Toxicity would be helped a lot by reducing match length and lowering power disparity from item leads

Strawberrycocoa·5/26/2018, 5:43:48 AM·1 votes·1,500 views

I've come to very strongly feel that toxicity would be helped significantly by Riot just completely reworking their match length and the power disparity that gold leads give. If matches were shorter so you didn't lose such a big chunk of time to a match, there'd be a lot less irritation and tension built up in the player. If gold leads didn't power spike people so high they can just nuke you with barely any effort, if you could have the match just be consistently equivalent and fair so that positioning and teamwork made the difference and not farming items or bloodsport kills, I think we'd see a LOT less frustration and anger in this game's playerbase.

16 Comments

Slythion5/26/2018, 5:47:04 AM5 votes

by reducing match length and lowering power disparity from item leads

those two things actively go against each other.

Also, shorter games and one-sided games go hand-in-hand

Zane Zephyr5/26/2018, 5:57:16 AM2 votes

that's not how this works.

That's not how any of this works.

Hayes5/26/2018, 4:04:57 PM2 votes

how about this, make players have at least 5-10 games in NORMAL with a champ before being allowed to play in Ranked. Do you know how many "first time" players who have no idea how their champ works i've had to play with?

ı Sona ı5/26/2018, 6:05:10 AM1 votes

I have played many games where the enemy started very strongly ahead and it seemed impossible. They had more kills, more gold, more turrets, and wards everywhere.

What they didn't have, however, was as much confidence in my own ability and in my teammates as they had in theirs and their own.

https://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/2789791569/237648988?tab=overview

In this game I was on blue side. At around 14 minutes the enemy team took the lead for almost 30 minutes. But we remained calm, cool, focused, and collected. In this time we began to make really strategic decisions in order to keep each other from dieing and to help each other farm. This way we were able to stop the gold gap from spreading any further and helped our adc and each other farm up and secure enough kills to mount an aggressive counter attack to win the game!

It isn't just gold that wins the game, it's also encouraging each other not to give up and trying your hardest to the very end. Sometimes when you are behind the only way to get back is to completely altar the strategy you use! But most importantly, you have believe you can win before you can really make it happen, even in the hardest and seemingly hopeless times!

Umbral Regent5/26/2018, 6:07:43 AM1 votes

Part of me wants to say that this belongs in Gameplay despite your presenting this as a tie to negative behaviors. I suppose, regardless, I should still discuss as normal.

Like Slythion said, the idea of making matches shorter and reducing the gap from item leads really just...Doesn't work. At all. Lowering the gap between item leads means that players who are behind are not effectually behind and can actually put up a fight, dragging the match out, meaning you can't make matches shorter while also reducing that disparity.

Beyond that, I personally don't think that match length or item leads has much, if any, impact on a player's behavior. Sure, people'll get tilted if they're on the bad end of a stomp - nobody likes to get steamrolled, after all - but I don't see much difference between losing teams or winning teams, in terms of behavior, and I don't see any notable variance in longer or shorter matches, either.

Gabresol5/26/2018, 6:56:08 AM1 votes

Unlike Overwatch, LoL is a teambased strategy game. (Overwatch is a team based shooter with reflexes>game knowledge) Strategy games are not designe to be over in 10 minutes, mostly because the straegy part only starts at around minute 6 and before that it's all individual skill. Decreasing the health of objectives (what would be the only way to shorten game lenght) would basicly end the game at the first botlane death. Boltane dies to random gank, turret is down at minute 5, drake is gone, snowball begins.

YerroFever5/26/2018, 7:26:12 AM1 votes

So by reducing the item advantage from gold... you're keeping the playing field more even, which means you're dragging out the game rather than shortening the game and letting it snowball and win with the gold and item advantage.

I'm not sure how both of your suggestions can coincide with each other.

Pinkaj5/26/2018, 6:00:39 AM1 votes

Imo most of the toxicity I see is from players flaming others with less skill. People just need to STOP BEING UNSPORTSMANLIKE. Later they wonder why they got a 14-day ban for flaming someone who's new to ADC or smth.