[Clarity] Execution Timer Visibility/Last Damage Source

MrBuffington·7/2/2014, 2:08:28 AM·1 votes·636 views

Hi Everyone,

An idea occurred to me the other day and I was curious to see everyone's thoughts. I was thinking since jungle timers were being added (kind of a stretch here, bear with me), what other timers would be useful to know?

So in case you didn't know, there's a certain amount of time after being damaged or debuffed by an enemy champion where, if you die, they won't get kill credit. In other words an execution. Right now, it's set at 13 seconds, which, aside from being a seemingly random time, is also really hard to keep track of. There is a lot of strategic play that can revolve around this, but it is rather embarrassing to try to die to turret a few seconds prematurely. As far as I know, there's no reliable way to track this timer, besides counting down in your head and hoping there wasn't an aura debuff nearby.

What I am curious about are your thoughts about making the execution timer visible. What I see this as is a little debuff icon, probably on the right side above your spells (above the Recall spell) for greater visibility. This debuff would have a 13 second duration, refreshed upon taking damage, and the icon would be a champion icon of the last champion to damage or debuff you (ie. who would be getting your bounty gold if you died, assists not included). This way you would know if you're good to execute to turret, or, failing that, can execute and give your bounty gold to a non-carry or something.

It's a more minor detail about the game, but I think it could be an interesting and valuable piece of information that could be added in a non-intrusive sort of way. Let me know what you think! Thanks!

2 Comments

ZanryuEU7/20/2014, 5:43:03 PM1 votes

First of all an execution is really hard to accomplish, simply due to the fact that getting into that specific situation is extremely rare. At most times this happens during tower dives.

Secondly, even if such a timer is needed and implemented your idea about displaying the last champion does come with a huge drawback. Players tend to notice changing, flickering and moving UI elements. In the first games, the attention of the players is almost forced to that debuff which will probably change rapidly within a team fight. Later on the players will probably ignore the area around the debuff, which will also include parts of the map. But this is individual for each player.

In general a timer for executes isn't needed in any way. I think it would be enough when players could read the duration of the timer during the loading screen as a tip to spread the knowledge about the duration and behaviours of executes.

Zanryu