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LOL Designer Plans to Extend Team Battle Time: Reduce All Damage by 20%

I believe that some brothers should have found that since S6, the game rhythm of League of Legends has begun to accelerate significantly, this is a wonderful attempt by the fist designer, and now we are indeed more inclined to feedback the fun brought by time, but what makes many water friends dissatisfied is the League of Legends' setting of damage and frankness, many brothers feel that the current damage is somewhat overflowing, even the tanks of this level of Orntheon will directly melt the damage, and the original team battle that lasted for a minute or so will now end in less than ten seconds. For this reason, the fist designer is ready to make adjustments, the initial adjustment is to reduce all damage by 20%.

LOL Designer Plans to Extend Team Battle Time: Reduce All Damage by 20%

Brothers who have experienced the S4S5 season know that the rhythm of the League of Legends at that time was very different from today, the previous League of Legends rhythm was slow, a team battle could even last for two minutes, both sides needed to constantly pull to open the output space, the team battle at that time was more like a tug-of-war, although there was also a scene of one side with a rainbow of momentum, but most of the time the League of Legends team battle was evenly matched, and the two sides needed to capture the team battle advantage for their own team through countless tiny and exquisite operations. Continuous and slow increase of weights to the side of the celestial maple is unthinkable for new players who have not experienced it.

LOL Designer Plans to Extend Team Battle Time: Reduce All Damage by 20%

The brothers who later joined the League of Legends family should not be able to imagine this at all, we have become accustomed to the way of playing damage spillover, especially the brothers who often like to play assassins, if they can't drop ad in three skills, they will start to question their own damage, of course, except for the clown, this kind of assassin, and ad is also used to being hit by unknown aoe and then inexplicably evaporating, but in fact there are a large number of players who can't accept this, these players think that the game loses fun, Assassins can directly set a set of seconds to drop ad normal, after all, this is the positioning of the assassin, but the tank can also be a bit outrageous.

LOL Designer Plans to Extend Team Battle Time: Reduce All Damage by 20%

Therefore, many players on the extranet are calling on designers to adjust the damage to extend the time of team battles, so as to increase the variables of team battles, so that players pay more attention to micro-manipulation, rather than being randomly hit by seconds after the equipment disadvantage. What is interesting is that the designer of the fist actually responded to the extranet players, the designer bluntly said that "speeding up the game is our targeted adjustment in recent years, which is to match the changing game needs of players, but this process seems to be a little too fast, we are aware of some deficiencies in the damage mechanism, so we will make adjustment tests in the near future."

LOL Designer Plans to Extend Team Battle Time: Reduce All Damage by 20%

The designer added that "we must admit that there is a problem of damage overflow in the current League of Legends, so we decided to give a corresponding solution in the next few weeks" Interestingly, according to the internal staff, the current modification opinion given by the design team is to "reduce the overall damage of the game by 20%, and reduce all the healing effects and additional shield effects by 20% year-on-year", surprisingly, for this simple and rough correction direction, many external network water friends feel that they can try, if the plan is determined, This change is likely to be unveiled in the next year's version or even at this year's World Championships, and the brothers can look forward to a hand.

LOL Designer Plans to Extend Team Battle Time: Reduce All Damage by 20%

Of course, some water friends still have different views on this, many brothers feel that 20% is still a little too high, 10% to 15% seems more reasonable, otherwise it will change from a spike alliance to a tank alliance, what do the brothers think about this?

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