This thread doesn't make the cut for Gameplay + lol
I wrote a topic on Gameplay Plus. I'm lmfao.
Here's the post:
> Hi Riot/Readers. I've made several posts about this topic over time, and I think it's probably one of the most important points in the game, if we ever want to "balance" the game or encourage good playmanship.
>
> I've been playing since Season 4, or a little bit before. I have over 10,000 games played.
>
> What I came to realize about 2 years ago is this:
>
> The death timer length being correlated with Player Level is NOT working. It's a major part of why some champs are reaching 30% or better ban rates, because some actually abuse it VERY well while other champs do not and are incapable of it.
>
> I think everyone knows why we hate
. However, he often dies, no? He's usually one of the highest deaths per team. Yet..... at the same time, he's also the highest CS, the highest damage, and one of the biggest push deniers in the game.
>
> So why is it that Yasuo is allowed to die a lot, yet also comes out with superior stats? It's his E. Being able to cross large spaces and kill an entire wave at the same time as killing a champ or two, gives him more mobility than most champs, costs no resources, and usually hits its major power spike earlier than other champions do, being that his is at 2 item dominance, whereas most champions are spiked at 3 items.
>
> So..... we have to assume..... that Yasuo is somehow broken. But what is the fix? Less damage/utility to his kit? Or......
>
> What if Yasuo was affected by some penalty to his death timer for playing recklessly?
>
> What if instead of a fixed 32.5 Second death timer at level 10, the death timer was actually 27.5 + 2.5 seconds per 2 deaths per 5 minutes of the game?
>
> Suppost by level 10, Yasuo has died 6 times. Level 10 is about at 15 minutes, so that would be a death timer of 27.5 + 2.5(6/2)(15/5) = 36.5 Second resses at level 10.
>
> In this situation, he would have to wait to ress another 4 seconds than normal at that point in the game.
>
> Suppose a Scenario of level 18 Yasuo at 30 minutes with 11 deaths.
>
> Current System: 52.5 Seconds.
> My system: (Suppose similar scaling of base, diminishing based on low deaths)
> 44.5 seconds + 2.5(11/2)(30/5) = 56 seconds
>
> And ofc, these numbers would still be affected by the Minutes passed penalty, but since the BASE Death timer would vary, irresponsible players would be penalized more than their teammates, while responsible players would be REWARDED for being responsible, with lower timers than currently exist.
>
> Ie...... the good player may very well have just a ~ 48 second death timer at level 18 at 30 minutes...... while the irresponsible player may very well have over a 62-63 timer at 30 minutes.
>
> (If I lost you there, here's what I mean: There are 2 parts to the current death timer: per level, and by minutes passed. There is a small penalty to the death timer per 30 seconds passed after each 15 minute threshold of the game. But..... since it only scales off a fixed base death timer, it treats feeders and low death players the same. Its only purpose is to ensure games come to an end)
> ---------------------------------------------------------------------------------------
>
> Here's how I'm arguing this would affect what we consider balance, and champions.
>
> Some champions like Yasuo which have high skill caps..... don't really need nerfs. They need to be out of commission longer after they die, so that teams who beat their mechanics can actually do something with that time.
>
> You notice how a 4/12
or
or
can still dominate a game's attention because they just slam turrets? There's no reward for shutting them down and stopping them, even as they chip away at turrets which can't regen (much). As soon as you kill them, they are right back for another round. Wouldn't it be more fair if a 4/12
was actually kept out of your hair a little longer so that you can deal with his team, rather than choosing between his team, and the impending teleport a little longer? He didn't earn that turret. He's been feeding the entire game to get that turret. How is that fair for champs that actually are doing well?
>
> ---------------------------------------------------------------------------------------
>
> Here's how I'm trying to illustrate this may improve the game overall:
>
> If players are aware that deaths put them out of sync with their team, especially early deaths which will be penalized more as the game goes on.... maybe they will actually exercise some courtesy and not go out and yolo those 0/5 scores pre level 6. Maybe they will wait or junglers, ward better, and have a major incentive to actually learn to kill without dying.
