Tag: game length

Does LoL need an ‘easy mode?’

Easy Button.

I have a couple good friends that I frequently join up with to play Twisted Treeline. It’s not a perfect experience by any means, but it allows us to play a draft mode together and the games are relatively short. The best part about TT is definitely game length, but the map leaves an awful lot to be desired in terms of balance.

The time issue actually carries over to Summoner’s Rift for me. I rarely queue for 5v5 unless I know I have an hour to spend and even 3s can take 40 minutes if the game goes long. That’s a pretty long chunk of time to commit to a game, especially if it ends up being a loss. I’m sure we’ve all had games that are going so poorly that there’s no hope of victory but teammates hang on and refuse to surrender. Those types of games make me long for a quicker experience.

DotA had an “easy mode” toggle that could be used with each gametype, granting bonus gold per second and I believe extra gold for towers. It increased the pace of the game by allowing players to passively reach a level of farm more quickly, similar to the way Twisted Treeline generates per-second gold faster than Summoner’s Rift. I actually think it would be cool to have an “easy mode” playlist in League of Legends, a mode in which the XP and gold rewards were tuned so that 30 minutes looked like 70 minutes does now.

That mode wouldn’t work very well on Twisted Treeline. The 3v3 map just snowballs out of hand far too quickly. Games would likely be decided by the first fight (and in some cases, they still are). For Summoner’s Rift, though, I think it would give casual players more opportunity to fire up a game while the baby’s napping, in between classes, or just before heading to bed. Speaking of which…

Minion changes to be altered next patch

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It took less than a week for Riot to see that the minion changes do not directly accomplish the goals of ending games more quickly. I don’t want to bag on them too much – there’s no way they can match the thousands and thousands of player hours logged on patch day in playtesting – but still, this should have been pretty obvious. It’s good to know that there is already some brainstorming going on for a fix. Morello dropped by the forums today to lay some knowledge on us.

Basically, minions are too strong, too early, allowing strong pushers like Master Yi, Sivir, or TF to painfully exploit exposed lanes. Granted, the reduced respawn timers actually help with that (even if they’re otherwise bad for the game), but with a well-timed teleport, it’s possible to rock your way down the lane in a very short period of time.

The next patch will move the additional cannon minions to the 40-45 minute range, up from 20, and reducing the cannon minion resistances a bit. While I think the changes will likely be good, I really don’t want this to turn into a trial and error situation. While I think it’s cool that Riot is trying different things to manage pacing, I can’t help but wonder if minions are really the solution. What about the fact that average champion durability on release has gone way up in the past several months? If it takes too long to kill champions at towers, the game becomes more and more defensive as the tower advantage is what really decides the outcome of a fight.

The fact that Riot is turning to minions makes me wonder what the development team thinks about the current field of champions. Do they like where the metagame is at? For now, all signs point to yes. Personally, I think the tanky meta has more than run its course, but maybe that’s just me.

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