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I was scrolling YouTube and I stumbled upon this video. https://youtu.be/7FuBvIuO5aE Apparently towers self destruct on 22 min mark. What do you think about it? I think it's a good one since it give the losing team a chance to comeback. It's really annoying that if all inhibitor turrets are destroyed 1 to 2 players are forced to see making it hard to contest baron.

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

Hey I wanted to give some context on this feature because there seems to be a bit of understandable confusion around the details.

This is a tertiary way for games to end, we still fully expect players to end the game using Baron, Elder Dragon, Split Pushing, and Team fights, etc, long before anyone's base starts to burn. This is just there to make sure that no game drags on for longer than it needs to.

Goals:

  • Bring overly long games to a close.
    • Very few games ever make it even close to 22 minutes, but we want to make sure that no one feels trapped in a game just because a team won't end. Or exhausted after expecting to play a 15-20 minute game, which ends up taking half an hour.
  • Comeback potential
    • While we want advantaged teams to end games, we also want to create space for comebacks in the situations where you managed to hang on by the skin of your teeth. We don't want or expect this to become a primary win condition, where players stall until bases start to burn and will be monitoring this closely.

Easy to miss details:

  • At 22 minutes, your outermost tower in each lane will begin losing 10% health every 10 seconds.
    • This means that if blue team's Baron lane turrets have not taken any damage then it will need to burn through the Outer turret > Inner turret > Inhibitor turret. But if the only thing left standing in your lane is the Inhibitor then it will begin burning at 22 minutes.
  • Inhibitors will stop burning at 25% of their remaining health.
    • Our goal here is to help bring the game to a close, we do want to make sure it is caused by player actions.
  • Your Nexus will never burn.
    • Only turrets burn, your nexus is too powerful, and it stopped us.

This is not intended to be seen very often, the VAST majority of games end before 22 minutes, and the duration of the burn means that even with this it will not end in an instant. If a team is far ahead they will still have their advantage + the extra time to end the game, while the losing team is given a chance to make a comeback.

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

Originally posted by Naro_Lucian

Seeing as the two mains reasons for this change are making games shorter and giving a losing team a fighting chance, this should only be implemented in standard games.

Ranked matches are all about skill, so an artificial comeback mechanic defeats the whole point of the ranked system. Baron already serves as a more natural comeback mechanic for a losing team.

As for games being shorter, this again makes sense in a standard game where people are playing casually in a limited time, but has no place in ranked matches. You should be committed to playing the required amount of time needed. Wild Rift is already much shorter than League PC, which makes early game champs, runes, and assassins stronger. Making games even shorter makes scaling champs, items, and runes even worse unless the meta shifts to stalling... which as you stated is not something you want to be the primary means of winning.

You should be at full build before 22 minutes, giving even our hard scaling champions plenty of time before this this even comes into effect.

As for this only being in normal, we don't want to have different rules for ranked/normals, and this comes from player feedback, where the majority of players play primarily, or exclusively ranked games.

We don't expect the meta to sh*t to stalling, however if it does then we can adjust this mechanic nothing is set in stone.

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

Originally posted by Naro_Lucian

I should clarify. Yes, scaling champs should be fully built by the 22 minute mark, but as stated, the vast majority of games don't even reach the 22 minute mark. I don't have any data so I could be wrong, but it seems like due to the faster paced nature of wild rift compared to pc, end game scaling champions and runes are already under picked/used. The meta damage rune is brutal over gathering storm because early game and snowballing is more reliable then praying to reach the end game that won't always happen. Not to mention wr players quit way to early thinking a game is decided after the first objective. Gathering storm for example, gets really useful after the 25 minute mark but that's a small fraction of games and even less so with self destruct towers.

This change would further discourage players from picking late game scaling character and runes. Burtal will be used even more.

The benefit to me does not outweigh the cons. Games are faster, but a whole style of champions will be indirectly nerfed and players will likely to use those champs, runes, builds even less.

Additionally, this doesn't seem to be a well received change (for ranked players). It seems like the majority who are in favor of this change are the more casual players with limited time. That is why I see this being good for standard.

Standard and ranked modes are already different: the same champion can be both on your team and the enemy team in standard, there is a banning system in ranked, and match making is (seemingly) much more loose in standard.

You are right that there is a difference in the champion select rules, but the actual in-game rules are 100% the same.

The reality is, there isn't any disagreement about there being a limit on how long games should last. The details about what that time is are what is important. I think it is easy to agree that we don't want 1h or 30min games, so it is really about finding what that time is.

I don't think this will have much of an impact on shaping behavior or what champions are picked. Several people are talking about this being used as a stalling strategy, but others are saying it could hurt these stalling champions. We don't expect this to be something that has an impact on most players. A drastically small percentage of games even make it to this point, and those that do tend to be lower elo skewed. Looking at my own match history I don't have a single game where this would come into effect, and I suspect yours doesn't have any games either.

If this ends up having a negative impact on the game we can tweak the details, adjust the start time, or remove/change it entirely.