Your plan to make LCS exciting doesn't work...

Parasom·1/29/2017, 5:50:17 AM·116 votes·5,675 views

You tried to make games more fast paced and snowbally to make professional play more hype and fun to watch

But all you've done is ruin soloq...

You've seen all the posts about how games are too short and not fun and one sided all the time, and that how they last 20 minutes and everything. It's the complete opposite for competitive play.

The average game time for week 1 was 40 minutes... (http://www.lolesports.com/en_US/articles/na-lcs-week-1-numbers )

Today Game 3 TSM VS TL there were only 2 kills at 35 minutes. If anything the first tower gold doesn't make a difference in pro play because everyone still farms for 30 minutes like it was before.

You've just made soloq a chaos mayhem and it's not fun. Please just take away tower gold or reduce it or what not.

The 4-5 man dive bot meta at level 4 to take tower before the enemy gets back and ~700 gold for one person is just too much.

Your plan didn't work. I don't want to wait until season 8 for you to fix it.

tl;dr pro games are still 40 mins and soloq is 15 mins and unfun. fix plz

66 Comments

MLDzXnRRR1/29/2017, 8:36:47 AM36 votes

Isn't LCS mostly for promoting the game? Not for ruining it... Good luck running e-sports, if noone buys your skins, because the game becomes too boring or unfun. The guys from RIOT games have to make the game more interesting to play, not to watch. I've lost any interest to the competitive side of Lol years ago - the pro players are obviously there to win the big prizes, not to have fun or make interesting show.

Neidox1/29/2017, 6:50:00 AM14 votes

Theres nothing wrong with an LCS game lasting 40+minutes as long as its action packed like how it used to be. The changes are more prominent in soloque rather than pro play so whats happening in solo que was intended for LCS but pro players no longer have room for mistakes so now you just get a farm game with no action.

Wukongz1/29/2017, 10:20:24 AM12 votes

I tried watching LCS but it's the same 10 champs played every game and farming for 30 minutes. Just like it was last season. Or the season before. Maybe it was better in Season 3 because I used to watch Voyboy streams all the time and was hyped to see him play there but maybe I was biased.

KVbqbFsC8e1/29/2017, 7:34:24 AM8 votes

Where the hell are these 15 minute solo que games happening? Seems like people are grossly exaggerating.

DarkinPrime1/29/2017, 8:26:43 PM8 votes

Another great post that Riot won't respond to. Hey Riot, are you tired of being called cowards yet? How about incompetent? How about your company is basically one long amateur hour? And not in your technical or artistic abilities, but your ability to manage a game like this--you clearly have poor structure and people in power making decisions. They game is pulled in too many directions and unfun.

Legacy Hydralpha1/29/2017, 1:41:59 PM8 votes

Stats showed that adding first tower blood only caused teams who get first tower to have a slightly higher winrate, it was already around 70%. The main problem appears to be the focus on jungle and how much damage creep has snowballed. It's almost a given fact that LCS will be boring, because the players prefer safe plays and not risky 1v5s, they aren't bronze Vayne mains.

badooga1/29/2017, 4:13:33 PM7 votes

If anything, making things more snowbally made pros play MORE passive, as screwing up will generally cost you the game now, so risk-taking is worse.

ModCaptainMårvelous1/29/2017, 5:19:01 PM6 votes

As a counter point, look at the kill distribution for the same series:

Game 1: 40 minute game, 36 kills. Game 2: 42 min, 23 kills Game 3: 45 min, 17 kills.

And then you compare other places that aren't NA.

Team Vit. vs. Org, EU LCS

Game 1: 30 min. 17 kills. Game 2: 44 min. 48 kills

SKT vs. Jhin Air Wings, LCK

Game 1: 45 min. 27 kills Game 2: 40 min. 41 kills

I didn't cherry pick these either, I just looked stuff up randomly and found the first one I could find. So, in general, some games average around 0.5 kills per minute while other games go upwards of 1 kill a minute.

But let's be real: The boards doesn't like the LCS. Period. You guys "say" you miss the days of old pro play but I highly doubt people actually watched the matches or played with the fantasy league. And that's fine. I didn't either. When you lament about the "good old days" but only watched highlights? Yeah, that's when I have a problem. PS: Those highlights still exist if you actually pay attention.

