Since the start of the League of Legends LPL Spring Tournament, the most discussed issues among everyone are "the decline in the popularity of the game" and "the game is not good-looking". The first week of competition is now over, and the excitement is missing from the previous season. And this is not only reflected in the perception of players, but also in the data.
In the past many seasons, the LPL division has been known for its strong aggression and high level of bloodiness, and the two sides are either on the way to play a team or a team, and the head score is much higher than that of other regions. However, this situation has changed dramatically this season, and in terms of average time per game and average number of heads per game, the LPL division is now at the bottom of the four major leagues.
In the first week of the LPL, a total of 17 games were played, with a total of 38 rounds and a full play rate of 235%, the total head is 834, and the average head per game is only 2195, with an average duration of 34 minutes.
LCK played a total of 20 games (10 teams) in two weeks, accumulating 47 innings, with a full play rate of 35%, a total of 1074 heads, and an average head of 22 per game85, with an average duration of 32 minutes and 11 seconds.
Not only compared with the LCK region, but also the average time spent in the LPL region is the highest in all major regions around the world. But on the contrary, the LPL division is only a little higher than the VCS Vietnam division in terms of average head per game. Longer durations and fewer heads mean a more boring look and feel.
Up to now, there have been many games of more than 40 minutes in the LPL Spring Season. Yesterday's WBG match against TT stretched the game to 48 minutes, setting a new record this season. The current situation is obviously difficult to have a positive effect on the ratings of the competition area.
The increase in the length of the game this season has a lot to do with the version. The removal of mythic equipment was originally a change that everyone agreed, but the launch of many new content has also led to other hidden dangers.
The appearance of the Void Nest Worm delayed the time for the pioneer to push the tower, and the increase in the importance of double C made the large nucleus in the late stage of development become the norm. Ephelius + Bright Candle, Lucian + Nami, Senna + Tamu occupy half of the lower lane, and have developed into the main tone of the current version of the LPL game.
Of course, that's still not a reason for LPLs to become stinky and long. Because the game is played under the same version as each major region, the LPL division has the longest average time per game and the least average number of heads per game. In terms of playing style, the current LPL has little to do with "blood", and there is not much new in the game.
When LPL was still developing soft auxiliary pairs and tam protecting the row, LCK's different painters and Parker assistants had already played the game effect. The current LPL region is facing a difficult problem to solve, unless the version is significantly changed. Or like last year, there is a lower-lane dual shooter system that can change the ecology of the game. Otherwise, the current pace of the game will probably still be maintained.
So what do you think is the problem with the current LPL team competition?