League of Legends is in season 9. Death recap is still in alpha.

Dr Poro·4/27/2019, 7:37:11 PM·69 votes·17,320 views

I think instead of working on the next 2 Ryaze reworks, it might be time to actually look into a part of the game that has never really changed since release, was never functioning at all and has a lot of potentional improvement both graphically and utility-wise. Even without the bugs, the current lay out of death recap doesn't do what it's supposed to: Give in an eye-blink valuable information about what caused you to die and how to prevent this in the future. Thing like total magic/physical damage dealt (maybe even % damage but that's more advanced) should definitely be shown (relevant for itemization) as well as ALL abilities, not just the last 3 (This could be done with a pan-out because it's not always relevant for you what each champ did).

The original purpose of death recap, which was like a 'kill-cam' to see how you died is partly replaced by replays, but you don't always want to wait until the end of the game, sometimes forgot about it after the game, or just don't want to spend the time it takes to reload, search the right time stamp just to watch it. I know I very rarely use replays. Maybe I should do it more but it feels like it takes so long.

54 Comments

Tahminatrix 4/27/2019, 10:22:39 PM20 votes

The deathrecap not being fixed is intentional, they don't want us to know for sure that damage has gone through the roof.

Big Tiddy Fox GF4/28/2019, 2:05:07 AM14 votes

Yo, I was playing Sona, and I got 20 true damage from my own heal

Also apparently I got damage from a brand that wasn't in the game and I got 10 true damage from whatever the fuck was that empty spell icon [slayer-jinx-wink]

Sewer Side4/28/2019, 12:47:57 AM4 votes

“Just fix it”

“How?”

“Iunno, just snap your fingers or something”

ModAcademy Kayn4/28/2019, 8:31:42 AM4 votes

It's honestly not worth putting the time into it, and this is my opinion, but they're better off putting the time and resources elsewhere than trying to fix the thing that broke a second time after they tried fixing it. That's just me though.

Shahamut4/28/2019, 1:52:42 PM3 votes

I think death recap died in alpha...

Kaisha4/27/2019, 10:34:45 PM3 votes

The death recap isn't wrong. That's the problem, and that's why they can't fix it. The server is seeing the dmg, the abilities, its being reported correctly. Its the fact that the server is such an utter mess. Death recap is just a quick view of what the server has seen over the last few seconds or so. I know there are abilities from champs not even in the game, and that the numbers are all over the place... death recap isn't the part that's wrong though.

Well Cause4/28/2019, 1:46:41 PM3 votes

Maokai Assisted Zed in killing me by using (status effect)

I will never find out what is that staus effect :(

Jennifer4204/28/2019, 3:28:27 PM3 votes

clown 9 sneaky: infernal drake shot me with a statik shiv.

Solidair34/28/2019, 3:30:19 PM3 votes

A few days ago, I looked at death recap and was apparently damaged by cho'gath's passive ability. You know, the one that heals him and restores mana and has no damage component whatsoever???????

I really would like them to clean up death recap, it's ridiculous how they leave it the way it is.

Always angry tbh4/28/2019, 10:34:11 PM3 votes

I honestly want to see EVERYTHING that contributed to my death. Also I don't want to be told that Drake shot me with a Statikk Shiv :)

JuiceBoxP4/28/2019, 9:27:52 PM2 votes

classic death recap:

2400 damage in 2.56 seconds.......

Has 3600 HP

Prince Purge4/28/2019, 7:53:00 PM2 votes

they've literally said they aren't going to work on it any time soon (which pisses me off)[slayer-jinx-unamused]

WeaselRune4/28/2019, 7:58:07 PM2 votes

According to "Death Recap" Baron Nashor can summoner 14 me, and the Chicken camp can summoner 11 me.... I dont care for either of them being able to do this.

jocomotion4/29/2019, 1:21:09 AM2 votes

Death recap: Killing blow received by Sion Passive

Me: Damn. Even my own champion has the balls to off himself before me.

