: > [{quoted}](name=Skia Asteri,realm=NA,application-id=3ErqAdtq,discussion-id=bf4wEyIu,comment-id=0002,timestamp=2020-01-20T21:20:50.071+0000) > > {{champion:21}} {{item:1055}} {{item:1055}} {{item:1055}} exists. It is just that most of the player base has not realized it yet. Every ADC Player is abusing multiple Doran's Blade Stat, maybe not as many but I see every ADC take at least 2 of them at the minimum.
> [{quoted}](name=BLIGHTBRINGER,realm=EUW,application-id=3ErqAdtq,discussion-id=bf4wEyIu,comment-id=00020000,timestamp=2020-01-20T21:34:22.510+0000) > > Every ADC Player is abusing multiple Doran's Blade Stat, maybe not as many but I see every ADC take at least 2 of them at the minimum. Miss Fortune is the best with it. There is a pretty strong correlation between rank, her pick rate, and the likely hood of her buying additional {{item:1055}} in the first 10 minutes of the game. That last part is something most champ stat sites do not track. In your region, Miss Fortune's popularity goes up at higher ranks. She surpasses {{champion:51}} at Diamond, and in Masters+ she is the most frequently picked champion with a pick rate of around 40%. The next most picked is the ever popular {{champion:64}} with around 30%, 10% lower than Miss Fortune. It is not just one site that shows her being this popular in higher ELO either. But more than that, Miss Fortune win the head to head {{champion:51}} and had better match ups over all.
: Lee Sin, Fiora, Caitlyn, Diana, Aphelios are all too overtuned right now
> {{champion:51}} {{champion:21}} {{item:1055}} {{item:1055}} {{item:1055}} exists. It is just that most of the player base has not realized it yet.
: How can a iron play get into a full silver game???
A quick peek on OP.gg reveals rhey were likely duo with your silver 3 jungler.
: Need help with top lane champ pool
{{champion:516}} {{champion:72}}
Hotarµ (NA)
: Curious about Senna because IIRC she doesn't have anything special unless you're talking about gold efficiency from her passive or something like that. Pyke's whole niche is gold generation, if he doesn't land his ult he goes from a monster to an incredibly lackluster version of Thresh or Nautilus. He's meant to be a high reward champion for those who can consistently land the ult.
> [{quoted}](name=Hotarµ,realm=NA,application-id=3ErqAdtq,discussion-id=EpRWs0Yh,comment-id=0000,timestamp=2020-01-18T05:30:40.010+0000) > > Curious about Senna because IIRC she doesn't have anything special unless you're talking about gold efficiency from her passive or something like that. She gets 3 gold per wraith.
Mithius (NA)
: SETT NEEDS TO BE NERFED
> [{quoted}](name=Mithius,realm=NA,application-id=3ErqAdtq,discussion-id=uEEd5loe,comment-id=,timestamp=2020-01-17T22:41:00.049+0000) > > His shield value at lvl 3 basically gives him a full bar of life The Fury empowered {{champion:58}} W (Ruthless Predator) destroys shields before dealing its damage. Therefore it does not matter how big the shield is.
Hotarµ (NA)
: Rengar's empowered W removes immobilizing crowd control (which is technically what Morde's ult is classified as), an attack speed slow isn't the same because that's a unit/stat-cripple, it doesn't impede his movement at all. A bit confusing, but yeah. Unless it's a bug (not too familiar with Rengar's W) and has worked in the past, then that's why.
> [{quoted}](name=Hotarµ,realm=NA,application-id=3ErqAdtq,discussion-id=65AsnQhL,comment-id=0001,timestamp=2020-01-17T20:20:37.972+0000) > > Rengar's empowered W removes immobilizing crowd control (which is technically what Morde's ult is classified as), an attack speed slow isn't the same because that's a unit/stat-cripple, it doesn't impede his movement at all. > > A bit confusing, but yeah. Unless it's a bug (not too familiar with Rengar's W) and has worked in the past, then that's why. If it removes slows it should remove attack speed slows, as attack speed slows are considered slows for many effects in the game such as doubling the tick damage from {{item:3151}} .
