Everyone's complaining about how games are decided in 10 mins but is it the game's fault?

BOXBOX120··1 votes·347 views

its not the game's fault if someone feeds the enemy +5 deaths before 10 mins, its your fault for feeding
Also just wanted to say that im tired of "win lane lose game" games are being decided by feeders and trolls like its just "oh you queue for ranked nice now its luck the games are decided by who gets the feeder"

6 Comments

JIDF Operative1 votes

League has lost 20% of average game length since season 5. Challenger games average less than 20 minutes this season when they would last around 27 minutes. I guess everyone got worse and started feeding everywhere, including challenger.

Dragfin1 votes

{quoted}

its not the game's fault if someone feeds the enemy +5 deaths before 10 mins, its your fault for feeding
Also just wanted to say that im tired of "win lane lose game" games are being decided by feeders and trolls like its just "oh you queue for ranked nice now its luck the games are decided by who gets the feeder"

People still try and play the same way they used to even with the changes, including challengers. Adapting to changes is part of life. Personally I haven't seen a change in game length in my games because maybe I still see the main goal being blowing up the nexus and the second one being to not die alot. Everyone hears talk about how much damage blah, blah, blah, and they try and repeat that in game. It's a combination of all that because IMO gamers today are not as good as gamers used to be. I blame that on the simplicity of how games are designed today and the impatience of todays gamers.

LegitBusinessman1 votes

{quoted}

People still try and play the same way they used to even with the changes, including challengers. Adapting to changes is part of life. Personally I haven't seen a change in game length in my games because maybe I still see the main goal being blowing up the nexus and the second one being to not die alot. Everyone hears talk about how much damage blah, blah, blah, and they try and repeat that in game. It's a combination of all that because IMO gamers today are not as good as gamers used to be. I blame that on the simplicity of how games are designed today and the impatience of todays gamers.

Get out of here with that contrarian garbage. Stop trying to create a strawman to justify ignoring legitimate criticism. No one who has played this game for any significant amount is going to honestly say damage creep is some kind of myth the boards created.

Dragfin1 votes

{quoted}

Get out of here with that contrarian garbage. Stop trying to create a strawman to justify ignoring legitimate criticism. No one who has played this game for any significant amount is going to honestly say damage creep is some kind of myth the boards created.

I never said that there wasn't alot of damage. I said that people play it the same way and expect the same results when their opponent may have adapted. Then right away the one who is trying to play the same way whines and bitches about too much damage when they are too stupid to adapt to the changes like the one obliterating them has.

I am sorry simple logic is too hard for you.

LegitBusinessman1 votes

Actually it is the games fault, turrets are weaker so diving is easier. Damage creep means the game is snowballing and advantages are expounded upon much faster than previous seasons. Playing safe and scaling, formerly a viable strategy, is basically just ceding turrets, map pressure, and ultimately the game.

The game is fundamentally not designed to be played at this pacing.

ADC5LUT1 votes

Nice concept but in reality Riot doesn't let a meta game evolve, they force meta games. The current iteration of the game forces quick and hard snowballing, I could give you examples but since you think that hiding under your turret is somehow a viable strategy anymore (it's not) I'll refrain from wasting my time.

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