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

ApeSlave··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 Tea1 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.

ApeSlave1 votes

I'm glad we see eye to eye on some things. Thanks for your comment.

You must be a very nice person because I never feel bad when I win after an ace never ever not once.

You gotta remember, what happens if they come back that's a guaranteed extra 5-10 minutes now.

Look at it like this, League of Legends could be a little like boxing. No matter what round it is, youre either ahead, behind, or you're tied.

That ace is like The Knockout Punch. That boxer is just hoping he doesn't get back up he doesn't feel bad that he knocked him out all he wants is for him to not get back up.

All you want is for them to stay dead and get to that Nexus.

You lower those death timers and you're guaranteed a swing upwards in time averages without a doubt whatsoever, and if the community agreed that they wanted longer game times then that would be the best course of action first.

And if thats the case. I better get more than 20 LP for a win. Winning should be a seriously big deal. But then that makes losing rougher as well.

Sooo. I just dont believe its a fair idea. :/

Rain NT1 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.

ApeSlave1 votes

Thanks for the comment :)

I get where your coming from, but it wouldnt be the same game if it was 20 minutes.

It would be scaled accordingly. So Creeps would be worth a lot more gold, and people would level faster. Its all pretty easy to incorporate. But it wouldnt be the same LawL we're use too. But it be a nice option. They should just attempt it.. Give it a try and see. Maybe people might like it more. Quicker more exciting games, filled with momentum all moving faster.

As far as turret strength. Well, look at what you said. 4 guys trading towers. Ive seen what your talking about, and it does seem silly. But it requires 4 champs. At what point do you think turrets will be strong enough. When they wipe through minis like nothing, and kill a player in 2 shots. Remember, again, LawL is all risk reward. If you wanna send 4 guys bot fine. But then that leaves baron open or buffs open. And thats also with the assumption that 4 people are going to try and trade and not fight. So I believe its more of League of Legends that needs changing rather than the turrets. If we really wanna look at the big picture.

I get that higher ELLOS are a different world then the ranks the rest of us play in, but the idea stays the same. If you want the whole "trading of turrets" to change. Then make the health of the first turret really really high. And the rest the same. This way it requires a lot more time and a lot more risk.

I think thats a simple solution to what everyones asking.

Remember, if you die once early on, in top or mid. Your not going to lose your entire tower before you respawn. But you also died... So the opposing team made the better play. You lose a tower, its your fault. Making it strong just allows players too make more mistakes.

If you only want this to somehow apply to higher ellos, like say, MLB vs PEEWEE well thats another discussion. But as it stands, the turrets are strong enough that it requires a team to make big plays fast. And a team to prevent them. And thats all LawL is, a team game of risk and reward.

<3

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