Death timers stay too low pre 35, then scale WAY too harshly post 35

Shadow Gilgamesh··3 votes·935 views

Because there's no time scaling pre-35 you can ace teams and have them up again by the time you move your ass to a tower, even at 25 or 30 minutes, meaning you can take a first or second turret, but they'll meet you at their inhib turret. Even then if you don't have a wave pushed up and your tank died in the fight, your ace means nothing. Hell, if the fight last longer than 10 seconds for whatever reason, the first to fall can be getting up 5-10 seconds after the last guy falls.

But then at 35 minutes gametime suddenly becomes relevant death time and it ups death time by a massive amount. I've won games at 40 minutes from second tower before, most recently the other team had us whipped most of the game, they won 2 lanes, their jungler was better off, and they had 2 lanes pushed to inhib, we had 2 first turrets, won a single teamfight and won the game outright, plowing through 3/4th of the environment and taking the nexus just as they were getting up.

Winning a teamfight at almost 35 minutes is the worst possible situation, if you try to get any turrets for your advantage you can get plowed by the other team when they get back up with homeguard and suffer a larger downtime because post 35 you get slapped with a longer death time.

This change makes downtime less of a mechanic to reward you for doing well in lane, or as a team early on, it makes the game stay "on the rails" up till 35, when suddenly the death timer is like your parent glaring at you and tapping their watch because you've been playing too long. I know the game has to end, but it seems like right now post 35 becomes dangerously close to "sudden death" where no matter how good or bad you did in the game, a single good teamfight wins you the game.

1 Comments

ReshiKillim2 votes

Death timers scale with champion levels, rather than the match time.

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