Clown Fiestas: is there a better way?

HoboGod·8/29/2016, 2:28:30 AM·2 votes·470 views

In most team fights, it's hard to tell what just happened, what went wrong, and how things could have been different. It's often over in 2 seconds and seems to stem from a decision made in a tenth of a second. This problem affects casual players, but from an Esports enthusiast perspective, it's a problem that must be handled carefully. I don't think changing the overall pace of the game is an option. Games as slow-paced as Starcraft get boring, but games as fast-paced as CS:GO or your typical fighting game are just frustrating to follow. It's exciting when 1v1, 2v1, and 2v2 fights break out, but any more cooks in the kitchen, and it gets harder to decipher what's going on. These are my ideas on how to potentially fix it, but ultimately I'd like to know if anyone has different ideas.

What if there was a buffer between damage taken and health calculated? What if champions took reduced damage from multiple champions? Let's say that current health is calculated every 0.5 seconds. All damage taken during that 0.5 seconds is placed into a 5 unique variables, one for each enemy champion. If any one of those variables is higher than the champion's current health, the player dies instantly. At the end of every 0.5 seconds, the champion's health decreases by the amount of damage dealt by the two highest enemy champions. It would have to work differently for DoT and true damage, of course, but imagine the implications. Faker's LeBlanc still one-shots an ADC, but supports and tanks are contributing only to the nature of their role.

Then, what if there was a visual indicator of who damaged who? It's not unlike when a champion is slowed or stunned. Based on the order you've placed enemy champions in your information screen, a specific color or visual effect occurs over you when that champion has dealt the most damage in the last 2 seconds. Hell, maybe even use something like that little portrait Garen gets.

These are the simplest solutions to this kind of problem that I can think up. I don't pretend to know how difficult it might be to implement something like this, but I feel it's important enough to start a discussion. How can we end Clown Fiestas?

3 Comments

Eedat8/29/2016, 2:42:00 AM1 votes

Sounds like an extraordinarily terrible idea to me.

First off, MASSIVE clarity issues. You're telling me I have to wait an entire half of a second to know how much damage I have taken? HELL NO.

Decrease all damage if you are hit by multiple champions? Flat out a horrendous idea. Absolutely dreadful. 0/10 just flat out bad. Prepare yourselves for the age of the Hyper tanks that are completely unkillable

Lets not forget just complete BS interactions. A champion gets hit by a shit ton of burst, BUT they activate item 3157 within the .5 second window. Oops, all that damage is gone. Fun right?

k wìx8/29/2016, 2:48:30 AM1 votes

{quoted}

In most team fights, it's hard to tell what just happened, what went wrong, and how things could have been different. It's often over in 2 seconds and seems to stem from a decision made in a tenth of a second. This problem affects casual players, but from an Esports enthusiast perspective, it's a problem that must be handled carefully. I don't think changing the overall pace of the game is an option. Games as slow-paced as Starcraft get boring, but games as fast-paced as CS:GO or your typical fighting game are just frustrating to follow. It's exciting when 1v1, 2v1, and 2v2 fights break out, but any more cooks in the kitchen, and it gets harder to decipher what's going on. These are my ideas on how to potentially fix it, but ultimately I'd like to know if anyone has different ideas.

**Yea, I agree with you pretty much entirely, but I'm not sure it's a fixable problem. Speed of play or 'twitch' mechanics are critical to a games e-sport success in my opinion. **

What if there was a buffer between damage taken and health calculated? What if champions took reduced damage from multiple champions? Let's say that current health is calculated every 0.5 seconds. All damage taken during that 0.5 seconds is placed into a 5 unique variables, one for each enemy champion. If any one of those variables is higher than the champion's current health, the player dies instantly. At the end of every 0.5 seconds, the champion's health decreases by the amount of damage dealt by the two highest enemy champions. It would have to work differently for DoT and true damage, of course, but imagine the implications. Faker's LeBlanc still one-shots an ADC, but supports and tanks are contributing only to the nature of their role.

**Immediate negative feeling towards this idea - I don't feel like this achieves your original goal of clarity in the slightest, this convolutes everything even more. Also has extreme design and balance problems. (You just nerfed every damage item across the board) **

Then, what if there was a visual indicator of who damaged who? It's not unlike when a champion is slowed or stunned. Based on the order you've placed enemy champions in your information screen, a specific color or visual effect occurs over you when that champion has dealt the most damage in the last 2 seconds. Hell, maybe even use something like that little portrait Garen gets.

These are the simplest solutions to this kind of problem that I can think up. I don't pretend to know how difficult it might be to implement something like this, but I feel it's important enough to start a discussion. How can we end Clown Fiestas?

**I think the best strategy is slow-mo replays. Look to Overwatch as a perfect example. League needs this built in, period. While im waiting to respawn, show me what happened in slow-mo video replay - like 10 second clips, 8 seconds before i died, and 2 seconds after I died. **