Solution to Snowballing and Lack of Close games

Meserion··7 votes·843 views

Riot and friends might disagree with me on this, but I'm of the opinion that turning Summoner's Rift onto a 20-30 minute match has been a big mistake. Furthermore, the method in which this was achieved by way of snowballing and nerfing towers, has seriously damaged player agency and just fun in general. Shortening Summoner's Rift is not bad thing but the method in which it was achieved has resulted in a devolution of the game overall. If you're so concerned with shortening the game, you should consider examining Dominion, as that gamemode was designed to be short and had none of the issues that we currently have.

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The reason Player Agency is so important is it helps with team morale and also makes the game very attractive for replay; When I talk about Player agency, I'm referring to the individual player's sense of self-worth and impact on the game's outcome. Snowballing has created a situation where 1 or 2 people get a ton of Player Agency but the rest either feel like they're being carried or getting curb-stomped with no recourse. That means that 10-20% of the playerbase is experiencing fun, and replay value, and 80-90% feel cheated or otherwise mostly worthless in the grand scheme of the game; needless to say this is very bad.

When the outcome of a match is determined by 1 or 2 players getting fed or feeding, that could be considered to be terrible design; There are 10 players in every match it would be better if it was 2 to 3 as it would account for 3/5 of each team and therefore a majority resulting in a loss or victory. The real issue is the impact of items and the lack of effective defenses when someone feeds or gets fed. If the game was correctly designed, if a player gets fed, building armor and magic resist items should be enough to blunt their advantage so you aren't getting 1-shot while you start building damage after compensating for the feed. This clearly isn't the case as champions go from 0 to Crazy in like 1 or two items; I think the** ITEMS** are the lack of DEFENSES are the issue here.

tl;dr Player's individual value is important; The lack of defenses and overtuned offenses are the reason snowballing is so bad.

My Solution to Snowballing calls for a revision to how Armor and Magic Resist function. Armor and Magic Resist would now block a flat value of bonus damage to each respective defensive stat: 100 Armor would block 100 points of bonus physical damage but not base AD, 100 Magic Resist would block 100 points of magic damage but not the base damage of abilities.

Tanks would gain access to methods of boosting their defenses and the efficiency of their defenses as tank items: item 3075 would be given an active effect that increases armor every time you take physical damage in place of reducing attack speed, item 3194 would have an active effect that would cause your magic resist to absorb 2x the normal value of magic damage for a short time. Base damage would be unaffected so Assassins, Tank, and Supports can still contribute damage regardless of defenses. Also, all forms of penetration would be removed from the game including** Lethality**. This would be done so Tanks could do the job of protecting squishy targets from burst and when dealing with a fed assassin, players can still build defenses at lower amounts and still have the defenses count for something.

For DPS to do high damage it will require more heavy use of attack speed and iterative damage abilities; As a result late game tower pushes will be extremely potent, thus the game will end more quickly after a lead is established. This will diminish the tilt factor of losing a fight as the game ends quickly enough that players can move on.

Thoughts? Comments?

13 Comments

Gives No Lux4 votes

Nobody likes tank meta.

20-30 minutes is an average game length for most PvP games available today. 40 min game length is quite long by today's standards. Hell, most people won't even watch a 3 min youtube video because it's too long.

Meserion2 votes

[{quoted}](name=Gives No Lux,realm=NA,application-id=3ErqAdtq,discussion-id=LpQbbEO1,comment-id=0000,timestamp=2017-12-21T00:51:17.063+0000)

Nobody likes tank meta.

20-30 minutes is an average game length for most PvP games available today. 40 min game length is quite long by today's standards. Hell, most people won't even watch a 3 min youtube video because it's too long.

Making armor and magic resist more effective does not mean the tanks will be meta. The reason tanks are meta is because they're the only thing that can survive the insane burst that ADCs deliver. If Defenses are made more effective overall, then the power of ADC burst will be sufficiently blunted that the tank meta will actually not happen. Players like to do damage, so they will switch away from tanks as as tanks cease to be essential.

I have nothing wrong with a 20-30 minute game, BUT Summoner's Rift was never designed to be 20-30 minutes. The changes made to achieve this goal has severely damaged player agency and player enjoyment because they have had to squish down the intended 40 minute time to 20-30 minutes; thus, there is even less room to screw up than previously hence all the stomping that have occurred. The gamemode Dominion was made to be 20 minutes, its a shame it no longer is around, as both player and dev alike could learn much about shortening the game time without shortening the player experience.

Gives No Lux3 votes

Any time tanks are strong they will be meta simply because they are the most forgiving of mistakes. If, theoretically tanks were on the same power level as every other champ they would inherently be stronger simply because they are a tank and therefore would have a larger portion of the population that wants to win gravitate towards them.

FireDrizzle1 votes

"Making armor and magic resist more effective does not mean the tanks will be meta. " If you buff stats the champs with the best synergy with them will be meta, its simple.

Your post's suggestions would make tanks really overpowered without something taken in exchange.

Dasdi967 votes

[{quoted}](name=Gives No Lux,realm=NA,application-id=3ErqAdtq,discussion-id=LpQbbEO1,comment-id=0000,timestamp=2017-12-21T00:51:17.063+0000)

Nobody likes tank meta.

20-30 minutes is an average game length for most PvP games available today. 40 min game length is quite long by today's standards. Hell, most people won't even watch a 3 min youtube video because it's too long.

Not everyone likes short games.

Gives No Lux2 votes

{quoted}

Not everyone likes short games.

While that is true the vast majority of gamers out there have proven that for PvP 15-30 min is the preferred time frame for a match.

FireDrizzle1 votes

League became incredibly popular with longer matches.

Durzaka4 votes

Dota is insanely popular right now, and their game lengths are even longer than LoL's used to be.

Lol reached his massive popularity when its games were longer.

People want longer games. They just don't want games to drag and feel like a slog the entire time.

Gives No Lux2 votes

{quoted}

Dota is insanely popular right now, and their game lengths are even longer than LoL's used to be.

Lol reached his massive popularity when its games were longer.

People want longer games. They just don't want games to drag and feel like a slog the entire time.

SOME people want longer games. Me personally, I don't care much one way or another. I absolutely hated the 20 min lane phase though.

I will say one thing though, the longer the game the more toxic the environment. Nearly every game there is someone wanting to give up 5-10 min in because they performed poorly in lane. That just gets worse when you're looking at another 30-35 min with the guy spamming /ff every 3 min.

Hügö1 votes

I expierienced less toxicity years back in longer games because everyone knew you had comeback options, while now there is only a comeback possible when the enemy throws on purpose.

FourVsFive2 votes

Reduce gold gained by killing some one by -25%, increase passive gold gain by 50%.

QuantumHorse1 votes

Riot want to get a slice of the Overwatch cake, (Most of their "Loot" system, which the game never had was copied from Overwatch) which is why they shortened League and turned it into Super Smash Bros.

They saw the popularity of games like that and I think its completely the wrong way to go personally.

Plus it makes the game MORE toxic because people feel powerless if a lane gets too far ahead. But that benefits Riot because they can ban more people and force them to pay for the same stuff again on alt accounts.

muted team chat1 votes

Champ-select and the jungler are FAR too important now.

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