WeaselRune4/28/2019, 8:06:40 PM2 votes

The original purpose of death recap, which was like a 'kill-cam' to see how you died is partly replaced by replays...

Wrong. Maybe some people used it like this, but the main purpose was to see what kind of damage you were taking (source, type, over how much time). The game was much slower a long time ago. You know how you died, but knowing what mix, and how much of what kind of damage made building counter items easier.

Counter itemization was more important in earlier seasons. In this high damage meta, the old saying "A strong offense is the best defense" is somewhat true. If you take too long to blow someone up, they will blow you up faster... just the state of the game.

Anyway, the death recap issue has been brought up many times, the issue is Riot doesnt understand the spaghetti coding from years of different coders working on the game, and cant fix it... even if they could, it doesnt make money like skins so the time spent on it isnt a priority....

Immortal SOUŁ4/28/2019, 10:17:13 AM2 votes

The infernal drake...! Hit me with the statik shyv... ~Sneaky

Pink her Ult4/30/2019, 5:44:57 AM1 votes

Riots said they can't fix it without breaking the entire game.

Leetri4/27/2019, 11:45:46 PM1 votes

The death recap is so ingrained in the base code it's basically impossible to fix it without potentially destroying the rest of the game. Everything is built on top of it so the tech debt is huge. Remember that this game was built by modders over 10 years ago, the spaghetti code meme exists for a reason. For all we know, even if they somehow manage to surgically remove the death recap that could cause Azir spawning infinite towers everywhere again because of some weird dependencies.

Verxint4/27/2019, 11:17:55 PM1 votes

Remember to always comment your code.

Serika Zero4/28/2019, 9:20:33 AM1 votes

But if they don't rework ryze again, what will faker play at worlds to surprise everyone?

Kazekiba4/28/2019, 8:02:38 PM1 votes

Id also like recaps to be available AFTER respawns so i dont have 9 seconds to figure out what the hell happened after I flashed over that wall and shouldve got away....

Colte4/28/2019, 12:13:12 PM1 votes

give it 10 more years to go beta [sg-kiko]

Wolfalisk3184/29/2019, 1:00:01 AM1 votes

In all fairness, putting any effort into the Death Recap would give credence to the idea that building defensively is a worthwhile idea that will pay off. Riot ignoring Death Recap just shows that they aren't even interested in pretending that defensive items actually do anything.

So we could be mad at them for the incorrect information provided, or we could be thankful that they've deciding providing false information is better than true information that will compel us to make incorrect gameplay (ie. build) decisions instead of just building more damage like we should.

Ackelope4/27/2019, 10:43:29 PM1 votes

Rabadon's Death(Re)Cap

Anchobi4/29/2019, 4:02:53 AM1 votes

Tiny Indiana Venture

ßlameMyADC4/28/2019, 10:21:45 AM1 votes

Since I created a thread about this as well and some interesting points where made I thought I'd take the right to quote someone making a very interesting point as to why Death Recap might be broken. Additionally as Kaisha theorized down here in this thread as well as the one I created, it might be that Death Recap does indeed work fine, but damage calculations might be so broken to the point it could be rigged. Essentially saying that the DR is a debug snapshot of what the server sees that we do not see.

Here's a link to the original thread where I am taking this from and also some quote which was very interesting as it also shines a different light on the possible source of this issue that speaks against damage calculations being fundamentally broken: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/RRhEQf8n-riot-forgot-something-crucial-screentime-crucial

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/RRhEQf8n-riot-forgot-something-crucial-screentime-crucial?comment=000c "Snoozel Chu"s input on the whole thing.

[{quoted}](name=Snoozel Chu,realm=NA,application-id=3ErqAdtq,discussion-id=RRhEQf8n,comment-id=000c,timestamp=2019-04-27T23:03:37.066+0000)

I don't remember where I read this, but as a guy with rudimentary programming skills, I believe I remember hearing about DR being bugged due to what amounts to a "fetch error." And this is more plausible than ghost damage sources.

