vivimos (NA)
: Champion Mastery Requirement for Ranked??
I understand your guy's point. I don't think we should limit people's ability to play the game. Those players that only have meaningful amounts of experience with one or two champs can still enjoy the normal draft mode. Besides, it takes a lot of games to get to level 30. Everyone is going to have at least 5 champs they've played more than 10 games on. I can't imagine a reason why a person would even want to jump into a ranked game on a champ they don't know how to play. They only hurt their rank and the rank to fellow players. Play a few normals with that champ then jump into ranked.
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Syrile (NA)
: Going to tell you a couple of not-so-secret-secrets. First, you do not buy control wards. Do so. They help. Your vision score is bad in a lot of the games. Specifically, in the games you do really well in, you place much more wards. But even then, you never buy a control ward or destroy enemy wards. That is a problem. Denying vision is extremely powerful and being able to track enemy JGs and roams will keep you safe, keep your team safe, and secure objectives... which leads to my next thing.... Looking at your match history shows you do well KDA wise, often enough. However, your macro play is what almost all Iron-Silver players and many golds lack a lot of. Kills should translate into objectives, even small ones such as turret plates (which are easy enough) but something like deep vision in the enemy JG is worth remembering. This is how you really win a game of League of Legends. At least until they finally crush out that aspect entirely.
I appreciate your reply. I will try and buy more pink wards. I usually buy 1 or 2 per game but not much more than that. But if you consider I just played a game where my ADC had 24 cs at 10 minutes and the game right after that my adc had 29cs at 15 minutes. Then I had a game where my adc just kept walking into the bush and getting blown up by brand over and over again. there is nothing I can do to fix that. It just that randomly I got bad teammates and randomly you didn't get those same teammates. That is why you climb.
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: > [{quoted}](name=vivimos,realm=NA,application-id=mNBeEEkI,discussion-id=988ejX6v,comment-id=0003,timestamp=2015-07-01T15:48:05.790+0000) > > You make good points. I first tried it and thought it was boring. But then I realized that it wasn't LoL. It's a different game. The game is more about team strategy than just carrying hard. It's like a mix between an RTS and a MOBA. Mind you i'm talking about solo queue here, not ranked teams. Now i think it's just as good as League but when a better community. So, yeah. Make up your mind. In your first post you said its easier to carry crappy teammates. Then in this post you say its more about teamwork than carrying. You don't even know what you're saying.
> [{quoted}](name=Hackulator,realm=NA,application-id=mNBeEEkI,discussion-id=988ejX6v,comment-id=00030000,timestamp=2015-07-01T16:26:29.906+0000) > > Make up your mind. In your first post you said its easier to carry crappy teammates. Then in this post you say its more about teamwork than carrying. You don't even know what you're saying. lols. What I mean is that "Carrying" in HotS is not the same as carrying in League. And it's easier to do if you're good. They are different games. You carry in hots by helping your team. you carry in league by stealing all the kills and hoping that you're not the first to die in a teamfight during end game. LoL gameplay promotes selfish attitudes, "Those are my creeps", "You stole my kill", "But I needed blue!". HotS promotes teamplay because everything you do bolsters your entire team. Not just yourself.
vivimos (NA)
: This game.... Anyone who's a decent human being, start playing HotS!
You probably tried it when it was in beta or alpha. Try it now that the game is actually completed. I rarely have DC's
vivimos (NA)
: This game.... Anyone who's a decent human being, start playing HotS!
You make good points. I first tried it and thought it was boring. But then I realized that it wasn't LoL. It's a different game. The game is more about team strategy than just carrying hard. It's like a mix between an RTS and a MOBA. Mind you i'm talking about solo queue here, not ranked teams. Now i think it's just as good as League but when a better community. So, yeah.
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: bronze 1 adc looking for 5v5 team
We have 4 and are looking for a 5th if you're interested. Let me know. I sent you a friend request in game
: bronze 5 top laner creating a ranked team
We have 4 and are looking for a 5th if you're interested. Let me know. I sent you a friend request in game
vivimos (NA)
: 5 Pedantic Turtles [5PeT] looking for 1 more
We dont have any super defined roles for each player so we can work around the new person's preferred role. Yes, we always use mics. No scheduled practices. Just playing for fun. But we usually play several nights a week. This is more about having a 5th person to queue with that we can trust instead of having to rely on a a random 5th from unranked solo queue. Yes, we like trying new team comps and put effort into building and trying out different comps.
