Death timers: Admit it, they could be reviewed.

1 Wing··3 votes·459 views

In the history of LoL, the death timers have been re-timed once, if I'm not mistaken. How many other things in LoL have only been changed one time?

Many parts of this game are closely looked at, and death timers, as well as everything else, deserve introspection.

One of my largest concerns is towards the end of the game, a single death on either side dooms that side because it will take so long for that champ to revive. The timer is just too long.

For example, the enemy took baron, and we aced them in the pit. Only my top laner, jungler, and mid laner were still alive. We ran up to their inhib, still gaurded by a tower, decided we couldn't tank it, then ran back up the lane to river, killed the minions there, and traveled with the minion wave back to the base. Took the tower, took the inhib, took both nexus tower, and destroyed the nexus, and the enemy team still had 20 seconds before they would respawn. That's with no ADC, or any strong pusher like Trynd etc..

Death timers could easily have 10 seconds knocked off them after 30 minutes. Yes, death should be heavily penalized, especially at the end of the game, but getting kills should then make you feel rewarded for making the right plays to take advantage of the death timers, not that you're just being handed a free win. Too often, it doesn't feel like victory is earned, for either side; and it's not fun to win when that's the case.

5 Comments

disregardable1 votes

I feel like the exact opposite is necessary in Season 5. I think death timers really need to be increased between 20 and 40 minutes into the game. Inhib turrets are way too strong against the regular, mid-game minions. The games last disgustingly long as is.

1 Wing1 votes

I guess we have a different view on "disgustingly long," because in season 1, games could go 110 minutes.

I believe death timers are unnecessarily long late game. In my example, lowering them would not change the outcome; that's what disgustingly long means to me.

I do agree that lengthing them around 20 minutes could be beneficial. I do often feel that there's a struggle to kill someone while vying for dragon, only to have them reemerge during the same battle.

I just think death timers should be looked at and reviewed to determine what exactly the goal behind death timers is.

BluePolarizer1 votes

Lengthen death timers but enable buyback, at a once per 10 minute cooldown and with cost scaling with both time and levels.

That way ppl can sell items and revive for a final stand if needed, and make more epic comebacks for LC$ big play$

MalzaharAnyLane1 votes

I agree that death timers are too short mid-game and too long late.

By the time level 13-16 rolls around, you can lose an entire lane from having one teammate die instead of just one tower, if the gold lead is lopsided enough.

Conversely you can kill someone in lane and the enemy will respawn quickly enough that you have to decide between backing to buy or staying in lane to maintain a precious few seconds of a level advantage that will rapidly even out in about 2 minutes when your wave gets under their tower. Depending on what champion they are playing they may both not care that they died and you may not get a good chance to kill them again to further your lead.

Voluug131 votes

I thnk they should make death timers longer between the 20-40 min period, but slightly shorter after that.

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