40 second death timers at 23 minutes are not okay.

Jasiwel·3/21/2016, 12:37:08 AM·359 votes·9,307 views

At 20 minutes, a game has gone two ways - one side is stomping the other into the ground or the game is ramping up to a climax where both teams have a chance at winning.

As a result, why is it okay for me to be dead for 40 seconds at arguably the most pivotal rising segment in a game? Was 30 seconds of being dead not justified punishment enough before this season?

It's bad enough that a lot of games are dragging out to anticlimactic scenarios where one person is caught out and the receiving team automatically loses. It's bad enough that turrets have been arguably the worse and most useless that they've ever been this season. It's bad enough that I or another teammate might be the only shimmer of hope our team has of winning and it all goes straight to hell because I died for the first time in 20 minutes.

I know Riot wants games to be more decisive and sooner, but all this egregious death timer length is doing is making players afraid to take risks and causing these lame anticlimactic team fights.

159 Comments

Saianna3/21/2016, 2:03:22 AM9 votes

0-10 - csing to get shiny stuff 11-19 - half way to get shiny stuff 20-25 - teamfights and what not 25-99 - waiting till deathcounter hits 0

La Barbotte3/21/2016, 2:19:52 AM8 votes

this is why ZZrot + banners is the best strat there is, zzrot cant feed, yet it splitpushes and takes side lanes easily

KrugLyfe3/21/2016, 12:46:50 AM7 votes

Someone fucks up and they're punished for their mistake I don't see the problem here

Aír3/21/2016, 2:33:56 PM7 votes

I had a game where we were winning with no turrets down. At around 30 minutes, we had a teamfight and ended up getting aced. It resulted in their team going straight down mid, getting the outer, inner, inhib turrets then the inhib, nexus turrets and the nexus, all in one ace. When they didnt take a turret yet.

ModKnightsKemplar3/21/2016, 5:46:18 AM4 votes

Should be 23 seconds. Nuff said.