Riot let's talk about game timers

forresto··3 votes·335 views

A lot of people are talking about the fast speed of games these days, and in my opinion this is based on a number of factors:

1: the minion pushing changes. To be fair, riot explicitly stated that they implemented this for the purpose of speeding up games, and helping the leader push the advantage.

2: item gold costs. At the start of the pre-season, riot stated that they made items more expensive. The effect of this is that the winning team has an extra item advantage, as they benefit more from their lead, and this makes it harder to come back since it means the losing team has to work harder to catch up.

3: The move away from the tank meta. With tanks being less prevalent, games center around high damage dealing champs. this means fights happen a lot faster, and more decisively.

the question is, what impact does this have on the health of the game?

1: Item balance. A number of aspects of the game are balanced around the old 40 minute game average. This includes the charging of items such as muramana, and devourer. If you buy an item (lets say devourer) at between 10-12 minutes, and it isn't fully charged until 20-25 minutes, you really don't have much time to use your item. Games frequently end around the 30-35 minute mark which means even the winning team has maybe 10 minutes to take advantage of their fully charged item.

2: Objectives. objectives such as the dragon buff which is something that riot has addressed. A shorter game means less dragons. Pretty simple.

3: Stacking mechanics: characters with stacking mechanics can have a tough time impacting a game. This includes cassiopeia(who is basically a dead champ, although for other reasons), and nasus because he has to decide between stacking his q to his normal levels or impacting the game. If he stacks to the old numbers, the game has largely been decided by the time he even becomes very relevant. It means there is less of a window for these champ to have an impact on the game.

4: Player enjoyment. Honestly I'm just kindve tired of everyone surrendering. I'm also tired of either wrecking the enemy or being wrecked every game. It seem like 70-80% of the games are inherently one-sided lately. I mean that's ok if you're winning I guess, but it's very frustrating when you're losing. It often feels like there's simply nothing you can do lately. Some of that has to do with being in silver elo, but I've been playing since season 2, and it's noticeably worse than it's ever been.

I don't know exactly what to say in conclusion, but I definitely feel the game needs some rebalancing, either in the direction of balancing things around the new time frame, or to reestablish the old one.

4 Comments

ZT Xperimentor1 votes

I agree, the game feels like it's nothing but setups these days; had over 2 dozen games in preseason and only had one close game worth playing, the rest were boring curbstomps.

Earl Eulrich1 votes

that´s not being silver...right now the chances for a comeback are just worse than ever if your opponent doesn´t throw - even if closing out games apparently isn´t that much faster than last season. Much of it is thanks to vison (can´t defend blue/pink wards while you´re behind -> no vision in a world without green wards) and item changes (apart from what you already described....more crit and flatpen -> more snowbally stats), and some surly thanks to winions.

Seenan1 votes

Seems like Riot doesn't want defenders to have a chance. I was thinking about it when we were close to coming back on a game we're losing, and they destroyed our inhibitors about 5 times each on mid/top. What that made me think was 'why don't inhibitors gain resistances/health every time they respawn?'...up to a certain point so inhibitors don't get to 600 armor/mr and 15000 hp by some miraculous 1h game.

forresto1 votes

I remember back when you had to assume you were setting aside at least an hour when you entered into a game. Nowadays you're lucky to get 40 minutes.

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