League of Legends It’s a fairly fast-paced game, but Riot might be wanting to slam on the brakes a little. in a recent Reddit ThreadRiot Axes – known as lead gameplay designer Bryan Salvatore – said the studio is now looking to make changes “intended to slow the pace of combat”.
LoL has been around for 13 years and has understandably evolved during that time. How esports point points out, recent years in particular have seen a real shift towards high-speed combat: Average team fights now last around 14 seconds, compared to actions in previous years that could last up to a full minute. Salvatore didn’t say what Riot has in mind regarding potential slowdown mechanisms, but it certainly looks like big damage nerfs are coming.
“We believe that League of Legends is best when, on average, it’s[ing] fast and exciting”, said he said in response to a question about Riot’s previous discussions about time to kill in League matches. “But yeah, I think it would be fair to say that it fixed the damage too much, which is affecting clarity (‘I can say what just killed me” https://www.46best.com/”I can say what they should have done differently ‘) and expression of skill (‘That assassin/mage hit all their kit, so they got death’).”
Salvatore said mage supports aren’t Riot’s “main focus” right now, because while their damage output may be disproportionate, it’s nothing new and “not the cause of any recent damage.” In fact, having damage-focused supports is a good net for the game.
“Allowing players to pick damage-oriented supports and get enough gold to really scale with them was an important part of the changes that resolved support autocomplete issues that we would be hesitant to go back on,” Salvatore wrote. “We prefer to adjust the durability around the reality that many teams trade a defensive character (support or tank) for one that deals damage and balance the two approaches against each other.”
There’s no timeline for when that will happen, but Salvatore said Riot will reveal more “in the coming weeks.”