Suggestion for adjusting revive advantage

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konfetarius

Senior Member

08-18-2012

Take this situation: Team A beats down Team B to something like a 400 - 50 point advantage. Team B gets their poop (or late game) together, and caps 3 points, and starts grinding team A down with big help from the revive advantage.

Team B brings Team A down to 51-50 points. Problem - they still hold the gamewinning revive advantage, they can effectively screw up an entire team fight and WIN because of the revive timer is still in their favor.

Why? They are kind of clearly no longer the underdog - they just swung back at team A with same force they got beat down the first half of the game. They are currently the winning team and the revive penalty is still inexplicably helping them. They got the second chance to win the game (revive timer keeping afloat early, natural late game advantage late), but the initially winning team apparently only gets one (natural early game, get screwed late).

My suggestion is this: Make the revive timer check for a broader difference. No revive advantage when teams have close scores. Thoughts?

(I feel this is a problem because it punishes early game compositions more heavily than late game compositions. The early game team has to fight uphill against the revive advantage early and then has to fight uphill against the late game without the revive advantage helping them. I see so many games decided on this point alone it's getting kind of absurd. I mean, if the early game team somehow beats the late game team with a close fight in a 70-50 point or so situation, they just basically lost the game anyway because the late game team comes in with earlier revive timers and derps their way to victory in a wave of bodies.)


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FDru

Senior Member

08-18-2012

It would make a lot more sense if the respawn difference didn't kick in until one team had a 100 point lead or so.

This is just another indication that Riot has no idea how to play Dominion, because the respawn bonus isn't needed if you aren't headbutting Windmill for the entire match. The winning team is already at a defensive disadvantage due to needing to defend 3 points simultaneously as opposed to the losing team's 2.


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HaIfhearted

Senior Member

08-18-2012

I would very much like to see the respawn advantage gone completely.


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konfetarius

Senior Member

08-18-2012

Flat out removing it might make late game comps too weak.


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Kierloway

Senior Member

08-19-2012

There are late game comps and early game comps...your problem is with late game comps. Revive doesn't make a team come back from 100-350 pt deficit or more...late game itemizing does.


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konfetarius

Senior Member

08-19-2012

Quote:
Revive doesn't make a team come back from 100-350 pt deficit or more...late game itemizing does.
That's... not the point of this thread.


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AbsolutePK

Senior Member

08-19-2012

Quote:
Originally Posted by Kierloway View Post
There are late game comps and early game comps...your problem is with late game comps. Revive doesn't make a team come back from 100-350 pt deficit or more...late game itemizing does.
They're not talking about the summoner spell Revive, they're talking about how the team with less Nexus HP has a faster respawn.


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Cauldrath

Senior Member

08-19-2012

Maybe they should just change it so it isn't a relative score that matters, but the current score. So, you get -1 seconds off your revive time for every 100 points your nexus is missing or something like that.


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hinderlopen

Senior Member

08-19-2012

Quote:
Originally Posted by Cauldrath View Post
Maybe they should just change it so it isn't a relative score that matters, but the current score. So, you get -1 seconds off your revive time for every 100 points your nexus is missing or something like that.
good idea to get it away from the relative score, but both teams getting 22 second respawns (before the respawn time mastery) would favor tankier teams that hold 3 points near the end. They can take forever to kill and get back to the point before you can take it.


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Orphane

Senior Member

08-19-2012

As it stands now the current revive timers and wave spawn are pretty awful. Almost as bad as the score system, really.


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