: I've been playing the game since 2012. I was Gold last season (though I didn't play much ranked). And, I'm still being matched with multiple sub-level 30 accounts in bots despite me being level 162. I didn't notice a sudden decline in the bots. They are just all gone now. Perhaps there was a threshold of MMR that I just passed where I no longer see bots. But, considering I still get matched with low level accounts in bots, and the fact that in other modes I get matched with same level of players I have for a long time now, I'm skeptical.
> [{quoted}](name=icyhotTaco,realm=NA,application-id=3ErqAdtq,discussion-id=ssNKZeT3,comment-id=00020000,timestamp=2020-01-17T19:38:02.062+0000) > > I've been playing the game since 2012. I was Gold last season (though I didn't play much ranked). And, I'm still being matched with multiple sub-level 30 accounts in bots despite me being level 162. > > I didn't notice a sudden decline in the bots. They are just all gone now. Perhaps there was a threshold of MMR that I just passed where I no longer see bots. But, considering I still get matched with low level accounts in bots, and the fact that in other modes I get matched with same level of players I have for a long time now, I'm skeptical. It may be they did a better job finding the ones that had been active for a long time compared to the ones that started more recently.
: > [{quoted}](name=FioraWillCarry,realm=NA,application-id=3ErqAdtq,discussion-id=ssNKZeT3,comment-id=0000,timestamp=2020-01-17T11:27:10.121+0000) > > I played a couple bot games on a low level account just the other day and I saw a lot of bots. They didn't fix anything, not that I care too much. I don't mind the bots at all to be perfectly honest. As long as they stay out of PvP, I'm good. Yeah, bots are in low-MMR PvP in all standard modes.
> [{quoted}](name=True Garen,realm=NA,application-id=3ErqAdtq,discussion-id=ssNKZeT3,comment-id=00000000,timestamp=2020-01-17T13:31:53.211+0000) > > Yeah, bots are in low-MMR PvP in all standard modes. Coop VS AI does not have MMR. It does however tend to group pre-30 players, sprinkling in some higher level players.
: u.gg please. The one site endorsed by Riot for having accurate stats. Lolalytics is known to be inaccurate quite a bit, and it uses data from other regions even when you have one single region selected (hence why it displays as having a higher sample size than it does.)
> [{quoted}](name=TamamØrrion,realm=NA,application-id=3ErqAdtq,discussion-id=0gEeWKK3,comment-id=0007000000000000,timestamp=2020-01-16T08:38:58.927+0000) > > u.gg please. The one site endorsed by Riot for having accurate stats. Lolalytics is known to be inaccurate quite a bit, and it uses data from other regions even when you have one single region selected (hence why it displays as having a higher sample size than it does.) U.GG does not present the information relevant to the discussion. Furthermore, the source of their data is not better than that of other sites. All the stat tracking sites poll match history from the Riot API and then process the received matches. The way the Riot API works makes it hard to collect all the matches to have a complete data set, and it also makes it hard to collect a good random sample of matches for statistical purposes.
: Looking to improve CS - timer question
CS in actual games is not about getting every CS, it is about getting all the ones you should get. By should get I mean that the 'cost' be it HP, Mana, putting an ability on cool down, or a missed chance to get a favorable trade on your opponent is worth the CS. Practicing last hitting in the Ptool should just be fore getting the general feel for it. I would recommend left clicking minions and seeing the actual HP values. Also check your auto and ability damage so you know exactly what point you can kill them from. Also think about how to soften the wave by dealing damage to select minions so you will not have multiple minions dying at the same time. In particular, you want enough of a time gap between them dying that you could potentially have a chance to trade with your opponent without having to miss minions while doing so. Also do a bit of having your minions being blocked with enemy dummies so the enemy minions reach turret so you can get a feel for last hitting under turret. Last hitting under turret with undamaged enemy minions and without your own is something that you should be able to do almost perfectly since there is not much to keep track of.
