Riot can you admit that new deathtimers are way too long?
Tired of dieing and my opponent getting nearly 2 levels ahead because of a single death. Or a teamfight at 27min ending the game
Tired of dieing and my opponent getting nearly 2 levels ahead because of a single death. Or a teamfight at 27min ending the game
Just wanted to let you know that we're looking into this now that the dust has settled on preseason, keystones and all that jazz. No plans set in stone yet, but DT is an area we're doing some analysis on among some other early game changes.
Better Soon(TM) than never.
Even Soon-ish™ works for me.
Thanks for the heads up Asyrite! I can't wait to hear what's in store! [slayer-pantheon-thumbs]
Well maybe long Deathtimers themselves are not the problem.
But it feels redicoulous that you can destroy three to four Towers and a Nexus in the the span of one Deathtimer.
I hope you get a chance to look over death timers and late game turret durability hand in hand.
As an additional thought,
What about Death timers that took into account where you died on the map?
As an example,
Reduced death time for dying on the opposing sides map, this way making aggressive riskier calls to try and close out a game aren't instant losses if they go south post 30 minutes. Losing a team fight is a huge slingshot back into the game for the other team, giving them an additional 4 objectives as well is just overkill.
maybe the fact that a team can push all the way from their nexus to enemy nexus in 30 second is a bit insane [zombie-brand-clap]
[{quoted}](name=Riot Asyrite,realm=NA,application-id=3ErqAdtq,discussion-id=sRtwN9zn,comment-id=0017,timestamp=2016-03-14T16:52:28.798+0000)
Just wanted to let you know that we're looking into this now that the dust has settled on preseason, keystones and all that jazz. No plans set in stone yet, but DT is an area we're doing some analysis on among some other early game changes.
My humble opnion is to half DT at all lvl, but nerf fountain heal.
Heal = 75 + 5% max HP per sec/ 100 + 10% max MP per sec
My humble opnion is to half DT at all lvl, but nerf fountain heal.
Heal = 75 + 5% max HP per sec/ 100 + 10% max MP per sec
This would take roughly 20s to heal you back. I think the problem is the fact that Homeguard is now a passive thing past 20 instead of being a boot upgrade. People should choose what they want
Ya its horrible. We were at enemy nexus, they aced us and took 3 towers+ an inhib to win
[deleted]
i would like to keep death timers hight but to put a cap to the objective you can take with an ace. it would be intresting to give some armor for 1 min to the next tower when one close get destroied. this way teams behind can still recover but cant win by just one ace
What might be cool would be something like vainglory where if you lose a turret while dead it lowers your death timer by some amount.
Well they can always revert to the previous timers, those were all fine, like before it took like 40 mins just to have a 60sec + respawn timer, now it's like just less than 30 mins
well, lots of other things have changed since then so a straight revert on just the death timers could cause new problems. A partial revert could be more appropriate, but then again maybe just wholesale reverts on them might be best.
[{quoted}](name=OMG halp meh plz,realm=NA,application-id=3ErqAdtq,discussion-id=sRtwN9zn,comment-id=0006,timestamp=2016-03-13T12:15:08.359+0000)
I disagree with lowering death timers, but I agree that comeback potential is totally screwed up and lategame teamfights literally decide the game within the span of a few seconds.
No idea how to fix it though.
If only there were some sort of other object they could buff that would slightly reduce the ability of one long death timer to end the game. Something stationary and defensive that stuck around even while your champions were dead. Hmm...
I getcha man, they really should increase the rewards for destroying wards, forcing people to make tactical decisions as to whether they want to walk towards the inhibitor or get that sweet ward gold.
Introduce a shiny trinket, which drops a ward that does absolutely nothing but has a giant gold bounty. However, the gold bounty goes down for every second it's alive, forcing your opponent to act quick to benefit from it.
Imagine the sick plays you could make with that!
why do i feel like this would be a cool thing?
Ew no, why would we buff towers? That means all those dirty Ziggs players are going to crawl out of the woodwork and stall games FOREVER!
-Rito
The death timers were fine because you also had vision to back you up. If you wiped a team, you had enough time for a tower and dragon or baron. Now, you have enough time for three towers, dragon, and an inhibitor, as well as rift Herald because these fucking death timers are so early and games are so snowbally that you're probably at the nexus already.
