@Meddler any news on death timer changes?

L0ve Is Blue··40 votes·24,319 views

I have seen a post a while ago saying death timers where being talked off/ investigated. Any news about this? I don't know for other players but death timers being too long are probably like 60% of what makes the game worse for me tbh...

52 Comments

RiotMeddler78 votes

We had a look at death timers recently. The main issue we identified was that they were too long in the 30-45 minute range, resulting in single team fights (aces especially) allowing teams to clean up too much of the enemy base. We'll be decreasing death timers in that time window a bit in patch 6.7 as a result.

L0ve Is Blue13 votes

Nice! Will there be any consideration for early game too? It's easy to get 1 or even 2 levels ahead with a single kill nowaday...

Azteryz5 votes

they most likely will wait to get some data feedback on how the 30-45 min changes will be

if they arent enough they will probably change early timers

if they are enough then changing early timers will make people rage about how death timers are too quick

Eärnil I18 votes

{quoted}

they most likely will wait to get some data feedback on how the 30-45 min changes will be

if they arent enough they will probably change early timers

if they are enough then changing early timers will make people rage about how death timers are too quick

yeah i don't think dying lvl 6 coming back lane with opponent lvl 8 was an intended change

nyxeka7 votes

tbh having some kind of punishment for dying is kind of nice. Discourages it?

LVL 5 PORO4 votes

Its not discouraging anyone from dying based on the amount of feeders on my team.

Knoyle4 votes

I mean losing farm, giving your opponent exp/gold/tower progress advantage discouraging enough for me.

Jesus is Savior1 votes

[{quoted}](name=Eärnil I,realm=EUW,application-id=3ErqAdtq,discussion-id=bMq6YOlq,comment-id=0000000000000000,timestamp=2016-03-31T21:38:09.488+0000)

yeah i don't think dying lvl 6 coming back lane with opponent lvl 8 was an intended change

That has nothing to do with timers, and everything to do with all-inning your opponent when there are 2 full minion waves of exp sitting right in front of you. And dying so you get none of it.

L0ve Is Blue15 votes

Never heard anyone rage about death timers before they implemented the changes...

Azteryz4 votes

im talking about wayyyy back when people complained how getting a kill meant little to nothing in terms of pushing for an objective

L0ve Is Blue2 votes

let's be honest, games RARELY get to 30-45 minutes nowaday...

Smokey Joe2 votes

Why do you say that? I'm looking at my last few games and 4 of the last 5 were 30+ mins and 2 of the 5 were 45+ mins. I really don't think death timers are an issue right now.

Auz the Ripper1 votes

they've gotten pretty long for me simply because everyone's too scared to do anything

5050BS1 votes

Yep lvl 3 First blood means that laner is lvl 5 when his opponent gets back in lane and that means 2-3 more kills if they are stupid and stay in lane.

Wolfram Oxford1 votes

You are one of my favorite Rioters now.

Beldair2 votes

You are just quick and spot on with these responses.....just one of the reasons i like this game....the devs are quick to respond to an inquiry from use players. :)

Nauti Hooker4 votes

but didnt u make the deathtimers that long to achieve that exact thing? i remember u guys (riot, dunno who) saying that u wanted to make games faster

L0ve Is Blue8 votes

#biggest mistake ever

Ariel the Cruel2 votes

Support Utility scaling.

L0ve Is Blue1 votes

I widely prefer janna giving more AD on her shield or lulu goin as fast as a jet than coming back to lane to a lvl 9 lb while I am 7 and that my tower is at 1/2 hp for the sake of "faster games"

Ariel the Cruel3 votes

The problem is they gutted support utility to give them scaling. But they need far more gold then they're ever likely to get as a support, just to reach their old values. They did this in conjunction with giving supports almost solo lane levels of gold. But that ended up pushing all supports (except Janna) from existence. So now they're back to having minimal gold, a bunch of actives with low stats, and worse values than when they started.

At least with the death timers, minion buffs, and tower nerfs, Riot actually accomplished their goal. Much to the detriment of all. With utility scaling, they ended up failing miserably on all fronts.

