Just had comeback win in URF, and came to an odd realization.

Cavesloth·12/29/2017, 2:05:02 AM·33 votes·1,728 views

It felt so damn good, and was so intense I thought the game was MUCH much longer than it actually was. It FELT like one the old hour long games where you comeback, but it was only 28 min. Our team was really on the ropes at about 15min (no towers open nexus) and all of us thought it was over, but we managed to push back each successive attack and slowly we got some momentum going, and for the next 13 min it was INTENSE. BOTH teams commented that they enjoyed the HELL out of it, win or lose.

It got me thinking, maybe the problem with the regular game isn't that games are too short and that short games can be ok, IF their is a possibility of comeback. Because winning vs a team that cannot comeback doesn't feel rewarding and playing with team that cannot come back just makes you want to quit the game entirely.

I donno how riot can fix this, but maybe they can have their "Shorter games with flashy abilities for the LCS" and we could have our games aren't onesided and feel good to play at the same time, but if its possible in a highly lethal spamfest like URF, maybe its possible in the regular game with some tweaks.

33 Comments

Chaos Milk Tea12/29/2017, 5:47:47 AM10 votes

You hit the nail on the head. Players don't want longer games for the sake of spending more time clicking. They want a feeling of agency over the game state, even if their opponent is currently pushing an advantage.

Lowvyr12/29/2017, 6:00:06 AM9 votes

Pretty sad when URF is more balanced than SR right lol

ProfDrDeath12/29/2017, 9:13:50 AM3 votes

The problem generally is: If you were to plot the distribution of games along an axis from "total one-sided stop over in 15 min" over "nail-biter close fight for 30 min" to "boring farmfest for 45 min", you'd get something that resembles a hill with one or more peaks.

The shape and position of this bell curve would be governed by the decisions Riot makes, but that's only part of the story. Another massive influencing factor is the familiarity of the players with the game's state (higher familiarity generally shifts to the right), as well as their general willingness to play to a competitive mindset.

And these two factors are the crux of the matter right now. Preseason this year had some of the most profound changes to the general game state ever (changing Runes and Masteries into something new), shaking up player's familiarity in all regards (both playing with the new stuff and playing against the new stuff). And, as we are still in preseason right now, Ranked is also less of a serious affair right now, negatively affecting the aforementioned competitive mindset.

Pierce The Veal12/29/2017, 9:33:21 AM3 votes

I think buffs to movement speed across the board and reduced cc duration across the board would play a big part in making things better in ordinary gamemodes. As it is skillshots are still too easy to hit, and slowing them down sure doesn't seem like fun. Imo buff the everliving shit out of turrers, reduce cc across the board, nerf adc dps just a tad bit, add more itemization options, and make everyone move faster as well as increasing the ms soft cap point because ~400 movespeed just isn't cutting it with all things flying at you nowadays.

Elkington VI12/30/2017, 2:29:47 AM2 votes

Quick games wouldn't be a problem if snowballing wasn't so prevalent. Dominion games used to last on average between 15-20 minutes, but because snowballing was non-existent, games were won based on how well you outplayed the opponent from start to finish, rather than the first 5-10 minutes, while cruising to victory from some early lead.

Marshbouy12/29/2017, 2:55:20 PM2 votes

To the people commenting "lmao urf is more balanced than normal SR" I think you fail to remember that he is playing URF, a mode which is considerably stompier than normal SR is because 90% of games are lost in champion select.

Fawksea12/29/2017, 10:39:49 PM2 votes

Good start to help this: revert the change that made minions do more % damage to enemies that are losing. it is ridiculous to not be able to set up a wave to push on it's own properly because you have 2 towers down on your opponent, making their minions stronger.

Kokua12/29/2017, 3:16:02 AM1 votes

One of my favorite things is being 10-20 kills under compared to the other team, their single scariest carry goes down, then everyone gains the courage to push all the way. Otherwise, a single person slips through the cracks and pushes for a win. It's fun playing a 1k+ ap champion with lichbane, eating turrets, inhibs and even the nexus in just a few hits.

FourVsFive12/29/2017, 6:22:03 PM1 votes

URF you get more gold faster allowing you to build up to counter the team that is winning, I said this many times effecting how gold scales will allow for comebacks. Increase passive gold lower the gold amount of first tower kill and see how that plays out.

Basic math really. Lets do an exteme example.

Say there was no passive gold gain. Enemy team has 15 kills your team 5. And say every one has 2k gold from CS.(except support) You end up with 9,500 vs 12,500 team gold That means enemy team has 32% more gold.

Now lets say every one had 2,000 extra passive gold. You end up with 19,500 vs 22,500 team gold Now the difference in gold per team is only 16% vs the old 32%. NOW the game is less snowbally and you have a chance to come back. simple math.

invisiblecat112/29/2017, 5:05:28 AM1 votes

I love this, but I also don't want coming back from the enemy team making one mistake to be possible If a baron gets magically stolen, the enemy team should be in a better position, and have a higher chance of making a comeback, but I don't want them to suddenly get to be on an even playing field just because of 1-2 mistakes

D4M2X012/29/2017, 12:31:48 PM1 votes

hm... what if riot made inhib minions last 1 minute and giving baron a new buff? this could result in games being crazy