Gameplay Thoughts on longer vs Shorter games.

GigglesO··1 votes·427 views

So my thoughts on shorter games vs longer games.

So in longer games we get either the farm effect, or the stall out effect. In shorter games we have the snowball down a mountain effect.

My thoughts on this are what makes games shorter vs longer? Games (in my opinion) are lengthened or shortened by 3 things. Champion damage, Tower Durability, Objective strength.

So if we have high champion damage, and objective strength, towers are gonna seem like paper. If we have high tower durability, low objective strength towers are gonna seem super strong. See what I'm getting at? Tower relative durability is the main lynch pin into games being shorter or longer.

So here is my proposal to keep games shorter while making the game feel less snow bally and shitty.

  1. We lower damage, so that champions don't insta-burst you from 150% to 0
  2. We lower tower durability (to match the decrease in damage) That way towers aren't relatively more durable.
  3. Make towers worth less gold, opening up the map is already enough of a bonus.
  4. We make baron/dragon slightly harder to take, but give a slightly larger reward for doing so.
  5. We put in global exp gains/minute, so champions can get their levels faster.

Goals of these changes.

  1. To make champions feel less feast or famine through a combination of:
  • exp Gains so champions don't fall behind so hard so fast. (and we can actually reach level 18 in a 30 minute game)
  • Lower damage, so that there is time to actually counter play. (lets be real, you can't counter play dying in .5 seconds).
  1. To keep games relatively shorter (30 minute average) via:
  • stronger objectives that are harder to take and more contestable (giving the enemy a better chance to steal)
  • Weaker (relative) defense on towers, but with very little reward as to not snowball the match.

If the game isn't changed systematically lowering damage will increase game length, and I get that, but most long games are because a team doesn't know how to close out a game either through grouping or split pushing. These changes would help to make fights last a bit longer without making games feel as feast/famine. The games would progress quickly because of the ambient exp, and towers falling a little easier (but with their lower gold reward).

Thoughts, opinions? I'm honestly just looking for a solution to champions dealing too much damage, without making games last 50 minutes. Because as it is right now, it doesn't feel like there is really any counter play to someone just instakilling you through tank items.

2 Comments

InTheory1 votes

I think a major thing that you#re missing is the way players play the game. I tend to play very safe which makes my team more stalling than average. If I wantch a friend play (Bronze V) then I see ARAM on Summoners Rift after 10 minutes for either the next 5 or the next 40 minutes.

GigglesO1 votes

This has a huge influence, you can especially see this in pro gameplay. What I was trying to direct the changes towards was not having to play safer, and getting a less snowbally game.

The reason why I proposed these changes is I think it would be fun to have small skirmishes, or even a few deaths that don't determine the game. I do strongly believe that having to play safe decreases the amount of fun to be had. Right now if you get behind the attitude is basically to let towers go because if you defend them, not only do they get the tower, but you (probably) die, and you fall twice as far behind. Reducing pressure to preform abnormally well through either safe play or just dominating lane would (at least to me) increase enjoyment. I'd like to go into a skirmish that I know I might not win, and maybe leave around 1/4 hp because mid fight I realized I wasn't going to win. Right now I would rather just not fight if I'm not 100% that I win the fight, because I know it will be a death.

Sure it might feel shitty that the enemy walked away with 1/4 hp... but does it really feel shittier than having fights end in 1-2 seconds with one of you being left very far behind (possibly even determining the game from that 1 death)?

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