: Tank items should give less health and more overall resistances
The numbers you use as an example for {{item:3742}} and {{item:3065}} reduce the effective HP they gives versus physical and magic damage respectively, compared to their live values when considered independently of the stats of any particular champion that might build them. Live {{item:3742}} is 680 effective HP versus physical. Your {{item:3742}} is 540 effective HP versus physical. Live {{item:3065}} is 697.5 effective HP versus magic. Your {{item:3065}} is 612.5 effective HP versus magic. The numbers are worse yet against true damage, the wrong damage type, and % penetration. On the flip side champions usually do have high base HP values relative to base armor by the time they reach max level and would prefer resists over health. Lets use {{champion:38}} and {{champion:33}} for an example as they have kind of close health but are on the extreme ends of the spectrum for base armor. {{champion:38}} has 2106 base HP and 66.6 (lets round to 67) base armor at level 18, for 3,517 effective HP versus physical. Live {{item:3742}} puts him at 5,745 effective HP versus physical. Your {{item:3742}} puts him at 5,943 (rounded up) effective HP versus physical. That is +198, or a 3.4% increase versus live. {{champion:33}} has 2179 base HP and 109.1 (lets round to 109) base armor at level 18, for 4,554 effective HP versus physical. Live {{item:3742}} puts him at 7,005 (rounded up) effective HP versus physical. Your {{item:3742}} puts him at 7,164 effective HP versus physical. That is +159 or a 2.2% increase versus live. While both get more, the change is bigger for champions who have less armor even though the one with more armor had a larger base HP pool to multiply with the increased armor value. Exactly what the change would mean for a specific champion would depend on how high or low there HP is before the item relative to their resistances. And of course what their kits might scale with. The main result is that champions with high enough base HP would spike harder on early items versus heavy damage bias. And then they will scale slower off subsequent items until they get a dedicated HP item. --- For those not familiar with the math, the formula for effective HP versus a damage type is E = (1 + R/100) * H. Where E is effective HP, R is the resistance value (to factor in penetration and shred, adjust the stat before plugging the value in), and H is health. When not accounting for any penetration or shred, this simplifies to 1 resistance is a 1% increase in effective HP versus nominal HP.
: > [{quoted}](name=Skia Asteri,realm=NA,application-id=3ErqAdtq,discussion-id=0gEeWKK3,comment-id=000b000000000000,timestamp=2020-01-16T05:33:37.873+0000) > > And {{champion:64}} in turn gets dumped on early by {{champion:60}} (on average, the stats show Elise has a 40% win rate in games that end by 15 minutes and 42% in games ending between 15 & 20 minutes) and has to then has the wait for the 30+ minutes part of the game where they are comparable. > > Elise also destroys {{champion:154}} more consistently in the early game, dropping his pre-15 minute win rate by 18% while vs {{champion:64}} it only goes down by 6%. And in turn Elise falls off massively faster and has an even more horrendous teamfighting while having inferior target access in skirmishes and dealing far worse with top lanes and tank supports since she does not do the amount of %hp damage lee sin does. All that and significantly more effort to play properly since she doesn't get the luxury of Lee Sin's durability via BC+steraks+shield+spell vamp, so she's essentially the Talon of jungle.
> [{quoted}](name=Crescent Dusk,realm=NA,application-id=3ErqAdtq,discussion-id=0gEeWKK3,comment-id=000b0000000000000000,timestamp=2020-01-16T05:42:47.039+0000) > > And in turn Elise falls off massively faster and has an even more horrendous teamfighting while having inferior target access in skirmishes and dealing far worse with top lanes and tank supports since she does not do the amount of %hp damage lee sin does. > > All that and significantly more effort to play properly since she doesn't get the luxury of Lee Sin's durability via BC+steraks+shield+spell vamp, so she's essentially the Talon of jungle. In games over 30 minutes. The majority of games are 30 minutes and under at most ELOs, and under the 30 minute mark she is still more likely to win than lose. But if you want to argue that way, then you know which champ is a great jungle pick right now? {{champion:19}} is. But over all: - {{champion:60}} is an early game jungler that falls off. - {{champion:245}} is a mid game hard spiking jungler that is on average not super terrible in the early or late parts of the game (though he is less that 50% at those points) - {{champion:11}} is a weak early game jungler that hyper scales into the late game. {{champion:64}} is a somewhat strong early game jungler that is less that ideal past the early stages of the game, but not so bad as to actually be 'bad'. {{champion:19}} is just... good. All game in general, though mostly he is good mid game before grievous wounds items come in.
