Death Timers

japan hate acc·3/12/2016, 7:23:34 PM·2 votes·286 views

There is a serious problem with death timers, and I think Riot needs to address this. I hope Riot reads this, and if they don't take this exact idea, at least make some change.

As of now, death timers are too high. Because of this, one lost teamfight ends up putting a team at a serious disadvantage. By late game, death timers are beyond a minute. This is making the game less enjoyable, as you simply watch the other team destroy three of your turrets.

Now this problem can be solved, but not by shortening death timers.

What I am suggesting is to make the death timers based on how many times you have died, rather than how long the game is going. Now, I am aware that at least partially the death timers are based off of this, but I am saying it should be solely off of deaths. Not only would this prevent incredibly long periods of unrestrained pushing, but would make the game more dynamic and intense, as you would only have a shorter amount of time to push before that really fed carry on the other team respawned. By basing these timers off of deaths and not overall game time, a teamfight would not determine the fate of the game.

What do you think? Yes, no?

2 Comments

BlaydGraves3/12/2016, 11:36:50 PM1 votes

I see where you're going but I'm pretty sure death timers are not just based on game time, but also on how well the player is doing, so a player with 20 kills will have a higher timer than someone with 5 kills. This is a balance thing to reward killing high priority targets. After all, how is it fair that the one who can 1v4 your team come back at the same time as your team just so he can do it again? This also gives the losing team a few seconds of advantage. As it is, it's already technically slightly in the favor of the losing team