>
> In the right hands, it could be a tool to prevent snowballing as well, since a lot of snowballs occur because players are trading kills aggressively in one lane, while the other lanes are at a standstill (like a
lane trading 5/5 with the opposing mid. Talon would be out of the game slightly more than he used to, and so would the other mid, having an impact on how their gold and items affects the OTHER lanes, creating a small cushion for those other lanes to focus on other things than the fact their Mid traded 1500g to the other mid)
>
> In the wrong hands, I'm aware a 6/26 game might even snowball more. But the logic is that this would occur less frequently.
>
> But it's really annoying to be the 6/3/20
in a game with a 13/11/13
and not being able to do a thing about it, because your own team (other than yourself) averages 9 deaths per person, and resses just as fast as the high death Yasuo.
>
> It's also annoying to put a
down 0/10 and then see her climb back up to 17/11 because of her farm and game length.
>
> ---------------------------------------------
>
> I could illustrate this some more, but think about every champ we seem to find annoying, other than perhaps
. The rest.... tend to feed. A lot. And then they come back and destroy you because something about their late game gives them an absolute advantage.
>
>
.......
>
> They all have high death counts, yet are the champs we end up banning..... complaining about..... urging for nerfs. But..... if their respawn time was a little longer, they probably wouldn't even need nerfs.
So...... here's what Board members said (and I'd love clarity as to how any of what they said is actually accurate).
The moderation team holds the Gameplay+ sub-board to stricter posting guidelines than most other sub-boards; and unfortunately, we felt as though your post did not meet these guidelines. While we didn't approve your thread at this time, we still encourage you to either refine your thread; alternatively, the Gameplay sub-board is still a great place to post gameplay discussions.
Your post contains too many "things everyone knows" without anything to back those assertions.
Okay. Here's my counter to that last line:
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I don't know too many players who actually know how death timers work, nor do they find wiki walks on the subject easy to understand. "Things everyone knows?"
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I may be citing common examples to demonstrate a problem with death timers, but nothing I said is champions exclusive. So ..... I'd really love to know what they expect me to back my assertions with. Are they expecting me to do the work, and run multi-threaded regressions and formulate logarithms the board devs themselves don't understand with some "n" sample size and an R^2 of that is .75-.98 and test for heteroscedacity and autocorrelation..... do a whole college paper on the topic?
https://champion.gg/statistics/#?sortBy=general.minionsKilled&order=descend
Maybe they're asking for this to prove Yasuo has one of the highest CS rates in the game ( # 5 and most of the top csers are within 10 cs of each other), or that he's # 5 in deaths per game on average (Along with some of the other champs I mentioned), even though that has nothing to do with the point?
Maybe they're asking me to prove that Spam dying isn't toxic, hated by most of the community, and generally a major source of improper learning curves? Maybe they LIKE their entire community being SIlver/Bronze?
Maybe they are asking me to prove an unproveable? Like that scaling death timers would rehabilitate bad actors?
I'm a student of Game Theory, but I can't calculate numbers that don't exist on a decision tree payouts, or find a Nash Equilibrium I'm not informed of the numbers to compare...... No one can.
Bottom Line: I know my post is Much more nuanced and thought out that subjects that have been approved. In my mind, I met all the requirements of the category.
I'd love to know YOUR opinion (of either the rejection, or the topic)
, who has no built in laning OR itemization options with which to compensate poor play in farming, mobility, or resource costs (She rarely has resource cost issues, so that is a weak point, but the other two are VERY valid).
is NOT a skill mechanic. It's a "I outrange 70% of the entire game's skill arsenal with my auto attacks, deal full Crits, some converted to true damage, and continually gain a LOT of movement speed for doing so" mechanic. It's not complex or even strategic. That's what Jinx ALWAYS was, except she didn't get the
and prevent a gold/lane shut out and conserve skills for whenever a dive is attempted. The option is ALWAYS there.
and a Baron wave. You can literally Go baron.... go top or mid lane..... and push the entire lane before resses if that is your team.