Perhaps it wouldn't be such a bad thing to lower death timers a bit, but also increase your death timer for how many kills you've gotten without dying. It rewards the team for winning a proper fight/downing that super fed Zed, and punishes the Zed for getting cocky after eleven kills without dying.
Death timers need to be uniform throughout the entire team or else after an ace people are respawning 20 seconds a part from each other and have to wait for the last guy to respawn anyway to do anything. Also, before you recommend it as rebuttal, death timers being based off of team kill difference would not solve problems either because then we will still have the ace at 40 minutes and the losing team runs down mid, takes 5 turrets, and wins such as with TSM vs ESC.
I love your name.
They are fine. When I die midgame I can go to kitchen and make coffee. Riot is caring for us.
I know flow of the game was improved but the death timers could be a tad shorter to reflect it. All that has to happen is reduce the cap by about 5-20 seconds and increase the time it takes to reach the cap.
Would be nice to see early game death timers increased too. You can kill the enemy laner but they will return before you can even push your minions under their tower. Would be nice to see a few extra seconds added to the early game death timers, nothing more than 5 or so seconds though.
[{quoted}](name=A Miss Fortune,realm=NA,application-id=3ErqAdtq,discussion-id=sRtwN9zn,comment-id=0002,timestamp=2016-03-13T03:33:05.431+0000)
Would be nice to see early game death timers increased too. You can kill the enemy laner but they will return before you can even push your minions under their tower. Would be nice to see a few extra seconds added to the early game death timers, nothing more than 5 or so seconds though.
Aren"t games snowbally enough??
Early game kills are so unrewarding while late game kills are too rewarding. It's obvious as shown by so many LCS games where both teams play insanely passive until mid - late game because they know that the reward of trying to get a kill almost never is worth the risk during the early game. Sure you can get gold out of it therefore an advantage, but usually you'll miss at least one or two waves in the first place as you try to kill the enemy, making the kill already less rewarding.
They think they're fine sadly, which is a testament to the fact that they don't know what the fuck they are doing.
The game has too much damage and with these deathtimers combined, they just eat their way to your Nexus within a minute.
[deleted]
and Dota 2 map is like 5 times bigger.
When you ask someone to "admit something", that something has to be a guilt and you have to prove that.
Another pointless thread Riot will never response to. Don't save your breathe.
They were lowered on purpose to reduce game time. They're going for a fast meta instead of "insert specific role here" meta. So they reduced tower survivability a little bit, and increased death timers, as well as lowering a huge amount of items' gold.
The Death Timers aren't going to change anytime soon, because they promote higher skill in surviving.
The Death Timers aren't going to change anytime soon, because they promote higher skill in surviving.
100% AGREE WITH YOU
But I feel like some champions have easy escapes ( and more damage than those without ) while others are left in the dust to be affected by the death timers.
Which is why a lot of champions are being changed atm, a lot of them to give them early-mid game power.
This may be the longest running meta in the game, because there is SO much to change and do with it that once Riot hits a sweet spot with it (and they're getting close, just a couple more steps), it may become the most fun meta people have played.
Stop dying.
Stop throwing the game at 27 minutes.
No one is flawless.
It takes more than one person fucking up for a game to end at 27 min.
still doesn't address if death timers are to long or not.
Neither does your comment of "No one is flawless"
wtf why would you even say this? What are you trying to convey?
Lawl you never played dota 2 . If you die in late game you have 2 min deathtimer and if they play necrophos you cant bb if he have aghanim [slayer-pantheon-popcorn]
Not to mention that even without an upgraded ult, he'll add half a minute to your death timer.
It's great fun for the enemy carry if you have some sort of ganking Necro on your team. The normal death timer doesn't even go over 30 seconds until after level 7.
Yes. As soon as he hits six, Necro can more than double your death timer.
you can pay your resurrection there, so i guess that it' s being accounted?
you can pay your resurrection there, so i guess that it' s being accounted?
If you pay your buy back in dota 2 you need gold for it but more you die more you lose gold so at the end if youre a feeder you get 0 gold . So this is maybe why ppl get a bit better if they want to buy item . And there is hero who can cancel the buy back in dota 2 .
... can i say that i never had problems with that? i mean, killing must require some effort or some conditions applied ( mostly in case of assassins ) and if the enemy manages to use a death at their advantage then good to them, they played well. It needs not to be a codlike killfest.
besides, if they end after a teamfight at min 27 then there should be something reeeeeeally wrong on how you played :P