Death Timers: They're Too Dang High!
This game is designed to end too soon.
I just had a 47 minute game, and it was great! Lots of big plays, lots of deaths on both sides, and that was fun! Because the game didn't just end on one half error. It went back and forth.
Then my team almost got aced, inside the enemy base. Not all at once, it was kind of spread out, and the enemy team didn't leave their base until 4 of us were dead; one got away. Then the enemy team walked over the entire map, stopping to push-unnecessarily--the minion wave, walked into the our base without any minions of their own--and they didn't have baron or dragon buff, before you ask--they blew up an inhibitor and both nexus turrets, and the nexus. How much time left until my team respawnd?
20 seconds.
Twenty bloody seconds!! That's not like "fun." That's just "you die, and now you're dead, and that's it." Like a judge banging a gavel, some eleventh player. I had 18 on myself, and 24 on the next person, and the other two were longer, because our deaths were spread out, with the enemy team not leaving the enemy base until everyone was dead, and having to walk all over the map--not even doing that as fast as possible. And then punching through the most amount of defensive structures that exist in late game. If that's the case, the defending team should get to respond: if the battle was held in the far base, and we weren't just wiped, the kills were spread out. It's just rediculus.
I mean there's just "nothing" if you get into a bad battle late game. Not everyone was killed; the deaths were all spread out. Even with all our lanes pushed out, there's just nothing if your random teammate makes a mistake out there. It was so much fun up until the game demanded it end.