Just an interesting observation about game times I noticed over the past few years

nm1010·6/14/2018, 3:20:45 PM·3 votes·2,331 views

https://i.gyazo.com/8a481deaabc5be4daf51ec1ce992bda7.png

These are the average game times for patches (in order from top to bottom)

6.1 6.13 7.12 8.8 8.12

Outside of the fact that average game time has decreased pretty significantly, which I am sure everybody already knows. I noticed that a lot of the edge cases are being brought into the "average" zone. This could correlate with the feeling of not having as much agency over your games as you used to due to the fact that no matter how hard you snowball or how hard you scale 50% of the time you are going to be playing a 30-35 minute game. A lot of this comes from changes made over the years (more damage = easier to punish a snowball, worse wave clear and towers = harder to stall when behind).

It is unfortunate I can't go back further because I would be willing to bet that before season 5 the average match duration had an even wider distribution.

18 Comments

need a namexD6/14/2018, 3:35:38 PM1 votes

stop playing your otp champ when it's dogshit this patch and strategise with the meta

dragfins12136/14/2018, 3:54:47 PM1 votes

{quoted}

https://i.gyazo.com/8a481deaabc5be4daf51ec1ce992bda7.png

These are the average game times for patches (in order from top to bottom)

6.1 6.13 7.12 8.8 8.12

Outside of the fact that average game time has decreased pretty significantly, which I am sure everybody already knows. I noticed that a lot of the edge cases are being brought into the "average" zone. This could correlate with the feeling of not having as much agency over your games as you used to due to the fact that no matter how hard you snowball or how hard you scale 50% of the time you are going to be playing a 30-35 minute game. A lot of this comes from changes made over the years (more damage = easier to punish a snowball, worse wave clear and towers = harder to stall when behind).

It is unfortunate I can't go back further because I would be willing to bet that before season 5 the average match duration had an even wider distribution.

Why people care is beyond me. Nevermind, it's this player base. They have to find anything to bitch about, no matter how trivial.

Cybernetic Ghost6/14/2018, 5:44:26 PM1 votes

I think the survey is asking some moot questions. Game length can be very long if neither team has a coherent strategy, or short if one side just crushes the other. Time-sensitive games are like the Teemoing, where you race against the clock to beat the boss. So, I'm not exactly certain what you're trying to do with this survey.

Azadethe6/15/2018, 1:44:26 AM1 votes

Except.... your stats suggest games are getting LONGER on average, not shorter. The only way that you can come to the conclusion they are getting shorter, is if you cut off those same extremities.

Azadethe6/15/2018, 2:13:28 AM1 votes

I wouldn't call it a significant reduction in game length. When you view that data and average mean game time by weight, Here's what game times average out at:

33.232 32.206 33.719 32.499 31.8515

In Minutes. From the longest game past to the shortest is a loss of 1.87 Minutes.

Hardly a significant loss of time.

To you question: look at the 20 minute weighting.

More people are surrendering. Hence the shorter average mean time. If I plugged in the average rate of a 20 minute game excluding the last result, and distributed the difference among the 3 core times, weighted by 95% confidence interval,

The mean is a 32 minute game, which only puts it 1.719 behind the longest game.

And then there's the fact 7.12 seems to be an aberration in the numbers.

The largest change in 7.12 that would have prolonged games?

Redemption Health and health regen down. Mana regen up. Heal decreased but scales better with heal amplifiers.

Redemption gives enchanters access to a heal - one of their class strengths - that excels in teamfights, but it’s currently best-in-class on all supports, not just enchanters. A spicy heal on healers is cool, but when it’s so easily accessible to tanks, the two classes lose some of their uniqueness. We’re linking Redemption’s heal strength to typical enchanter items and masteries so that if you want its full strength, you have to invest in it. HEALTH 300 ⇒ 200 HEALTH REGEN +75% base health regen ⇒ +50% base health regen MANA REGEN +125% base mana regen ⇒ +150% base mana regen HEAL 65-490 (level 1-18) ⇒ 30-370 (level 1-18) NEWUBERHEAL Redemption’s heal amount is affected three times as much by heal and shield power amplifiers

There were also fundamental changes to item 3050 .

Aka. Supports lived a little longer, as did tanks.

IcyPepper6/15/2018, 2:46:28 AM1 votes

I think it should swing both ways tbh. There should be some snowballing mechanics and some comeback mechanics, but there should also be ways to turtle and defend as well.

If it were up to me, I'd scale the effectiveness of each tower considerably but make them slightly different. T1 turrets would have slower firing rates, but hurt like a bitch. T2 turrets would have the strongest defense to hold the line for the inhibitor, and make the nexus turrets probably the same in terms of defense but hurt like a major bitch. The only thing that should be able to tank a nexus turret is a super minion for maybe a couple seconds, other minions should crumple like paper.

A big problem is that a lot of objectives just increase offensive power. Most of the dragons are about making fights/objectives stronger or getting you back in the fight after, save for Cloud which does help you move around aid in defensive play quite a bit. It'd be nice if there were things like having the Rift Herald act as a sentry instead of a battering ram, or set up a patrol around your jungle.