New, Simpler and More Streamline Respawn Timers

Black k 9·10/27/2016, 11:44:40 PM·2 votes·912 views

If anyone has done any research on the mechanics behind League of Legends, you would - no doubt - have stumbled across the mess that is the Death Timer Calculation.

In my opinion, this calculation is both over complicated and inefficient, since the death timers are not long enough to reward a strategic team fight until extremely late into the game, and too short to reward shutting down a dominating champ early game.

Through a bit of work and calculation I have developed this formula that allows Death Timers to be more flexible and change according to how good or how bad a champion is currently doing:

http://i.imgur.com/f60EhL9.png

Where

Σ = Death Timer L = Champion Level K = Kills D = Deaths

This calculation also has a Minimum and Maximum Value:

Min = L ⋅ 3 Max = L ⋅ 10

and is best represented by an IF statement.

ChampionDeath = True ..............Σ = L*3*((K/2)/D) ....................IF Σ < L*3 THEN Σ == L*3 ....................IF Σ > L*10 THEN Σ == L*10 End

In simplest form, if you currently have kill/death ratio of 10:1, then your Death Timer will be max capped at 10 seconds per level. If you have no kills or a kill/death ratio of 1:1 or lower (roughly), then your death timer will be min capped at 3 seconds per level.

The chart below displays this calculation's range of a death timer (as well as the calculated average) per champion level:

1 : 3s - 10s (6.5s) 2 : 6s - 20s (13s) 3 : 9s - 30s (19.5s) 4 : 12s - 40s (26s) 5 : 15s - 50s (32.5s) 6 : 18s - 60s (39s) 7 : 21s - 70s (45.5s) 8 : 24s - 80s (52s) 9 : 27s - 90s (58.5s) 10 : 30s - 100s (65s) 11 : 33s - 110s (71.5s) 12 : 36s - 120s (78s) 13 : 39s - 130s (84.5s) 14 : 42s - 140s (91s) 15 : 45s - 150s (97.5s) 16 : 48s - 160s (104s) 17 : 51s - 170s (110.5s) 18 : 54s - 180s (117s)

Feel free to leave a comment, suggestion or general feedback. I love to hear constructive criticism about my ideas/suggestions.

10 Comments

five oh tree 10/28/2016, 12:00:37 AM2 votes

isn't 270s kind of extreme, even for an extreme?

Talisid10/28/2016, 3:15:19 AM2 votes

Death timers this long would completely break the game. In the space of the 180s death timer you can push your wave from your inhibitor to the enemy nexus against waves of super minions and win the game in a single fight. EVERY fight past level 10 or so would be do or die. It would make everyone extremely risk adverse and heavily favor champions with good escapes more than the game already does. People with kill streaks may even decide to kill themselves on jungle monsters to to avoid crushingly punishing death timers.

Ezreal would become the #1 ADC in bot lane by a gigantic margin, just as a start, because of his strong escape and kiting tools.

ViiLLAiN10/28/2016, 12:19:30 AM1 votes

E = mc^2

ViiLLAiN10/28/2016, 12:20:26 AM1 votes

also u forgot to carry the 2

and u overlooked the radius of pie

get ur math together man [zombie-brand-clap]

BeeCuz10/28/2016, 3:05:48 AM1 votes

The variables Kills and Deaths range across [0..Infinity] creating a surface for your formula to appear on top of.

It's sometimes useful to clamp the domain of those axes to something more reasonable; for example the record for kills is somewhere around 100 in 20 minutes, so maybe Kills and Deaths could be capped at 1000, because that is a value higher than will appear in the game.

The distinction I wish to convey is that a formula using those values shouldn't be directly clamped to a range, but instead rely on the outcomes it produces across the admissible values for the variables that it uses.

https://www.youtube.com/watch?v=r5FpnBIxf24

Gear Jammer10/28/2016, 3:20:48 AM1 votes

There is a reason you do not work on a balance team for a game...