Such as TSM using Realmwarp to instantly port to Baron without TL being able to counter it. Or Mordekaiser being picked in the LCS as a Katarina Counter. and there are more but you'd have to look around.

The LCS has always been the same power picks. Yes, even if you wear the rose tinted goggles, it's true. It's what League has always been. Please don't perpetuate that the old days were somehow "more unique". (As a comparison, Season 5 held the record for the most unique champion picks at worlds. Season 6 had the lowest due to Riot force-changing lane swaps like two months before worlds) And you know? If you don't like it, that's fine. Just stop using the excuse of "Well -I- find the LCS boring so Riot should stop balancing around it."

Oh, one last thing: If they actually balanced around the LCS, Zyra and Malzahar would get nerfs before fucking Darius and Yasuo.

Lugg1/30/2017, 1:53:26 AM2 votes

You know what would make LCS more fun to watch? Actual champion balance. It isn't fun to watch when you literally have 5 champs per lane 90% of the time.

bill841/29/2017, 6:22:10 PM2 votes

Really the changes just make the pros more scared to risk anything because if they screw up then they just get snowballed on so yeah, it doesn't work.

Oakleaf Ranger1/29/2017, 8:10:43 PM2 votes

First tower gold is what lead to the end of lane swapping which made the early game for lcs much more boring compared to what it is currently.

9kPluzZ1/29/2017, 9:10:16 PM2 votes

Im enjoying LCS a lot this season...

Twitch Chat1/29/2017, 9:40:20 PM2 votes

The only reason TSM games are 40 minutes long with no kills is because their shot calling is too shit to take the lead or close out a game in a timely manner. Its amazing they win games but I guess mechanical skill advantage matters a lot.

the weeaboo1/29/2017, 11:02:29 PM1 votes

Yes please I dont care about fucking watching the game when I could be playing it

Flitchee1/30/2017, 1:42:33 AM1 votes

The problem with your argument is not the first blood tower gold that is causing this issue. Its a myriad of reasons, the gold itself makes fuck all of a difference. The issue at hand is, once you lose the first tower, the map begins to unravel. This causes you to lose vision control of your own jungle, and with damage being so ridiculous, gaining it back becomes very hard because you get exploded for leaving your safe zone. Not to mention the low quality of vision nowadays, like for instance, if you look back at old lcs games, or tournament games, any come from behind wins, or game turn arounds were done by lighting the map up and avoiding fighting. With the low amount of vision, you are bound to walk into somebody, or find yourself in an awkward position eventually. The changes over the last couple seasons were all a factor to this. Reducing vision to make supports not feel like walking ward bots, even though they are essentially the only class that buys sightstone in random pub games, and they are only limited to 3 wards and 1 pink, which in essence is little to no vision, and you constantly need to recall to refill the charges. Adding keystones, and pumping masteries with just outright flat damage increases across the board was another factor, and then now with most assassins being too high risk for a much lower reward, and having adcs not being necessary for tower killing anymore, and the games ending before they can take over the games, just snowballed into what we have now.

The way to combat this begins with towers, and making them have higher resistances, and either more damage, or more AS, and have the towers past tier 1 be stronger and stronger as you take them down. there is not logical reason for nexus towers to be the same strength as tier 1 towers, the next step is re-evaluate vision. Why do i need an item slot for a pink ward? or a ward in general for that matter. Their trinket system was not what people wanted, however the first iteration was completely fine, and essentially similar to what people wanted. Both yellow upgrades was the most balanced thing the game ever had for vision, and they went and shit all over that for no reason. Nobody bought blue trinket, so they thought, better overhaul the whole thing instead of fixing that one trinket to do something else. The third step, is to lower damage, and retool how keystones and masteries work in general. Masteries should not be your go to damage tools. They should be a choice between a handful of things, and they should not be an extra passive ability. they should just be passive stat games, and should not have any kind just extra damage added to them. I don't have a problem with damage increases, like the 5% for 2.5% even though that is kind of a silly trade off, it should not be, your abilities deal more damage on top of what they say in the tooltip. Things like deathfire touch are almost like hidden power, a thing they were quite against at one point.

Eedat1/29/2017, 7:59:22 AM1 votes

40 minute average actually is quite low. For LCS standards anyway