EDIT: Oh. Lulu's utility scaling has pushed her into solo lanes and Riot can't figure out how to stop her. So...... Failed there too. (My bet says Soraka's going to get gutted soon for going top lane again.)


Not saying death timers are good. But when you look at the goal and the end result, it's not their biggest blunder.

LankPants1 votes

So true. I miss being able to pick Sona without it feeling like I'm troll picking.

I do think that the tower/death timer changes are worse though, because these changes fuck up every game while the support scaling has more localised effects.

RiotMeddler19 votes

We did make death timers longer both to rewards kills more and compensate for Homeguard become a universal and free effect post 20 minutes. 'Longer' isn't a single value though, we feel that's working appropriately in some cases and not in others hence tuning like this.

Retillin4 votes

Where is it working appropriately from your perspective?

Where is it not working appropriately from your perspective?

Old Man Teeto14 votes

Have you considered death timers based on where you died on the map?

This way teams that are pushing to end the game -- thus being aggressive -- don't lose the game instead by being wiped?

The team that's behind and losing should they win that fight already slingshot a ton with shutdown gold and exp and whatever objectives they can get, making it so they **can't **just push and end from cross-map seems fair.

But if the defending team loses the fight, the aggressors can actually end more reliably.

TheThundersRoar6 votes

That's...actually a great idea. Allows losing teams who played well in a fight to earn breathing room but not quite end the game/start winning, and winning teams can actually end.

Make a thread about this, it'll gain a lot more attention.

Danskheart2 votes

I'm bumping this. This is an excellent idea.

Can we get a Rito opinion on this?

kile1471 votes

I like the idea, but I feel like it would have to be done carefully. Not just because of balance reasons but because this would also affect the clarity of the game. It could also create the weird situation where you are better off making a break for the enemy base to die because you get a shorter death timer.

They could also make revival a more team based activity. Make it so that taking objectives takes time off of the timers of the currently deceased. If you win a teamfight but lose a couple of people you can bring them back faster by taking an enemy tower with the time you bought, which can possibly lead to another tower because you got your people back faster than the team that lost the fight.

Duke Anax1 votes

I don't think the long death timers are the problem though.

Some teamfights, especially sieges, can be pretty drawn out, where the first guy you killed can come back to rejoin the fight.

You don't want that to become a regular thing again. An Ace should be meaningfull and give you enough time to accomplish something.

As you said the problem is that a teamfight can allow teams to clean up too much base. But it's not like they have a lot of time to do so, death timers actually aren't _that _long.

It's rather that lategame the Base is so damn easy to destroy. Structures can fall within seconds.

So how about toughening up the structures a bit? Otherwise you might need to make the death times _a lot _shorter

5102 votes

Hey, Die at 19 min feels so unlucky . can u guys plz make dynamic home guard.

YobroWazzup1 votes

April fool?

DrRyouBakura3 votes

I think death timers should scale primarily with champion level and a bit with time. So if you are level 18 when the enemy team is all 15-16 you will be punished more for dying than the people that are already behind. This would lead to more possible comebacks but leave the game completely fair if you are even in levels.

Big Knibs1 votes

I'm nervous that aces will have a similar effect, but picks will mean much less. Will have to play and find out.

SpeeDeh1 votes

Could you make death timers tied into dragon stacks? More dragon stacks = more death timer reduction

Or different wording: more stacks = less time spent dead.

Riohclem5 votes

I have a suggestion that could change a late game dynamic for better or worse. I've been recently thinking how past 28 minute mark, the first team to lose a member usually gives up a significant advantage or even end the game with a forced 4v5. Currently I define when it comes to late game, the first two to die on a team loses. It's a 5v3 auto push to win. I'm gold 5 and I know that. There's a current notion that in late game you can't solo carry but one guy could literally throw the entire game past 35 min just by getting caught out .( that's usually me btw. Scrub skillz.)

Change death timers so that they are shared between the team. Instead of each death timer based on game length and level, have the death timers based on how many members of your team is currently dead. For each consecutive death the existing death timers increase by a minor amount. However if the team only suffers two deaths and don't give up more they window of disadvantage would be shorter.

