The pace of everything in the game currently is very high, and should be toned down a bit

DEmperor95·2/29/2016, 10:21:14 AM·93 votes·3,728 views

Ever since season 6 started, I, alongside many others I'm sure, have noticed how much faster everything happens in the game right now compared to all previous seasons. Here are the main points I'd like to point out:

  • The time-to-kill any champion is a lot shorter than ever before. It seems as if everything in the game is a lot burstier than before, and people die much faster than I remeber they did.
  • Towers fall much more quickly, and teams establish gold leads much more easily and early. Due to that, there are fewer evenly matched games.
  • In the case of an evenly matched game, one teamfigt victory can lead to a lot of objectives and therefore a huge lead is built from that. If the other team wins the next fight, they can do the same as well. Basically, even games end up feeling like base races rather than strategic objectives picks.

Let me get this straight. The game hasn't really changed all that much, it's just a lost faster and a lot more volatile. And in my opinion, this is not neccessarily a good thing, but rather a bad thing. This is because right now it seems as if everything is so punishable, and things can get out of control very easily.

League is supposed to be a fast-paced game, I understand. But right now, it's just too fast and hectic in my opinion. Riot please, tone down the pace of the game a bit, and thank you.

What do you guys think?

41 Comments

Lauchmelder2/29/2016, 10:35:48 AM37 votes

The game itself is fine. But who in their right mind wants to watch a grey screen for 70 seconds at 30 minutes?

Iqqi2/29/2016, 4:17:07 PM9 votes

Really I don't think everything in the game is faster at all. My games to me don't feel like they end any faster than they used too. Assuming it's a real game.

There are only two changes I have really noticed.

  1. Snowballing is super out of control. In almost all of my ranked games a winner is usually determined in the first 10 minutes. The other 30 are people stalling or slowly trying to win.

  2. Riot has tried to decrease the game times by increasing death timers after a certain point. Today if you lose a team fight or even 1-2 players after 35min, you likely just lost the game.

Really the snowballing is the biggest thing for me. At least at the lower tier i play at in ranked. I hate that more often than not games are decided in the first 10 min. Before the "lane phase" is even over.

what you deserve2/29/2016, 10:26:11 AM8 votes

I like faster paced games better.

MeBuffULongTime2/29/2016, 6:20:38 PM7 votes

I agree, I don't want a game to go on for more than an hour but I can definitely feel a difference in my average game length. Longer games are more enjoyable because it takes more effort and skill to win than just quickly getting ahead in the beginning and snowballing to a win at 25 minutes.

1 800 MID LANE2/29/2016, 11:19:45 AM7 votes

I think it doesn't need much as a whole. Just buff towers and objectives all-around again to bring them up to par with the 4th and 2nd (?) dragon buff which allows less damage taken from turrets and more damage dealt to turrets. Dragon buffs are great now compared to what they were, but when anyone can dive while eating turret shots, minion aggro, and champion damage without dying, we have a problem. About the only champs that can't reliably do this are marksmen due to a lack of health, but even then it's relatively easy.

TL;DR Buff objectives. At least base turrets.

Crett2/29/2016, 1:56:06 PM4 votes

Agree. especially on 1. I mean, I remember AP Sion and Deathfire Veigar. But you could still get pretty tanky back then. Right now it's like. Fiora Vayne MasterYi item 3124 KogMaw item 3036

LinkManiac3/1/2016, 4:27:40 AM4 votes

Hello: When you queue up for a match in ARAM or Blind Pick, you convoque 10 players. But there is always one player that either declines or is AFK. Please, request queue for 11 or 12 players so the first 10 to accept will play. That way lazy players will wait longer, while ready and committed players will play on first up. Every player (normally) has to wait two or three times before being able to start a match. The solution is very simple. Thanks.

UrbanSerpent2/29/2016, 9:36:37 PM3 votes

If players are pretty evenly matched in terms of skill, it can be up to a 40 minute game, but even so, that 40 minutes could be a team STRUGGLING to come back. The distribution of true damage across popular champs, stacking passives, and losing trades due to things like Thunderlord's is just really shoddy gameplay. I'm glad they buffed tenacity with Merc's, but the insane damage coming out of certain mages/Zed and fighter junglers is a bit overwhelming.

JESUSSAYSNO3/1/2016, 5:35:23 AM3 votes

issue in my mind is the globalized gold and exp for towers, bounties, and kills. Before, if some enemy got a kill, they got a kill and they as an individual were ahead, and your jungler could put an effort in to putting them in line. Now, it's not any one individual that gets ahead, but an entire team that gets ahead. This removes 100% of counterplay from having one laner get ahead.

instead of having one enemy stick out like a zit that needs to get popped, you have this overbearing teamwide exp and gold lead that just grows and grows as the game progresses.

as a fix, slash global gold from towers by 50% and give it to the laners who're within range of it as it falls. remove current bounty system. remove crossmap exp from tower kills and localize it.

