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Think about it this way:
The end game condition is actually one team losing by having their nexus health drained to zero. Similar to a fighting game. Because only one team's health can be in that draining state at a given moment, visual priority is focused around them as they are moving towards the end game condition. As Boourns mentioned, the visualization may be too positive. If draining had a negative appearance, it might be easier to wrap your head around. The fighting game metaphor could help as well. We have this It even includes a cd timer.Maybe it's not obvious enough. Look for it next time you play and provide feedback, please. |
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Crsh
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It even includes a cd timer.
