Does anyone have the new death timers mapped out? I took a team to gold in the old TT and made a new team that is now one game away, plus I've done quite a bit of blind pick when my team isn't around. Through it all I just can't shake the feeling that the death timers are completely out of whack now.
Early game death is short with very little time to take objectives. Then, at some point I swear it feels like they just sky rocket. You'll get aced, be back in no time at all, ace them because they stuck around, and have a full minute to tear down their entire base.
Overall I think death timers go to high and scale too suddenly. It really does feel like there's too sharp a tipping point which, win or lose, makes the game less fun.
Taking two towers, an inhib, the nexus turret, and the nexus before the enemy respawns just isn't fun.
So the idea of the new TT timers is to decrease the impact of early kills, but still make end-game kills "worth it". The deathtimescaling bits are when time-based scaling kicks in on top of the level-based scaling. If you guys are curious, here are XP/level values as well.
[ExpGrantedOnDeath]
;This section contains the variables in the Exp-granted-on-death formula:
; xpMultiplier = BaseExpMultiple + LevelDifferenceExpMultiple * (victimLevel-receiverLevel)
; with a minimum xpMultiplier of MinimumExpMultiple
; The actual experience granted is (xpMultiplier * [total amount of EXP needed for victim to go from their current level to their next level])
;Defaults if these keys aren't present at all are BaseExpMultiple=0.55 , LevelDifferenceExpMultiple=0.08 , MinimumExpMultiple=0.15
;These values are only read once, you have to re-launch the game to change them
BaseExpMultiple=0.55
LevelDifferenceExpMultiple=0.08
MinimumExpMultiple=0.15
[ExpGrantedOnDeath]
;This section contains the variables in the Exp-granted-on-death formula:
; xpMultiplier = BaseExpMultiple + LevelDifferenceExpMultiple * (victimLevel-receiverLevel)
; with a minimum xpMultiplier of MinimumExpMultiple
; The actual experience granted is (xpMultiplier * [total amount of EXP needed for victim to go from their current level to their next level])
;Defaults if these keys aren't present at all are BaseExpMultiple=0.55 , LevelDifferenceExpMultiple=0.08 , MinimumExpMultiple=0.15
;These values are only read once, you have to re-launch the game to change them
BaseExpMultiple=0.55
LevelDifferenceExpMultiple=0.12
MinimumExpMultiple=0.15
The key takeaways here are that the XP growth for New TT becomes much steeper towards the later ends (it's a power curve), whereas the growth for Old TT is less so. This means that level advantages are much harder to earn, and it also means that leveling is slower than in Old TT compared to gold growth (this theoretically should be beneficial towards ADC and pure AP). You'll also note that the experience gained for players behind in levels is higher for New TT.
Could I bother you for one more tidbit? What about EXP from creeps scaling through the game? It almost seems like the combination of the exp earned from getting an early lead is screwing people allowing not only comebacks, but complete turn arounds. tl;dr gaining a strong early lead then losing a single team fight costs your team their entire base due to your level advantage, which would lead me to believe defensive values on objectives into mid game is a tad to low atm. That the game WOULD be more balanced; if another teamfight was reached, but objectives are dying to quickly for us to fend them off/respawn. That the only reason respawns FEEL so long at that point; is because of how quickly they burn down their objective.
Minion experience is actually the same as on Summoner's Rift (to my knowledge). Monster experience however is not. I can experiment with increasing Inhibitor health... that's actually something I've wanted to try for a while.
Death Timers need to be adjusted. I thought the timers for Old TT were good enough, and really gave the map a good flow. I'd revert them to see if players like them better
Players thought they were too long in internal testing.
I call bull**** on RiotNome Last game on this new TT as teemo level 18 19kills-10deaths I was at 50 seconds and at 21 kills it was 56 seconds
Seeing as how the highest death timer you can have is 64.5, I don't see where the bull**** is :P
Quote:
Originally Posted by gi3bnvd
bump
death timers are so insanely high that this game isn't fun anymore.
it becomes a game of "first person to die loses".
It's been 3 weeks. Why isn't this changed yet?
1.72 timers follow. It hasn't changed yet... because we haven't patched!
Death timers rise too suddenly, go too high
Early game death is short with very little time to take objectives. Then, at some point I swear it feels like they just sky rocket. You'll get aced, be back in no time at all, ace them because they stuck around, and have a full minute to tear down their entire base.
Overall I think death timers go to high and scale too suddenly. It really does feel like there's too sharp a tipping point which, win or lose, makes the game less fun.