Issue also complements the fact that tank items are too weak and damage is too high across the board. This is a purely damage metagame. 90% of games for me have been a win for the first team who takes a tower just because at that point, the laner/s has dominated a lane, are generating a global gold lead, exp lead, and likely have an extremely high personal lead as well. It gives a would be a leading laner's excess gold to his team, making that gold lead incredibly hard to mitigate and remove.

example. Fiora top shitstomps lane. Prior to the gold and exp changes, she would have been a target, and her team may or may not have been doing well, but they were fine. Fiora is massive, but can get taken down. okay, so now, situation. Fiora shitstomps lane, she's less huge, but she doesnt need to be even better than she is, she gives her team immense amounts of global gold and exp by taking towers, potentially shutting down your jungler, etc.

MLDzXnRRR2/29/2016, 10:42:49 AM2 votes

Towers are easier to push than before, so you can accelerate the pace of the game.

EyesOfTheFox3/1/2016, 6:32:35 PM2 votes

The death timers are ridiculous. Even if your first death comes post 20 minutes, you still have to wait for nearly a minute. If you are the person carrying, this ONE death can be the end of the game in some cases. I understand the enemy has this same "problem" to deal with, but it just seems like too many games are being won or lost becuase of seemingly unfair death timers. But then again, this season my mini goal has been to die less, because of the impact that a death can have. The whole meta is snowbally right now. Minions pushing, towers being weaker, early game burst carries controlling lane. Just gotta adapt I guess.

Kuroi863/1/2016, 9:45:50 AM2 votes

Ever since season 6 started, I, alongside many others I'm sure, have noticed how much faster everything happens in the game right now compared to all previous seasons.

People started complaining that games were lasting too long and hyper carries were too prevalent/strong. Riot gave the people what they wanted. The people still weren't happy. The people are never happy.

Wolfram Oxford3/1/2016, 8:53:44 PM1 votes

The pace of the game is fine, I often find my most winnable games scaling past 25 minutes. And most games I play last long, but the more annoying issue is how easily a team can snowball and win the game. Towers are really weak right now, making a defending team have no real advantage even being pushed to. But I think the game, if needing to be fixed, is in a state where Riot can't change much without introducing a new problem. If they buffed towers or gave them bonuses to nearby champions/minions poke mages/disengage would be an enforced meta. If they gave towers more hit points to extend the laning phase, split pushers would suffer greatly. If they increased dragon respawn time, late game scaling champions, and team fighters would be an enforced meta. You see, with the ways games vary in time trying to extend the overall time of games is dangerous when it comes to imbalancing a meta. You may be allowing teams more of a fighting chance when behind, but not for long since the meta will shift from early-mid game champions to late game champions. Since changes to negate early advantages would mean that these champions aren't as important, and the greater chance of winning would be a late game team comp since you won't be punished as much as early-mid game champions would because they lack a late game.

Mody bird2/29/2016, 3:04:53 PM1 votes

Don't forget that games last 50 minutes because both teams are too scared to fight

Mirelyght2/29/2016, 8:30:48 PM1 votes

the problems with fast games is that comp meta is affected. people will be more likely to pick champs with early trade power like lucian and ez vs champs like vayne who get left behind in early game wins. i can't tell you how many times i've seen vaynes that just couldnt keep up.

The Queen Viper2/29/2016, 8:37:20 PM1 votes

Everything started going downhill after the introduction of Juggernauts... and still going.

KrugLyfe2/29/2016, 10:30:57 PM1 votes

I don't mind the deathtimers and i don't mind the quick games. What I do mind are tanks getting shredded. Squishies getting shredded that's normal same with hybrids but full tanks? Shouldn't be happening IMO. But everything else is fine

Sammystorm2/29/2016, 11:24:57 PM1 votes

Games already are much slower then they were in the pre-season. People have learned more or less how to slow games down. It is easy to compare this to season 3 which had a very similar trend.

A Prop Phone3/1/2016, 3:21:17 AM1 votes

It's fast because there isn't enough bans to remove the ridiculously OP champs that snowball out of control with 3 kills and win the game alone.

Lady Hammerlock3/1/2016, 10:49:43 AM1 votes

I enjoy it,to many people complain,AFK,tilt in long games show games are to me atleast a blessing

Dengeden3/1/2016, 1:03:15 PM1 votes

Burst is largely due to Thunderlord's and the flat penetration tied to that tree. I kind of like it, people can't facetank your damage if you're an item dependent mage.

Towers are ok. If a lot of people are hitting it, it should fall and if they were stronger, it'd just stall out the game. Deathtimers are kinda in the same department, the winning team would prolly win anyway but it'd take longer.

Zeurth3/1/2016, 4:00:32 PM1 votes

They want the games to end quicker. Hence death timers, minions getting buffs if you're ahead and the new dragon.

Shroom Junkie3/1/2016, 6:41:34 PM1 votes

I play League for the 70 minute close-ass games without any OP champs.

Please rito make my dream come true more than once every 50 games item 3070 item 3070