Comeback Mechanics

Blue Collar Bear·10/10/2017, 5:59:49 PM·1 votes·576 views

I can't remember where I saw it, but I saw a post from a red about how comeback mechanics aren't clear.

Here's the issue that I have with comeback mechanics, and I do know what they are. They're largely tied to structures and killing champions that are a higher level than you. Structures give not just gold, but also experience. Tying comeback mechanics to an already large objective is a good idea. Champions that are a higher level than you (and have a streak) will give more gold / experience than if they were the same level / not on a streak. This is pretty standard, and I imagine a large majority of the player base doesn't understand that you get a very large chunk of experience for killing someone at a higher level than you. On the flip side, champions that are a higher level than you receive a much, much reduced chunk of experience. There's also minion advantage, which means the team with higher levels ALWAYS has a pushing lane. Even in the jungle when you're getting countered, the camps respawn with more experience to give away.

Nobody knows what these are. My average teammate doesn't know how to use this to comeback in a game. However, I do, and more often than not, I'm trying to play towards these mechanics in the game. Playing towards these mechanics, without my team, puts me at a disadvantage for playing well. Shouldn't I be rewarded for knowing how to comeback?

EDIT:

Found it moments after posting.

Trading Stance (NA) Oftentimes, the feeling that games are too snowbally is actually misdiagnosed as: won games are drawn out for too long. If the game is decided at 10 minutes, forcing players to stick around for the entire time is probably bad. On the flip side, your experience of games feeling like they are over, when they actually aren't may be misdiagnosed as "comeback mechanics are not clear". We do a reasonable job of displaying bounties and other rubber banding mechanics for gold, but not for XP.

The biggest issue here is that players who do know can't play to these mechanics, if their teammates don't also know. Needing to play around your team's knowledge of the game removes player agency. Comeback mechanics need to be tied more clearly to individual player mechanics.

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