Kai Guy (NA)
: CC. Whats is your veiw on the order of power?
You forgot some. Pacify/disarm {{champion:32}} , cripple (attack speed slow) {{champion:75}} , blind {{champion:17}} , near sighted {{champion:133}} {{champion:104}} {{champion:56}} , grounded {{champion:69}} , knock down {{champion:78}} {{champion:45}} , suspension (a stun that counts as a displacement for {{champion:157}} ult) {{champion:157}} {{champion:267}} {{champion:161}} , and suppression {{champion:19}} {{champion:90}} {{champion:72}} .
: > [{quoted}](name=Hayaishi,realm=NA,application-id=3ErqAdtq,discussion-id=0gEeWKK3,comment-id=000b0000,timestamp=2020-01-16T04:51:47.898+0000) > > This is what falling off means. > > Falling off is relative. Lee isn't as useful as say Zac, or Sej late game when you are teamfighting pretty much everytime. That doesn't matter one iota when the Lee Sin and Olaf are trivially able to just invade the sejuani and zac with impunity and put them 2 levels behind and one item behind by minute 7. Tanks who can't get farm or items don't get to be tank, and they can't gank either being underleveled and with no damage whatsoever.
> [{quoted}](name=Crescent Dusk,realm=NA,application-id=3ErqAdtq,discussion-id=0gEeWKK3,comment-id=000b00000000,timestamp=2020-01-16T05:10:26.394+0000) > > That doesn't matter one iota when the Lee Sin and Olaf are trivially able to just invade the sejuani and zac with impunity and put them 2 levels behind and one item behind by minute 7. Tanks who can't get farm or items don't get to be tank, and they can't gank either being underleveled and with no damage whatsoever. And {{champion:64}} in turn gets dumped on early by {{champion:60}} (on average, the stats show Elise has a 40% win rate in games that end by 15 minutes and 42% in games ending between 15 & 20 minutes) and has to then has the wait for the 30+ minutes part of the game where they are comparable. Elise also destroys {{champion:154}} more consistently in the early game, dropping his pre-15 minute win rate by 18% while vs {{champion:64}} it only goes down by 6%.
: Old guards do you like the rune system in the game?
> [{quoted}](name=DeMoNSPaWn4,realm=NA,application-id=3ErqAdtq,discussion-id=4Abf9kEI,comment-id=,timestamp=2020-01-15T22:00:33.044+0000) > > The old system allowed for a really specific type of freedom that the new runes don't offer and that is you could choice any stats you wanted. They have an all ad team comp boom armor runes. Another example is LemonNation was known for taking gold generation runes and the new runes give you no gold generation options after klepto being removed. Most of the micro optimization freedom offered by old runes was minuscule in comparison to the volume of testing needed to verify they are in fact slightly better than the generic pages taken by most champs. As in thousands of games to confirm a sub 1% win rate increase.
Zaburan (NA)
: Warwick Help
[Start with what has a high pick rate, then experiment with other possiblities once you are more comfortable on the champ](https://lolalytics.com/lol/warwick/?lane=jungle) So for runes start with Press the Attack, Triumph, Alacrity, Coup de Grace (Last Stand appears pretty compareable, but CdG is more popular and slightly higher win rate), Celerity, Water Walking, Attack Speed, Adaptive Force, Armor. For items start {{item:1041}} {{item:1006}} building towards {{item:1401}} {{item:3748}} . Pick between {{item:3047}} and {{item:3111}} for boots upgrade.
