Original Post — Direct link
about 2 years ago - /u/R0gueFool - Direct link

Originally posted by Pyrothy

Can someone explain the philosophy behind making it feel worse if you're behind? Is it to make people more willing to ff early in the match? In league they introduced bounties and objective bounties to help the other team catch up, why are they trying to make it harder to come back in wild rift?

So we could have explained this a bit better. This is not about making a losing team lose more, in fact, the opposite.

Before this change:

  • Homeguard
    • Allied champions gain MS, removed on dealing or suffering damage
    • 0:00-0:60
      • Area: Entire Base
      • 80% MS for 12 secs
    • 0:60~12m
      • Area: Fountain
      • 40% MS for 10 secs
      • About enough to get you to your T2 turret.
    • 12m+
      • Area: Fountain
      • 30% MS for 4 secs
      • About enough to get you to the edge of your base.

This change removes the 3rd group and now after 1 minute, when you leave your base you have more movement speed. This goes hand in hand with the respawn changes.

This means that for the slight increase in death time you are now able to get back into the action quicker. If you need to defend your base, contest an objective, or even just get back to farming you can quickly.

This change removes the 3rd group and now after 1 minute, when you leave your base you have more movement speed. This goes hand in hand with the respawn changes just below it. advantage. But ultimately it comes down to how each player/team plays, rather than being stuck running back from their base.

This also pairs with the minion late-game movement speed changes so that in the late game you have more time to make plays around the map and some breathing room if you lost an early inhibitor.

I hope that clears things up.

about 2 years ago - /u/R0gueFool - Direct link

Originally posted by gheycub

I don’t believe the major issue regarding all this confusion is about the home guard MS. It’s about the respawn timer changes.

1) Some players believe the winning team had shorter respawn timers and this was a built in snowballing mechanic. With the 3.1a changes the winning team will have even shorter respawns.

2) Others believe the winning team had shorter respawn timers (snowballing mechanic), but with the 3.1a changes that will be slightly less than before.

3) Others believe the losing team had shorter respawn timers (comeback mechanic), but with the 3.1a changes that will be slightly less than before.

4) Finally, others believe the losing team had shorter respawn timers (comeback mechanic), but with the 3.1a changes that will be slightly more than before.

So please clarify this once and for all, I’m begging you! u/Endstep u/R0gueFool

Right those 2 changes, Homeguard + Respawn Timers, are very interconnected. We would not do one without the other. Base respawn needed to go up to account for the Homeguard change.

As for the details of the respawn modifier changes.

Respawn Modifier

  • Game Time < = 12 minutes
    • For each level the player is ahead or behind the average level, the respawn timer is adjusted by 10%
      • RespawnModifier = (PlayerLevel - AveragePlayerLevel) * 0.1
    • The modifier cannot exceed 15%
      • -0.15 < Respawn Modifier < 0.15
  • Game Time > 12 minutes
    • No modifier

Realistically this is not a change you would be able to notice, you would need to be +/-2 levels from the average instead of 3 for this to kick in. All it really means is that if you are far ahead or behind (in the early-mid game) your respawn will be more in line with everyone else.