Is anyone else sick of being dead for 1/4 of the game?
You don't even have to die a lot, if the game gets to 30 minutes death timers are already approaching 40-50 seconds and that is not only a huge deficit to your team, but a long time period to basically do nothing. I was playing a match not long ago as ADC (we lonst in the end) and the enemy team would simply explode me. Usually w/o even expending many spells or anything. Now I'll admit a few times my positioning wasn't the best, but when a team fight starts and I am in the back firing away, I just get prioritized and exploded. Sometimes we would still win the fights but we did not have enough defensive champions to keep me alive and we then had no turret pressure. Then came the grayed out screen. In a 42 minute I spent ten minutes waiting to respawn. Ten minutes, Now, by late game (and I mean real late game 45+ minutes long) I'd expect a death to be punishing, but when a 1 minute team fight breaks out and someone died ten seconds before the fight still can'r join the fight because they just respawned at the end of it at 25 minutes in the game, it can easily case some tilt, and more-over punishment. I like playing long games because you get to really test out the skill of the people in the match, everyone is at full build, tensions are high, risks are higher, etc. But when one team snowballs early on in the game because of an oponent being dead for so long, it is really frustrating to lose a game only 30 minutes in. Now. I mean, it's great and all staring at a gray screen for so long, but I want to play the game. I'm not suggesting that we flat-out lower death timers for ever, a 70 second respawn time is understanding in a 1 hour match, but when it just hits 40 minutes and you sit there for 70 seconds watching your base fall, it feels a little annoying. Knowing that just 5 more minutes would have given you the farm needed to get that one item that would have evened out the match, or thse 4 minutes lost in the first 20 minutes could have been the difference between losing a baron, and fighting for a baron. Stuff like that is simply why I hate the early-long death timers. 40 minutes in a game should not allow for a tank (no damage tank I mean with low attack speed and all) and a support to be the only to survivors of a team, kill a inhib turret, inhib, and a nexus turret, or both, maybe even the game, simply because 5 minion waves were able to help them push in and noone could spawn quick enough to defend at all. If it was an adc and mind laner (assuming that these rules are typical champions in the roles, not mid laners that can't kill turrets at all) that had survived the fight, sure they should win the game, they'd only need 40 seconds to push in the turrets and win, if that depending on the minion wave, but when 2 champions, low damage champions, can smack on your base for over a minute and still be safe to escape, it is a bit annoying, IDK, this is just how I see it.
"They key to immortality? Not dying."