Trap2B (NA)
: When does Cait "Fall off" exactly?
She has never been a falls off late kind of champ. There have just been times where if she does not do well early she would have an extended period where she did not power spike has hard as other champions until late game came around and she finally scaled up. The times {{champion:51}} is notably "good" is when she can reliably not fall into this power trough. Like on the present patch. [Take a look at the Caitlyn vs Jinx win rate (for Caitlyn) over game duration graph to see the kind of dip I am talking about](https://lolalytics.com/lol/caitlyn/?lane=bottom&vs=jinx&vslane=bottom)
Warmas (EUW)
: 2 sites disagree with your fabricated data https://imgur.com/8Vr5MjI https://imgur.com/3PEhS8n
> [{quoted}](name=Warmas,realm=EUW,application-id=3ErqAdtq,discussion-id=0gEeWKK3,comment-id=00070000,timestamp=2020-01-16T01:36:02.664+0000) > > 2 sites disagree with your fabricated data > https://imgur.com/8Vr5MjI > https://imgur.com/3PEhS8n His image comes from [lolalytics.com](https://lolalytics.com/lol/leesin/?lane=jungle&region=kr), which uses a larger sample size than league of graphs and op.gg combind, even after setting it to Korea only since that is the only region considered by op.gg. League of Graphs (all regions, plat+) is 20,767 games sampled. LoLAlytics (Korea, plat+) is 347,393 games sampled. Op.gg does not specify a sample sized directly, but it includes 43,480 games of {{champion:64}} jungle that had {{summoner:4}} & {{summoner:11}} as their summoner spells. Also, the League of Graphs win rate vs game duration graph is rendered unusable by the statistic anomaly at the 50+ minute game mark. Considering their sample size is not huge to begin with, and that only 4.2% of Plat+ games all regions reach 40+ minutes (~873 given their over all sample size), the number that reach 50+ cannot be taken as a meaningful value.
: > [{quoted}](name=Silly Neeko,realm=NA,application-id=3ErqAdtq,discussion-id=29A5R3W2,comment-id=0000,timestamp=2020-01-15T11:30:35.075+0000) > > Well, for 1 it sets you as a smurf. And most people who are smurfing are: > > 1. Banned on main and are making a new account to be banned on also because they cant admit they did something wrong. > > 2. Are smurfs and expect a newbie to be a challenger tier player and play against smurfs that are potentially plat or diamond at least (and quite often are). > > There is a third group, which would be those that are playing champs and roles they do not normally play as much, and wish to help newer players learn as they level type thing, which is what i try to do, but this group is fairly small compared to the other two. > > 1 and 2 are the reasons it is so toxic pre 30, and part of it is that yes, it is set for smurfs to play with other smurfs. So you see 1 and 2 more often than a genuinely new player, though genuinely new players can sometimes be pretty toxic as well. So ahh well. How does it tell if someone is a Smurf? I might be ignorant cause I've only got one account, but how would it know in the first place? (0_o)
> [{quoted}](name=Keymeister,realm=NA,application-id=3ErqAdtq,discussion-id=29A5R3W2,comment-id=00000001,timestamp=2020-01-15T11:50:29.996+0000) > > How does it tell if someone is a Smurf? I might be ignorant cause I've only got one account, but how would it know in the first place? (0_o) It does not know specifically, rather it just much more aggressive about quickly sorting people into different MMR ranges than initial ranked placements are. On the last new account I made I was in smurf only land by the fourth PvP game. Even in the second and third there were a number of smurfs, but some of them were people that had been away from the game and decided on making a new account to get back into the game. The only noob game on the Rift I was in after that was when I found a new player when I briefly played Treeline, and then went into a draft game with them and some of their friends to give some pointers to them. There were other people in that game that I suspect of being smurfs in that game, but they were likely bronze player smurfs.
