Why I have quit League of Legends and moved to Hearthstone
Edit: Now, for those that said or are about to say I'm comparing apples to oranges, when it comes to sinking a lot of time in a game, you simply have to make a choice between spending it on one game or the other, so arguments like "but one is a moba and the other is a non team based card game" don't really have any weight.
I've been playing Hearthstone for a few days now (actually coming back to it after a few years of break) and the difference in the quality of experience is just huge. For these reasons, I have decided to completely quit League and switch:
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LoL is a game designed with no respect for people's time.
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LoL is a game that, despite its best efforts, actually indirectly encourages toxic behaviour due to the way it is designed.
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LoL is a game designed with no respect for people's time. a) A match at the moment takes on average anywhere between 25-35 minutes depending on elo. Add to that a queue of 2 minutes, and 3 minute champ select = 30-40 minutes per match. Assume you are a decent player, at 60% winrate => 2 net (6wins-4losses) wins every 10 games = 2 wins every 300-400 minutes = 2 wins every 5-6.6 hours, at let's say 20 LP per win that's about 40 LP gain every 6 hours. And that progress only decreases as you climb and your winrate decreases.
b) And there is something else, due to the match lengths and the hidden MMR and the obscure way matchmaking works, I've gone on loss streaks many times, sometimes even 10 game loss streaks. Statistically speaking, 10 game loss streak, assuming 50% winrate, has a 0.5 to the power of 10 = 0.0009765625 chance of happening, let's round that up to 0.001 = 1 in 1000. I've gone on way more than 1 in 1000 10 loss streaks. This is partly because of tilt, partly because of the way matchmaking works behind the scenes, bottom line is it's outside what statistics predict. The simple fact that it happens and can ruin your MMR, only adds to the amount of time it takes to climb. Doesn't even matter why it happens, really, just that it happens. Ideally, the game should follow statistics and players shouldn't go on huge loss streaks that defy statistics. If your playerbase can tilt like that, that's a design issue.
c) And the third subpoint illustrating the lack of respect for player's time: if a match becomes unfun for whatever reasons (seems like a lost cause/unwinnable, or the player got flamed, or the team composition matchup is simply unfun), a player is forced to sit through the entire half an hour, not enjoying it. This of course also adds to tilt/frustration.
Compare that to Hearthstone, where the matches are short, 6 minutes on average according to my tracking. Simple math would say that's 5 times faster than league(30/6). Not only that, but there's no hidden MMR algorithm dictating how quickly you climb. It's always 1 win = 1 star. Even if you go on a loss streak, there's no MMR that will say: "ok, now after your 10 loss streak, even if you win, you only gain 15 LP". No, 1 win is 1 star, always. The system doesn't add insult to injury, it doesn't kick you while you're already down on the floor. Not only that, but you just don't go on 10 game loss streaks, both because you don't tilt, the matches are 6 minutes long average, and if you want to concede, you concede and move on if you think it's unwinnable. So climbing is even faster than just "5 times faster than league". And you're enjoying the experience 100% of the way, even if you lose 40% of the time.
d) how you do in lane has a huge impact on the outcome of the game. If your laner gets 4 kills ahead of you at 10 minutes, they have an 80% chance of winning the game, according to leagueofgraphs.com. This isn't apparently obvious, and your team will not ff at 15 or even 20, which would be the right thing to do if we are to follow logic/math/statistics. That saved time can be spent playing the next game, and reducing the frustration. The fact that the first third of a game length can have such crucial impact on the outcome of the game (weak comback mechanics in the game design, high snowballing potential) drastically adds to the issue, making the rest 2 thirds of the game a waste of time many times.
e) I feel like the forfeiting algorithm should allow forfeiting easier if the team gold deficit/difference is bigger. For example, require 4 yes votes for under 3k gold deficit. Require 3 yes votes for 3k+, Require 2 yes votes for 7k gold deficit, as obviously the 3 people voting no don't know what they're talking about. Also, be able to forfeit much sooner based on gold deficit. Of course, these are suggestions, the point is, the way voting works now, wastes a lot of time. Riot has millions of matches from which to derive data that tells how pointless it is to continue a match, past certain gold deficits, while also taking into consideration champ scalings and whatnot. A better system than this is certainly doable, the current system is completely disrespectful towards players' time.
- LoL is a game that, despite its best efforts, actually indirectly encourages toxic behaviour due to the way it is designed. a) Due to its long match times, being "stuck" in a game that is no longer of interest to you (unwinnable, unfun etc like mentioned in my point 1), it becomes very frustrating. No amount of policing (bans and other punishments) will change that. The game itself is frustrating its playerbase and putting everyone in a bad mood at one point or another. Doesn't matter how "not toxic" you are, nobody enjoys wasting 30 minutes of their life, and more than that, lose LP/ranking at the end of those 30 minutes.
b) Many of the emotes that have been added in the game and the mastery emotes are designed to taunt and infuriate the opponent. For this reason I have them turned off, but they shouldn't even be part of the game. From Riot themselves, one of the tips in the loading screen: "Competitive BSing is fine. Hate speech? Not so much." Competitive BSing? Really? That's meant to make the game more enjoyable?
c) Riot has now added Eternals, which offer no real gameplay value, and only serve to frustrate more, because who doesn't want to be reminded how much better your opponent is than you, right after they killed you. Yet another source of toxicity (or as they call it "Competitive BSing"), from Riot themselves.
I may edit this to add more points and arguments, but this is it for now. The bottom line is the game itself is toxic, and has no respect for players' time. Which is why I have finally decided to see League for what it truly is: a huge time and money sink, keeping veteran players hooked through "sunken cost" fallacy more than it being an enjoyable experience. And why I have now moved on to Hearthstone.
Edit: I have made the exact same post on Reddit, but apparently riot moderators can't handle it, despite actually following the rules of posting. It has been removed: https://www.reddit.com/r/leagueoflegends/comments/ffjpsk/why_i_have_quit_league_of_legends_and_moved_to/