when they can win quickly. But it's not a lot of fun for casual players, when some random doofus gets caught out, and then there's literally--literally--nothing that can be done to keep from having a loss, regardless of the state of the rest of the battlefield. That's just not at lot of fun.

It's just not a lot of fun.

10 Comments

OperationDEEZ12 votes

Just take revi- oh wait they removed it

BluePolarizer2 votes

This is due directly to how snowbally Baron and Dragon are.

When they gave flat gold and regen, Baron and Dragon benefitted defenders and attackers equally. A team that was behind but snuck/stole baron can defend inhibs or the Nexus quite well due to the regen bonus. Now, they can't. A team that's behind that snuck/stole dragon could get back into the game with its global gold; now, if you are behind and stole dragon but died for it, its meaningless due to its stats being primarily geared for offensive purposes. You can't hit towers if you are behind, after all. And since its percent bonus, trading dragons always leaves the team that's behind in the dust, whereas flat bonuses means trading dragons leaves the team that's behind better off.

In an actual balanced game, game times are determined by team comps. DOTA has fast push/lane bully team comps that frequently end the game in 15 minutes, or peel-for-the-carry teamcomps that let a hypercarry farm for 50 minutes then win in the next 3.

1 Wing1 votes

{quoted}

This is due directly to how snowbally Baron and Dragon are.

When they gave flat gold and regen, Baron and Dragon benefitted defenders and attackers equally. A team that was behind but snuck/stole baron can defend inhibs or the Nexus quite well due to the regen bonus. Now, they can't. A team that's behind that snuck/stole dragon could get back into the game with its global gold; now, if you are behind and stole dragon but died for it, its meaningless due to its stats being primarily geared for offensive purposes. You can't hit towers if you are behind, after all. And since its percent bonus, trading dragons always leaves the team that's behind in the dust, whereas flat bonuses means trading dragons leaves the team that's behind better off.

A good description. Perhaps dragon, especially, needs some different bonus for slaying.

Soccergods1 votes

If they feel that is a problem they should nerf dragon buffs

1 Wing1 votes

{quoted}

If they feel that is a problem they should nerf dragon buffs

But it's not about dragon buffs, really: my team was ahead in dragons, but that means very little when you're defending. Maybe Dragon should have different buffs? [Instead of outright nerfs]

RyzeRework1 votes

and the new baron minons

1 Wing1 votes

[{quoted}](name=Noximacia God,realm=NA,application-id=3ErqAdtq,discussion-id=66yYTAQE,comment-id=0001,timestamp=2015-05-24T15:00:24.539+0000)

and the new baron minons

The new baron minions are frustrating, but this was after baron was expired, so the issue isn't always linked to that either.

RyzeRework2 votes

{quoted}

The new baron minions are frustrating, but this was after baron was expired, so the issue isn't always linked to that either.

lol i have played a game where the enemy team got 2 barons and had a 5th drag with a baron but our team was just so far ahead we crushed em 5v5 with 5th drag and baron we had horrible objective controll but we got the towers and kills xD

Troy2426211 votes

I'd rather not have a 1 hour and 30 minute game because people respawn faster. Tanks already stall the game to 40 minutes regularly.

1 Wing1 votes

{quoted}

I'd rather not have a 1 hour and 30 minute game because people respawn faster. Tanks already stall the game to 40 minutes regularly.

In my entire history of playing lol, I've never had a 1 hour and 30 minute game.

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