The combination of lower weapon velocities (1400 m/s) and a longer laser time-to-kill (TTK) has fundamentally changed the pace and feel of teamfights. While either change would have slowed combat on its own, together they have made engagements significantly less decisive and far more frustrating. Lower projectile speeds reduce hit consistency because, although the targeting pip is calculated instantly, the projectile still takes time to reach its target. That travel time gives opponents more opportunities to maneuver or disengage, making accurate shots far less reliable against skilled pilots. This weakens coordinated focus fire and makes it much harder to punish poor positioning. The longer laser TTK amplifies this problem. Because weapons now require sustained damage over a much longer period, every missed shot or momentary loss of tracking has a greater impact. Targets often have enough time to escape before enough damage can be applied to secure a kill. Together, these changes have made nearly every engagement feel like an interceptor fight, where players can disengage safely at almost any point unless they make a major mistake. Instead of rewarding commitment and coordinated aggression, the current balance favors survival and repeated resets. Compared to the 4.2–4.3 era, teamfights now routinely last two to three times longer. Rather than creating more tactical depth, much of this extra time is spent exchanging ineffective fire while both sides repeatedly disengage and re-engage. Longer fights are only enjoyable when they result from meaningful decisions—not when they are driven by weapons struggling to land hits and secure kills. Increasing projectile velocity, reducing TTK, or adjusting both would make teamfights feel more responsive and decisive while restoring the importance of positioning, teamwork, and coordinated focus fire.