I keep reading the same concerns, yet I feel like there unnecessary.

ApeSlave·3/29/2016, 1:34:45 AM·3 votes·567 views

Just a real quick opinion, sorry if I upset anyone.

Turrets... I believe the turrets have just the right amount of power. Could they be improved of course. But they seem to be just strong enough to make a difference early, and not much difference later. 

We got to remember, the avg game is 30 mins. You make them harder to take down, games will start pushing 45, thats absurd. The ability to turret dive is all risk reward, and I feel it fits nicely. If you have no health, you should know your risk as the person under the turret. And if you have full health and are going to dive you should know how long it will take you for the kill. All in all, you still see a clear fear of turrets on the battlefield. You need two champs for an early turret dive if a champ your going to kill has full health, and even then its risky.

 Death time? Remember the point of the game, risk reward. If you make the time shorter it will be harder to overcome objectives, meaning LONGER game times. There already wayyy to long. 
 Personally I would like an avg of 20 mins per game. I think honestly they should try working in a way to play quicker games. But making death times quicker would make things increasingly difficult for players to overcome a lot of situations late game in a timely fashion. At the 35 min mark any team fight could be game, and thats exciting. 

  Lastly the Que... I do think they should specify if someone has gotten there glory through solo que, but that seems silly if someone duos once, then what? I think instead, give a larger LP reward for solo, and less for duo even less for more etc. I think that's a great solution to a weird problem. Because once you slim down the base of people in que then that makes que longer, sometimes it pushes 5-8 mins already in its current state.

So you wait 5 mins for a game, spend 3 -5 mins in champ select and 30 mins in game, thats a 40 min avg. WELL I wanna play more than one game but it absorbs so much time its an issue of enjoyment vs practicality.

Anyways, thats just my opinion, and I hope someone see the issues differently now, even if just a little.

THANKS FOR READING!!!

4 Comments

Chaos Milk Tea3/29/2016, 3:21:11 AM1 votes

I agree on everything but the death timers.

I feel cheated by the death timers a lot of the time, and I even feel like a jerk for winning on one of those 30 min aces.

Rain NT3/29/2016, 12:19:45 PM1 votes

I dont agree with the 20 mins games. If all games were avg 20 mins, then late game carries will be useless cause they wont be able to scale. What I do like is, the death timer and the turrets are weak atm cause then games ends around 30-40mins top and some pre 30 mins. MY PROBLEM IS, in high elo the turrets are so weak lane swaps happen so often in high competitive play that its boring to watch both side do the same thing without fighting or trading or harassing eachother in lane (atleast players can watch them do it and learn how to lane, cs, and certain matchup). I say make the turret strong enough early game to prevent lane swaps or atleast make it less attractive then conventional laning. What I want to see in high elo play is who wins 1v1 or who wins 2v2 and which jungler can gank better. Not 4 man goes top and 4 man goes bot and trade turrets.

So increase the strength on the turrets early but make it weaker later into the game to keep the game fast pace after laning phase. Like make the turret stronger the more champions that are near including ally teammates for the FIRST 5-7mins of the game and then remove that passive after 5-7mins.