Welcome to the Forum Archive!

Years of conversation fill a ton of digital pages, and we've kept all of it accessible to browse or copy over. Whether you're looking for reveal articles for older champions, or the first time that Rammus rolled into an "OK" thread, or anything in between, you can find it here. When you're finished, check out the boards to join in the latest League of Legends discussions.

GO TO BOARDS


Dominion sympathizes for losing teams. Rubberbanding, artificial "close games", etc.

Comment below rating threshold, click here to show it.

Miles Long

Senior Member

10-18-2011

Quote:
Luvatar:
Pretty sure that had nothing to do with it. They where pretty terrible.


They were so terrible that your team couldn't do something as simple as hold three to two despite being 400 points up? You could do it for those 437 other points, but not for another 63 to close the game? And they were bad?

Yeah, ok.

Quote:
TimeZero1:
Newsflash for you: we were the losing team and that means we had our ass kicked more than once while the winning team was on a killing spree. The death timer IS AFFECTED by a killing spree just like Summoner's Rift, nothing new here. Once someone that has a killing spree dies, the death timer becomes as long as mine. It not Dominion's system, it's HOW LEAGUE OF LEGENDS WORKS.


And omg, respawn timers balanced around countering the (current) winning team's ability to just stomp all over the losing one without needing any semblance of skill? The nerve of Riot!

Clearly every game needs to be decided around champion kills and the ability to grief the enemy team. Game needs to end after the first windmill fight, amirite?


Comment below rating threshold, click here to show it.

Krom

Senior Member

10-18-2011

Why is this thread still going?

Rubberbanding is just an excuse for poor play by people who don't understand how the map works.


Comment below rating threshold, click here to show it.

Ikruti

Senior Member

10-18-2011

If it's as powerful as people say, why isn't the dominant strategy to let the other team cap the majority of points and let your score whittle down to 125 - 500 and then start from there?


Comment below rating threshold, click here to show it.

ammayhem

Senior Member

10-18-2011

If a team that is losing that bad starts to rebound, you're doing something wrong.


Comment below rating threshold, click here to show it.

Jadarok

Senior Member

10-18-2011

It's obvious it's not about rubber banding any more. The more we discus it, the more we learn there really ist much at all.

This is really about people who want to add more snowballing to crystal scar. Riot added these mechanics to prevent exatly this. People are blowing a few seconds on a respawn timer out of proportion. Heck, if riot nomalized respawns, people would still complain about phantom rubber banding mechanics causing comebacks.

People just need to learn it's harder to just get fed and rolfstomp to victory in crystal scar.


Comment below rating threshold, click here to show it.

InsanityPotion

Senior Member

10-18-2011

Easy fix, don't turn off the -2 to nexus on death at 125, just let it go.

That and the reduced death timers for the losing team. Normalize the death timers, remove the stop of -2 to nexus on death @ 125 and you'll have the winners winning and losers losing.


Comment below rating threshold, click here to show it.

InsanityPotion

Senior Member

10-18-2011

Quote:
Jadarok:
It's obvious it's not about rubber banding any more. The more we discus it, the more we learn there really ist much at all.

This is really about people who want to add more snowballing to crystal scar. Riot added these mechanics to prevent exatly this. People are blowing a few seconds on a respawn timer out of proportion. Heck, if riot nomalized respawns, people would still complain about phantom rubber banding mechanics causing comebacks.

People just need to learn it's harder to just get fed and rolfstomp to victory in crystal scar.

There is a fairly clear rubberbanding effect that happens in most games. The outliers are the ones where you are up 300-125 and win 300-0. Given the information (which we don't have), it would probably be easy to remove all of the games where a player was inactive for more than 2 minutes, or was reported for intentional feeding/afk. Take a look at how the game progressed and see rubberbanding in action across a large portion of matches.

The death timers do matter, the stop on -2 to nexus @125 do matter. The game changes fundamentally from offense to defense once the losing team hits 125. You can't be offensive because it doesn't pay dividends. You can go in, kill 3, lose 2, there 3 are up before your 2 and back at the tower while you're still waiting to spawn. That's rubberbanding and artificially modifies what would likely be the outcome of the game had those stops and advantages not been there. That's not to say the winning team loses or the losing team wins. However, a game that should have been 280-0 could be come 35-0.

Relating to sports, if a football team is up 31-0, the league does not force them to stop scoring on offense. That would be asinine, yet that's exactly what happens on Dominion.


Comment below rating threshold, click here to show it.

Jadarok

Senior Member

10-18-2011

Quote:
. However, a game that should have been 280-0 could be come 35-0.
Extremely subjective.

Quote:
The game changes fundamentally from offense to defense once the losing team hits 125. You can't be offensive because it doesn't pay dividends.
This is not rubberbanding. This is "strategy must change end game." What's funny is people talk like they know it's different, but yet they still do it wrong and blame the game for their loss. If you know kills don't count end game and you need to play defensive...then do it. If you aren't recklessly dying to begin with, that 5sec increase to your respawn time won't even come into play.

These tiny mechanics are meant to stop snowballing, not create rubber-banding. Riot is increase the time your kills count for nexus points a little bit to help with this feeling everyone is getting, but we have to be careful. If people keep crying about this BS notion, soon games will boil down to who ever wins Windmill first..."Surrender at 10..." Might as well go back to Summoner's at that point.

Quote:
Relating to sports, if a football team is up 31-0, the league does not force them to stop scoring on offense. That would be asinine, yet that's exactly what happens on Dominion.


This is a terrible analogy. Actually...the mechanics are exactly like in football but with the wrong aspects you described.

In Football(American), after you score a touchdown, you give the ball to the other team! This aspect is much more comparable to an increase respawn timer for getting way ahead (scoring a touchdown). This is what it's like in all sports. Once you score, you give possession to the other team to give them a chance. It's the whole point. It tests the skill of a players offensive ability, and defensive ability. You need to be good at both, usually, to win. The kills stopping at 125 and respawn tweaks does exactly this. Ok, you proved you can roflstomp with kills for a quick lead, now give the other team the ball and see if you can actually defend.

To me, it sounds like you people are arguing the reverse for Football. You people think after you score a touchdown you should keep the ball until you lose it.


Comment below rating threshold, click here to show it.

gizmo3722

Senior Member

10-18-2011

just played a wonderful game where we came back from a 250 point loss, i don't care if the system did it, I had fun, and I was able to win because of it.


Comment below rating threshold, click here to show it.

XeaL

Senior Member

10-18-2011

Close games are more fun, more often, for more people.