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: Continuous "Logging on" issue (upvote and post here)
Lol noobs. It has nothing to do with running as administrator. The fix here is just to close the client and login again. Sometimes it logs in on the first try other times you need to restart the client several times after you enter your username and password before it finally goes. I imagine this has something to do with the authentication servers dropping the connection before you hit the login status.
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: **tl;dr:** OP is right about "sweet spots", but it's worth bearing in mind that Armor does not give *absolutely* diminishing returns, but merely diminishing returns *relative to Health*. Also, my Capitalization is completely out of Control here, because I'm not sure which words merit Capital Letters in this context. I'm too lazy to fix it. --- Armor does not give diminishing returns in an absolute sense. Each point of Armor increases your effective HP by 1%, whether you're going from 5 Armor to 6 Armor or from 300 Armor to 301 Armor. This took me a while to understand, because the damage reduction formula is obviously non-linear. # Explanation: Effective Health "Effective Health" means "incoming damage you can take before you die". This is the most practical definition of durability in this context. Effective Health (vs. physical damage) = (Nominal Health) \* (100 + Armor)/(100) For example, let's say you have 1000 Nominal Health. (The Health meter says "1000".) * At 0 Armor, you have 1000 Effective Health versus Physical damage. * At 5 Armor, you have 1050. (+5%) * At 100 Armor, you have 2000 (+100%) * At 200 Armor, you have 3000 (+200%) So the returns aren't diminishing in an absolute sense: every point of armor gives +1% Effective Health. **However, every point of Armor (or MR) you buy makes Health more effective.** This means that as you buy more and more Armor, Health starts looking more and more attractive. This means that there are "sweet spots". To explain further: each point of Nominal Health gives an amount of Effective Health proportional to your resistances. If you have 200 Armor, for instance, then you're basically getting three Ruby Crystals of Health for the price of one, at least with respect to Physical damage. So really, it's less that Armor gives diminishing returns, and more that Health gives increasing returns (relative to Armor). # Why This Matters This might sound like an academic distinction, but it's important when considering (e.g.) Armor Pen. I used to think of cutting someone down from 20 Armor to 10 Armor as being more important than dropping them from 200 to 190, because of the larger change in *percentage reduction.* However, the change to effective HP is the same. In other words, Sorc Shoes are just as valuable whether your target has 30 MR or 500 MR. (Well, I mean, except in the sense that I don't know why you're throwing Magic damage at someone with 500 MR; surely there must be a better target.) Although I haven't fully error-checked this intuition, it occurs to me that this also means that cutting a high-Health Champion's resistances down is more powerful than cutting a low-Health Champion's resistances, because you're reducing a Health *multiplier*. In other words, let's say you're a shredding Champion and you're trying to help your team destroy the enemy Champions. Your allies will deal 5,000 points of damage. (Let's say it's all Physical.) You'll contribute more to the cause of killing the enemy team if you shred 20 points of Armor off of the Champion with 5,000 Nominal Health (result: enemy team's total Effective Health drops by 1,000) than if you were to shred 20 points of Armor off the Champion with 1,000 Nominal Health (result: enemy team's total Effective Health drops by 200). That said, there are many tactical reasons why you might not want to target the 5,000 Health Champion first.
Good point. If you reduce the incoming damage by 50% you have effectively doubled the damage you will receive.
Duke Anax (EUW)
: I think you forgot the inherent armor of the champion here, as you don't need to buy that. If I see that right, you should need even less armor before getting more health.
Correct. I think tanks often buy too much armor and not enough health. These numbers are not specific to the items you buy. This is supposed to consider the total armor your champ has.
Zyorhist (NA)
: The thing here is that, while your calculations look correct, you aren't considering champions that scale on armor (and mr for that note) where even when you spend more on the dimished returns, you are getting more out of it because of abilities. Leona and Braum come to mind right off the bat.
Correct. those are all things to take into account. But this is just some numbers to give us a nice general idea of what is actually happening with all that armor. This is not a hard and fast rule. Just a guideline.
Ventira (NA)
: I could've sworn the diminishing returns occured at a much higher amount of armor... Then again I suck at math.
The calculation for damage reduction is 1 - (100 / (100+armor)). This means that diminishing returns actually start at 2 armor and grow exponentially the more armor you get. But really we don't see large curves downward on diminishing returns until we get to 100 armor which is 50% damage reduction.
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vivimos

Level 49 (NA)
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