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LoL - slow loading/recovery of client after game ends

By Andrew Adams

Since a certain patch - I cannot determine which one, like 6 months ago - I began experiencing an issue where my client is stuck on a "Game in progress..." screen for a minute after I finish a game. I tried:

  • reinstalling LoL
  • reinstalling LoL to a brand new SSD
  • moving my TEMP/TMP directories to said SSD
  • killing the LeagueOfLegends.exe process after game
    • this seemed to have an effect as opposed to the other tries: The client returns to the post-game screen immediately, but is extremely slow - graphs load slowly, returning to the party screen (Play again) works, but my friends do not see me as connected, after the minute passes (during which no actions are viable) a lot of screens blink and then the party screen opens again and everything works
  • letting the client close during a game
    • this just causes it to open immediately and then proceed with "Game in progress..." as before.

Does anyone have any idea how to fix this?

4

2 Answers

It is a running joke that Riot's client is a mess. Its spaghetti code. And it comes with a bunch of quirks and crashes.

Really, I've seen toasters not have any problems with the client, and super powered PCs struggle with it. I would guess the client simply has problem with some combination of parts, or things like firewalls and stuff.

The only thing I do think might help is look at your logs; LoL has a tendency to drop error in a log, never clean it and it can become huge. That could cause your problem if it has to open the file and write at the end of every game. Basically look into C:\Riot Games\League of Legends\Logs and you can delete whatever is in there. I do think it stays even if you uninstall/reinstall.

If that doesn't change anything, sadly, I do not think there is an answer except try to buy a new computer and try your luck.

6

Today, I found out that a possible fix is to leave the game before the nexus blows up. The client suddenly loads perfectly without any issues. This confirms my suspicion that this issue is not related to my hardware, but to the blunk that is LoL client code.