: Presence of mind + Mana flow is underrated
The problem with having both is you miss out of taste of blood and ravenous hunter.
: Need advice on top lane
> [{quoted}](name=200 IQ OPTICIAN,realm=EUNE,application-id=3ErqAdtq,discussion-id=NYxftzEU,comment-id=,timestamp=2020-01-14T13:08:25.551+0000) > > Hey guys, > > I am a low elo player, trying to polish my skills as a top laner and I encounter the following scenarios: > > a) I get destroyed and the enemy toplaners becomes an unstoppable supervillain that my team can do nothing against. > > b) I destroy my enemy but I cannot take that advantage to the level my enemies usuay do and end up losing anyway. > > I can't remember a game where the situation was even, either win hard or lose hard. > Late game even if I am far ahead I end up being ccd to death. On the other hand if enemy toplaner is fed, no matter how much cc we have my team seems like not strong enough to kill him. > > What advice do you guys have for me to survive a stronger enemy and to help my team and not feel like a target dummy after I win lane. > > I mainly play Darius and Mordekaiser. > > Thank you. > > PS Excuse bad English I would work on the first problem until it is mostly gone. You will play the early part of the game every game you manage to connect to successfully. As such you will get more practice for it. Focus on the second on the second more once you are mostly getting ahead in lane, and just doing 'okay' in a good portion of the rest. Then you will be able to practice how to use a lead in a higher percent of games as you will have a lead in more games. This does not mean pay no attention to post lane, it just means when allocating time and energy spending more on the early part will likely show results sooner. --- I do not play {{champion:122}} , but I have played against a fair number of them. The two things that set the ones that are good at him apart from those that are not are: - They are good at positioning such that their opponent will feel it is risky to walk up for last hits. - They are able to execute trades in a way that limits their opponents ability to respond. Knowing when to push versus letting the wave push back to them, and how fast to push are also good things for playing {{champion:122}} , but people that I feel do them well are uncommon in low gold where I was playing for much of last season.
: Hold up, spellshields don't work on Zenith Blade?
It prevents the root of Zenith Blade and the damage from it.
abscondita (EUNE)
: How do I get a rank on my champion?
It depends on the ranking site you are looking at. None are official though.
: Do garbage late game champions exist?
: Start of season just highlights RIOTs lack of respect for their customers.
And then after placements you choose to troll for three games in a row. And the games right after placements are still higher impact than normal, it is just the system does not highlight this fact as clearly as during placements. Also you ended last season Silver 3. Even if you climbed back to gold in pre-season, why should that be counted the same as someone who got gold in the regular season? Which by the way, you ended pre-season with a massive loss streak that brought you down to Silver 1 with Silver 2 MMR. And in some of those games, you clearly did not try to win. I mean really? 0/0/0 KDA less than 1.3K damage to champions as {{champion:23}} in a game that was over 40 minute long and had over 80 kills in it? And you were clearly not AFK since you had over 300 CS. You simply chose not to participate in PVP interactions. You are your problem. Not the system. Not your teams.
: ohhh so theres no way for me to go down in rank from here?
> [{quoted}](name=CherryBlossomTea,realm=NA,application-id=3ErqAdtq,discussion-id=JI0t5yle,comment-id=00020000,timestamp=2020-01-12T03:15:14.645+0000) > > ohhh so theres no way for me to go down in rank from here? At least until you finish placements.
: Provisional ranks?
The provisional rank is the absolute lowest you will get if you lose all remaining placements.
: Question about Resolve
Yes. Shield bash works with all shields from all sources. If still in doubt try in practice tool with target dummies.
: It’s impossible to get out of Iron
Those first two placement games that you are likely complaining about, those players were bronze players (you had bronze MMR at end of preseason) and silver 4 players who had bronze MMR. And you were pretty bad in those games despite your adc being one of the better performing players on your team in both those games. And then you went off the play mid and adc for most of the rest, and tanked your way down losing most of those games. Anyways, support at any ELO is largely about coordinating with other players, which makes playing with people that play in a way you are unfamiliar with somewhat difficult.
