Quote:
Originally Posted by The Rose
I had a general question, why are elixers allowed, since the play is similar to that of dominion game pace (in a sense) wasn't the idea to get rid of them because of the easy abuse?
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They're a bigger issue on Dominion since the primary objective isn't to kill, but to capture. The red Elixir in particular provides disproportionate bonuses to that end. But since Proving Grounds follows the classic pushing gameplay, Elixirs are a viable end-game gold dump, especially as you aren't as likely to finish a build throughout the course of the game.
Quote:
Originally Posted by NicknameMy
I found out a problem. If you are behind, you can just camp your two base towers and never loose the game. This way games go over 1h which are already lost. At summoners rift, at least the side lanes would be pushed with that so they break aswell, but at proving grounds that isn't possible.
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I've yet to see a game go past 36 minutes, but if you find that teams are using a particular strategy, post some end-game scoreboards for us to see and tell us what happened. Right now we have some light "sudden death" mechanics in right now that kick in at 20 minutes. Death timers start extending out, and turrets start to lose armor and MR (slowly).