Reduced the Score Tick Timer from 15 minutes to 5 minutes Here's what I was able to find regarding the tick and relation to score: As such 1 vs 2 ticks is rather arbitrary to me, but I would defend caps lasting for 2 ticks as it makes victory more meaningful and defending more important, and it takes that objective off the board for a tick which has the effect of making the battlefield more dynamic with a smaller number of contested nodes at any one time. I am not really talking about scoring - I'm talking about the invulnerability and flow of the game. This deserves another post entirely but I also think the invuln timer should be applied to walls+gates so that you can't just camp on top of the champion with all the npcs dead-the fact that walls can be damaged before the champion's invuln timer expires functionally turns towers into camps if you think about it. It would also give more time for supply to accumulate inside of the towers and more incentive/time to hunt dolyaks because you don't have to spend as much time commuting and you know that a tower with a ton of accumulated resource will be harder to cap once the 10min timer expires. Whatever comes off cooldown then becomes a more valuable target because it's the only contested objective nearby. ![]() It would give small teams the time to leave, cap somewhere else, then return to defend because there is nothing left to cap (everything nearby is fully on invuln timer) which lead to larger and more exciting skirmishes over legitimately contested objectives because players would have more time to accumulate to either attack or defend, and the objective would be more valuable because it would be guaranteed for two ticks. ![]() If the invuln timer was increased to 10 minutes, it would give players time to coordinate because they can actually anticipate and prepare for when something is about to come up for grabs instead of constantly commuting in a circle.
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