: Where did you get the time machine that allowed you to play in that meta?
> [{quoted}](name=Baron Barian,realm=NA,application-id=3ErqAdtq,discussion-id=GWNHoGl1,comment-id=0001,timestamp=2020-01-11T06:31:14.903+0000) > > Where did you get the time machine that allowed you to play in that meta? It still exists. [Here is a video of one steamer's first ranked game in which that cheese was utilized](https://youtu.be/wu6ETI3Ic_c)
: What top lane characters can build tank items without giving up cs or dying in 2 seconds under tower
I see you were in Iron last season (and finished Iron 1 with 100 LP, so almost Bronze 4). The champions you play are not the issue, but how you play them (which includes what you build on them). In your most recent game you played {{champion:266}} , and built {{item:3047}} {{item:3065}} {{item:3075}} {{item:3068}} in that order. And you were laning vs {{champion:75}} . So you you likely play in a very defensive, passive style and have a strong preference to building defense. My advice is to play one champion every game in top lane, in ranked SoloQ, until you get good at them. So either play something you like in general so you do not get tired of playing it quickly. Or if you don't know or feel you can manage to stick with whatever champion, then play {{champion:54}} who does very well while building defensive items when played properly. And keep playing that one champion, whoever you settle on, for a few hundred games at least. You can look at [lolalytics.com](https://lolalytics.com/lol/tierlist/?lane=top&tier=all&region=na) if you are not sure what items, runes, and/or summoner spells are good for the particular champion you chose to play. I also see you play lots of games versus the intermediate bots. And you consistently smash them. The biggest difference between them and going against players is after playing large numbers of bot game, you have got good at predicting what they will do. But you are not as good at predicting players of a similar level to yourself or players that are above your level. At this point to improve you need to play against players, and playing against the bots is at best a waste of time in terms of getting better. When you play, focus especially on playing the laning phase well. Don't worry about the later parts of the game until you can do well in lane in the vast majority of your games. Once you can do that then you can learn how to press your lead to get your team into a game state where you are most likely going to win. Then once you consistently well at that transition you can start focusing on how the close out games you should win without throwing. Do also look for game play videos or streams to see how other people play. Speaking of, [I have recently been up loading recordings of some of my ranked games to Youtube](https://www.youtube.com/channel/UCmqanFy7eUtj9C7Z5c5dOvg). Most of the current videos are mid lane (which I played a lot of in pre-season), but I primarily play top lane and will be uploading more top lane videos soon as I finish preparing them for up loading. I know I don't have any comentary in the videos, but if there is anything in them you would like an explanation about leave a comment on the video(s) and I will try to get around to answering any questions.
: Lets get rid of turret plate gold and see what it does for the game.
Plate gold does to things: It allows heavy roaming to be punished. It gives the winning laner a reason to push waves to the enemy turret rather than freezing and zoning their opponent off of CS an XP.
: NO why would that be a thing? Placements have been a thing for over 7 years why are there more questions this year than all 7 other years combined?
> [{quoted}](name=S Tier Waifu,realm=NA,application-id=3ErqAdtq,discussion-id=RJtppRhA,comment-id=0000,timestamp=2020-01-10T23:03:15.073+0000) > > NO > > why would that be a thing? Placements have been a thing for over 7 years why are there more questions this year than all 7 other years combined? There was a time where it was possible if you end of season MMR was vastly higher than your end of season rank. I personally placed higher in season 6 than I ended season 5 by two minor steps after going 6 wins 4 losses. But at some point they changed your initial placement rank to be far lower that your MMR.
: Except he literally has enough damage to instantly kill most squishies after 1-2 items without even ulting. Pretty sure he doesnt need the DoT. So no. This is the problem with the stupid amounts of damage in this game. It used to be that assassins needed their ults to kill you unless they were godly fed. Now most can easily 100-0 you with basic abilities after 1-2 items.
