Death Timers

zero356·2/15/2018, 2:45:55 AM·2 votes·1,402 views

With all the talk of snowballing and damage and blah blah blab blah blah blah

What if we lowered death timers? If I recall, the only change was made somewhere back in Season 4 and it was a change that generally made death timers longer.

Since then, I would say it can be generally agreed, that damage and game pacing have increased.

Would shortening death timers mitigate some of the negativity, issues, and frustration this general shift has caused?

Personally, I don't know. I think that a number of other things would need to change as well (more up time could just mean dying more and even more snowballing), but it could be start. What do you think?

4 Comments

Azadethe2/15/2018, 3:03:13 AM2 votes

The problem with the current death timers is the opposite. They don't punish poor play. They actually reward it.

A 0/10 Singed has more impact on a game than most carries because

  1. He is not worth any further gold on death
  2. Is a multi minute distraction per spawn
  3. Has the same death timer as the team's 0/0/15 Support.

The problem isn't that death timers are too long. The problem is they don't scale to responsible play.

In fact, they encourage int feeding, encourage long multi death skirmishes, and detract from the incentive to farm and play defensively.

You'd be better off if you had death timers penalize based on Death count in addition to levels, but reduced the base amount. That means..... a 0 death player who dies would be much better off helping their team than someone like Yasuo or Singed who just utterly never get punished for playing badly.