Taking two towers, an inhib, the nexus turret, and the nexus before the enemy respawns just isn't fun.
The death timers DO scale faster--but they don't scale higher. Raw data follows:
Level01 = 20
Level02 = 21
Level03 = 22
Level04 = 23
Level05 = 24
Level06 = 25
Level07 = 26
Level08 = 27
Level09 = 28
Level10 = 29
Level11 = 30
Level12 = 31
Level13 = 32
Level14 = 33
Level15 = 34
Level16 = 35
Level17 = 36
Level18 = 37
[DeathTimeScaling]
StartTime = 480
IncrementTime = 60
PercentIncrease = 0.04
PercentCap = 1.75
Level01 = 12
Level02 = 13
Level03 = 14
Level04 = 15
Level05 = 17
Level06 = 19
Level07 = 21
Level08 = 23
Level09 = 25
Level10 = 27
Level11 = 29
Level12 = 31
Level13 = 33
Level14 = 35
Level15 = 37
Level16 = 39
Level17 = 41
Level18 = 43
[DeathTimeScaling]
StartTime = 1020
IncrementTime = 60
PercentIncrease = 0.04
PercentCap = 1.5
So the idea of the new TT timers is to decrease the impact of early kills, but still make end-game kills "worth it". The deathtimescaling bits are when time-based scaling kicks in on top of the level-based scaling. If you guys are curious, here are XP/level values as well.
Level2 = 224.0
Level3 = 536.0
Level4 = 936.0
Level5 = 1424.0
Level6 = 2000.0
Level7 = 2664.0
Level8 = 3416.0
Level9 = 4256.0
Level10 = 5184.0
Level11 = 6200.0
Level12 = 7304.0
Level13 = 8496.0
Level14 = 9776.0
Level15 = 11144.0
Level16 = 12600.0
Level17 = 14144.0
Level18 = 15776.0
[ExpGrantedOnDeath]
;This section contains the variables in the Exp-granted-on-death formula:
; xpMultiplier = BaseExpMultiple + LevelDifferenceExpMultiple * (victimLevel-receiverLevel)
; with a minimum xpMultiplier of MinimumExpMultiple
; The actual experience granted is (xpMultiplier * [total amount of EXP needed for victim to go from their current level to their next level])
;Defaults if these keys aren't present at all are BaseExpMultiple=0.55 , LevelDifferenceExpMultiple=0.08 , MinimumExpMultiple=0.15
;These values are only read once, you have to re-launch the game to change them
BaseExpMultiple=0.55
LevelDifferenceExpMultiple=0.08
MinimumExpMultiple=0.15
Level2 = 300
Level3 = 700
Level4 = 1300
Level5 = 1875
Level6 = 2525
Level7 = 3250
Level8 = 4050
Level9 = 4925
Level10 = 5875
Level11 = 6900
Level12 = 8015
Level13 = 9220
Level14 = 10525
Level15 = 12055
Level16 = 13935
Level17 = 16290
Level18 = 19245
[ExpGrantedOnDeath]
;This section contains the variables in the Exp-granted-on-death formula:
; xpMultiplier = BaseExpMultiple + LevelDifferenceExpMultiple * (victimLevel-receiverLevel)
; with a minimum xpMultiplier of MinimumExpMultiple
; The actual experience granted is (xpMultiplier * [total amount of EXP needed for victim to go from their current level to their next level])
;Defaults if these keys aren't present at all are BaseExpMultiple=0.55 , LevelDifferenceExpMultiple=0.08 , MinimumExpMultiple=0.15
;These values are only read once, you have to re-launch the game to change them
BaseExpMultiple=0.55
LevelDifferenceExpMultiple=0.12
MinimumExpMultiple=0.15
death timers are so insanely high that this game isn't fun anymore.
it becomes a game of "first person to die loses".
It's been 3 weeks. Why isn't this changed yet?
[TimeDeadPerLevel]
Level01 = 16
Level02 = 17
Level03 = 18
Level04 = 19
Level05 = 20
Level06 = 21
Level07 = 22
Level08 = 23
Level09 = 25
Level10 = 27
Level11 = 29
Level12 = 31
Level13 = 32
Level14 = 33
Level15 = 34
Level16 = 35
Level17 = 36
Level18 = 37
[DeathTimeScaling]
StartTime = 1020
IncrementTime = 60
PercentIncrease = 0.04
PercentCap = 1.5