Games are way too short

maddtimm·11/12/2015, 10:25:55 PM·92 votes·3,579 views

I'm not liking where this is going. It seems the team that has a lead basically wins the game. Also, it seems ad assassins are extremely strong especially Yasuo. Tanks can't combat them effectively because they need time to get their items and by the time they do the game is basically over. I know I am not the best player, but I still believe these things are major issues. If you have any tips please let me know, but hopefully Riot will try to look into this.

20 Comments

ZephyrDrake11/12/2015, 10:31:26 PM18 votes

i wouldn't mind games being short... IF THEY WEREN'T GOD DAMN STOMPFESTS! there is almost no coming back when you get behind since the team with the lead is pretty much getting everything and you can't stall games at all now since now you always have at least a wave pushing against you, turrets that might as well not exist due to how easy they die (i have seen a support Blitz that had a full tank build 100-0 a turret just like that, that should not be possible) so what does that leave the teams with a disadvantage? hope to god the enemy team makes stupid mistake after stupid mistake in order to even stand a chance?

JJI74411/12/2015, 10:49:03 PM6 votes

First off: I am inclined to agree that games do snowball a bit too hard right now. Second: Riot knows Yasuo is absurd right now, they are looking at either nerfing him or the Warlord mastery. (I really hope they nerf Yasuo/Tyrnd instead of the mastery)

With that out of the way:

  1. A lot of games are stomps right now because of factors outside of game balance. A lot of people just came back to check out the changes, and are rusty as a result of their break. Some people somehow missed the announcement and are playing without masteries. (2 of my games at least were decided by a player having no mastery). Players have terrible mastery/item choices simply because what works and what doesn't work for each champ hasn't been figured out yet.

  2. I have noticed a lot of people that say games are shorter now have (reasonably) switched from ranked to normal mode. Normal mode has always tended to be less balanced, and result in more one-sided matches. As well, a LOT more people are willing to surrender@20 a normal than a ranked.

  3. Mejais is more common now it seems. The item by its nature tends to games swinging drastically one way or the other. I really do think that once things settle down, people will go back to regarding Mejais as a very risky buy and its popularity will decrease.

Erockandroll11/12/2015, 10:28:20 PM3 votes

I would probably wait a week before deciding game pacing. People still have not adjusted to the over all changes. (it's easy to get pub stomped by anyone if you don't know the new build.)

GenghisEmo11/13/2015, 6:16:06 AM2 votes

Playing smart is not as helpful no more. In Season 4 and 5 i felt the most reward for playing smart. Now all i can do now is either spam an OP champ, or lose XD.

maddtimm11/12/2015, 11:13:05 PM1 votes

I agree with the comments saying that we must wait a while before we assess these changes completely. However, I think it's evident that crit is completely overpowering the game. It is basically winning most games and due to the rise in AP items and the removal of the mana pot, the game is basically being run by AD crit champions (ADCs, Yasuo, Trynd, etc). AP Champions who usually serve as primary waveclear can no longer be as effective, and this makes them much inferior. Furthermore, the increase in crit stats for these items is making champions stronger after their first and second buy, which then allows them to gain a considerable lead. Due to the new changes, the team with a lead gains numerous advantages, and I think this overall is making games much quicker. Since AP champions are weaker, they can't waveclear as effectively and stall games, so it basically grants a win to the team with stronger champions early-mid game. Champions with bad early games are basically useless unless they have an early power spike.

KilljoyX11/13/2015, 3:04:15 AM1 votes

Rammus is love. Rammus is life. Rammus is strong.

50ShadesOfGender11/13/2015, 6:02:23 AM1 votes

[deleted]

MLDzXnRRR11/13/2015, 8:04:45 AM1 votes

I played almost 2 hours DOTA game yesterday... League games are relaxing now.

SongofStorm11/12/2015, 10:26:56 PM1 votes

Life is short

0ne 4 All11/13/2015, 3:28:00 PM1 votes

The games are ridiculously short now, even with AP Mid champs, I had 2 games both with AP Mid champs and we were shoving down inhibs at 15 minutes and ending at 18 minutes. I don't like it.

Xaenos11/12/2015, 10:30:58 PM1 votes

this is intentional, theyre trying to make games shorter, especially since now AD mids can have an edge due to price increasements of ap items, and the fact that minions/jungle spawn faster

Kashpipek11/12/2015, 10:45:30 PM1 votes

It's because most adc's or anyone that scales off crit can have 40-50% crit chance and decent dmg with two items. Yasuo can have 100% with a shiv and a cloak. That's why anyone who uses crits wins once they get two or more items.

Gnart Even Close11/12/2015, 10:54:08 PM1 votes

i think they need to nerf crit by making it more expensive, and they should nerf the ad items as well. the adcs are obviously op right now, just like the juggernauts were, and I don't understand why Riot has to make something op before they try to make it balanced. towers seriously need to be buffed a lot. i heard something stupid like "you're supposed to protect your towers, not the other way around" from Riot. towers should be able to defend themselves just a little bit and are supposed to be a safe haven when not being sieged by 4 people. in order to reduce snowballing, they should lower the gold earned from kills, and grant passive exp. this would let people stay relevant in the game when being stomped without being too strong. comebacks are interesting, and they should be supported (i.e. remove Mejai's Soulstealer just like Sword of the Occult was removed, passive exp, less gold from kills, etc). maybe in compensation, early death timers could be increased and the death timer growth decreased? so early deaths stay significant to shut someone down, but don't let people snowball too easily from kill gold and exp