Part 2 : Upcoming issues
So yeah, while I think that those changes are pretty low impact (especially timelimit 5), I do think that they bring a bunch of annoying possibilities and that this should make us reconsider their implementation.
-the round timer does not necessarily represent if a game is slow or not. There can be a lot of action without a point changing hands, like Team A failing their last push, followed by team B aborting their push out as it took too long, and now team A has to push with 2:30 on the clock, which effectively nerfs stuff like Spy or Banners
-A shorter roundtimer will fuck up Granary’s unique yard gameplay a little bit. I know some (most ?) people dislike the map but I personally enjoy it so it gets on there.
-Short roundtimer could also ultimately slow the game down by having teams play for the clock more now that the round reset is more reachable, something that already happened in the cup. This creates the most boring type of stalemate, as a team trying this will have no interest in any risky plays like sacs or maybe even sniper. We might even see the opposing team opting not to all in before the clock ends as they might fancy their chance at another mid compared to the enemy pushing into Mid with ad should they not manage to get on their med, so we could see two teams not doing anything.
-Winlimit 5 removes garbage time sure, but it also makes close games end earlier. During Rewind 2 Grand Finals, the second map ended 5-3 with 7.30 on the clock. Ascent had already clawed back 3 rounds in 5 minutes, they could have done it again, but no the game just ends. I don’t know about you but I’d rather have garbage time and close games last the whole 30 than the opposite.
-It doesn’t look like continuous overtime will be here to stay, but if it were I’d argue the concept ends up helping out good teams more and would limit upset potential : If I’m playing a team that I know we should beat easily, but we’ve had difficulties getting into the game and it’s now 2-3 with a few minutes left, I know we don’t have to take more risks than needed because the timer is infinite. There’s still a risk on midfights and such of course, but compare and contrast with today’s system where the team losing has to take more risks as the time goes on and I think that this is more fair to a “worse” team who managed to held a narrow lead.
I’d like to conclude by saying that I didn’t write this post to shit on the people proposing new things, as botmode said a few months ago, we’ve been playing this game for so long that there are a lot of things we just accept without thinking about and its always nice to see people try out new things. I just thought there was a lot left to improve on the format and didn’t really see anyone else mention the things I was talking about. I am curious to hear other opinions on the topic, especially since im just a Mid player and lack a perspective on what its like to play the game at a high level.
Oh god its 730 am