LoL is a team game and more often than not what ends up happening late game is one person screws up and makes the last 35 minutes of all that farming and killing and objectives by the team null. It doesn't matter how good you played the past 35+ minutes if one guy on the team could potentially throw the game in one critical moment. It's to easy to throw the game late game with this new system the players do not have the ability to throw the game by themselves. If your the only one that dies on your team your death timer wouldn't be long at all since they don't go by game length and level anymore. The team won't suffer as badly or flame you because they know you screwed up and it doesn't matter much.

More importantly by having death timers team orientated teams now will change how they fight late game. If they're willing to sacrifice a number of deaths for victory if needed, if they are willing to commit to an ace knowing that if they die their already dead teammates have to wait a little bit longer. The emphasis would actually shift the pressure off the first person to die to the last person to die on the team. If some one died first you wouldn't be so likely to flame them because they'd be up in 20 seconds late game. And I wouldn't get flamed by being the third one to die by increasing the first and second death timers because they died themselves. I think it's a healthier system of doing death timers. I think death timers in MOBA's right now are outdated. I shouldn't be penalized by having a higher level by having a increased death timer, only by how my team is currently preforming.

Smokey Joe1 votes

Please don't make them too low. Most of the matches I've been playing for the last few days have gone on for 40+ mins. We've even deemed ourselves the comeback kings because of how much we seem to pull the lead away from the enemy team during the 30-45 minute range.

Some people aren't happy with death timers right now because they get caught out or do something risky that puts their team in a disadvantage when they get caught. While they're dead, somebody else on their team gets caught and dies, then it snowballs from there.

Please take a look at these gold graphs from games I played last night: http://goo.gl/lQVko6 http://goo.gl/bxl0T2 http://goo.gl/jmdNqq

Almost every one of these games could have gone either way but because one team made more late game mistakes, the other was able to capitalize and catch up by using these death timers to take towers and inhibitors.

I guess what I'm trying to say is death timers are the least of the problems on the rift right now. Currently they give YUUUGE comeback potential for teams behind in late game scenarios if they can find and capitalize on the enemy teams mistakes. If there is too big a hit on death timer length, then it could become nearly impossible to comeback from an early game snowball.

Zelorxon1 votes

YAAAY, finally dumbfucks players will have actually an excuse to recall after an ace! :^)

Irelia Bot1 votes

{quoted}

We had a look at death timers recently. The main issue we identified was that they were too long in the 30-45 minute range, resulting in single team fights (aces especially) allowing teams to clean up too much of the enemy base. We'll be decreasing death timers in that time window a bit in patch 6.7 as a result.

Could you post the equation as it currently is and the planned changes to the equation in 6.7?

Yes I do sometimes like to crunch numbers and know what I am contending with.

AMYS GRAVE1 votes

That only took you 5 months to figure out despite it being one of the most agreed upon things discussed by the community.

Sentinos1 votes

Yeah, I'm glad you guys are doing the right thing by making death timers LONGER. PLEASE MAKE TIMERS LONGER. PLEASE. Draven, Draven. Draven Draven

yoniame1 votes

please give it a fix so it won't last over 60 second

DartExplosion101 votes

BRING URF

TheWarlord1011 votes

....that one aatrox main in the corner waiting for news good or bad,,,,,,,

Rito Staff3 votes

April 1st update: Death Timers all fixed at 1s

KoggyStyle3 votes

Hotfix: teleport CD is reset on death so you can get back to lane and die again faster.

LankPants3 votes

Hotfix: New summoner spell: Televive.

Revives your champ at full HP and teleports them to an allied unit, 20 sec CD. I think I fixed the deathtimer issues.

Spoofghoul2 votes

hotfix 3

no champion can fall below 1hp deathtimers are no longer neccesary or relevant

ItsTheLuck1 votes

death timers are too short early game, im not going to comment on late game death timers because i think they are fine, but they need to be longer early game

L0ve Is Blue11 votes

I don't know wether to laugh or cry

More from Gameplay

More by L0ve Is Blue