In essence, the way DR most likely works is by fetching values at death to fill categories. "Killer" and "Assist" work as you expect. This data is relatively straight forward. One shows who killed you, and the other is filled with 1 or 2 players that got assist credit. This portion of the fetch program works as intended, usually. But the rest of the values are, most likely, unaligned.

"Damage source", "Icon", "Spell name", "damage type", "Quantity of damage" are likely values the DR needs to call for display. These values are likely stored in [box] for each one. For anyone who had to take computer science in high school, a good surrogate example would be cell algorithms in Excel. A group of cells would hold values that other cells with equations would call from to fill new cells with display data. In an advanced system, the cells having the base values are filled by other cells of values. If the cells feeding values to the cells feeding the end equation have the wrong info, you get bad end cells that display the wrong numbers.

In terms of game programming, the values would likely be filled into brackets, to then be displayed into the death recap. We've all seen {}'s and such in recap, and that would be caused by bad value fetching. However, based on how the values are 'shaped', one value could be falsely extrapolated into the wrong end result. An ability could display as a summoner spell. The damage and type could be falsely portrayed, even as the server casts the right info, if the fetch program is calling things the wrong way.

An example: Garen uses his Q as part of the damage that kills you. The value for that specific ability might be {GQ1}. Physical damage might be {1} for physical. Magic as {2}, true as {0}. Again, all examples. In a perfect system, when filling the value tables for the fetch, this damage would display like this: {GQ1, 1, 250} in actually, based on the age of the system and how small riot was at conception, this would actually be more likely to display as {GQ11250}, parsed into different categories based on digit placement. It's quick and messy, but as long as the data fed to the value tables remains consistent, it works. Except it doesn't.

Riot has massively overhauled the game since launch, making a lot of changes to how things display in game. Damage pop ups, ability pop ups, lots of random things given clarity for ease of play. But if the the base data is changing to suit this new means of in game display, yet is the same data used by the old DR system, then that Garen Q could be completely misread as, say, Janna throwing her Q instead. With the addition of so many sources of of effects and damage, like from runes, and the lack of change to the old system of read the data, then the data would be read incorrectly. But as long as it matches something in the original table used by DR, something will be displayed. And it will be the wrong thing.

In order to fix this, Riot would have to find a system of data feeding from server to client that consolidates all the information needed that matches a new table programmed into DR. But, that table would need to be updated with every new content addition, with major updates taking longer to fix. This is why simply "fixing" death recall won't stick. After a couple patches, the data feeding would change enough to render the DR obsolete. The solution would be to change how the data is fed in a way that more precise and provides more that just raw values. The server would need to provide everything so that DR needs no table. But in doing so, this would increase the load on the data pipeline and cause other issues, like client latency. So this creates a lose lose situation for Riot. They either set aside man power to manually update the DR data table so that it always accurately extrapolates the raw data, and update it with every single patch; or they reprogram the sever to client data feed to provide lossless information on every detail of an ability, which will inevitably introduce lag.

Tl;Dr Riot can't fix the death recall system without either a dedicated update team with each patch, or updating server-to-client data feed for the DR to be so specific as to increase latency due to the volume of extra data being sent, should the above theory of design hold true. In order to avoid both of these problems would require a lot of technical engineering to create an "as needed" framework with a suitable load time that displays killer info a second or two after dying. Which is not an easy task, and could lead to problems and crashes if done improperly. This is a rework of a scale that would require beta testing as it affects how the server sends data and how the client reads it. And Riot would rather spend those Dev hours on new content, as the death recall is a relatively useless tool.

But again, it's just a theory, but it is more plausible than the game rigging extra damage, which is something that would effect the integrity of competitive play at high levels and would be noticed much sooner.