> [{quoted}](name=Nausicäa ,realm=NA,application-id=3ErqAdtq,discussion-id=UaEH0Bd2,comment-id=000700000001,timestamp=2020-01-10T05:48:30.447+0000) > > Except he literally has enough damage to instantly kill most squishies after 1-2 items without even ulting. Pretty sure he doesnt need the DoT. So no. > > This is the problem with the stupid amounts of damage in this game. It used to be that assassins needed their ults to kill you unless they were godly fed. Now most can easily 100-0 you with basic abilities after 1-2 items. He has always been one combo'ing people (that do not have defensive itemization) without ult after hitting some item break point since I started playing in season 4. Having the on hit passive on the W is because when Fizz is in a balanced state, which I am not saying he currently is, then for his early kills to start his snow ball he will either need to weave in autos (which creates a window during which he is vulnerable) or he will need to disengage and finish the kill with another ability rotation. Looking at his win rate over time on league of graphs, it looks like Fizz is good because over time everything else in mid has got worse.
AZ Frost (NA)
: What kills me is that he has Damg over time like a teemo or brand. He doesn't need that.
> [{quoted}](name=AZ Frost,realm=NA,application-id=3ErqAdtq,discussion-id=UaEH0Bd2,comment-id=0007,timestamp=2020-01-10T02:38:02.321+0000) > > What kills me is that he has Damg over time like a teemo or brand. He doesn't need that. The alternative is on hit damage. That is is worse, it leads to tank Fizz.
: Advice for playing squishy melee laners?
> [{quoted}](name=Takatsuki Yayoi,realm=NA,application-id=3ErqAdtq,discussion-id=jlhKxHtT,comment-id=,timestamp=2020-01-07T16:50:57.286+0000) > > always falling behind in lane or just straight up losing trades hard, especially if my opponent is ranged. While getting as many minion last hits as possible is a good thing, it is important to recognize which ones you need to give up on because you will take too much harass causing you to lose out on more CS/XP later or maybe even cause you to die.
: I am struggling to play this game
> [{quoted}](name=DeepmindAlphaLOL,realm=NA,application-id=3ErqAdtq,discussion-id=4xUpOozM,comment-id=,timestamp=2020-01-07T14:55:19.466+0000) > > For one, my ping is no longer in the 20's range. It's 40's range. And my internet is one of the best and hasn't changed. Twelve server ticks per second is 83 milliseconds per tick. I am not going to say that it does not feel aweful compared to 20ms, but 40ms does not make that game completely unplayable even at higher levels. Specifically, I will point out TF Blade plays with 68-70ms. FoggedFTW2 plays with like 41-43ms. > of which my ping spiked for 100 ms? Ping spikes are the worst though (or even just highly variable ping). Around the end of season 9 and and into early preseason I would consistently have multiple 1000-3000ms ping spikes each game. Fortunately for me it has stopped happening, but it the time span was a few weeks (like 4-5 I think)
Krystab (NA)
: Fix Thresh Hitboxes
Your hit box is bigger than you think. It extends out passed your character model,
: Elise spider heals need buff or trade ap scaling for more base
{{champion:60}} does not need buffs. She is one of the best junglers right now.
: Should you use an easy champ for climbing or use your main?
Simple champions do two things: One, they take less of your concentration to play effectively making it easier to pay attention to everything else going on in the game. Two, if you do review your games to see what you could have done differently, simple champions have less options thus it is easier to find what the "right" or "better" choices were. --- Specifically in reference {{champion:76}} , you need games to end quickly for her to be good. Which makes her inherently better at higher ranks because people are better at ending games.
: Let's talk: Lee Seen
The biggest problem with {{champion:64}} is he is played to much.
Kai Guy (NA)
: @ Team comps. What thoughts go thru ya head in the lobby?
3) {{champion:102}} or dodge. Sometime {{champion:267}} {{champion:40}} or {{champion:16}} when auto filled if I plan to lay enough to make auto fill protection worth.
: Low levels stuck in normal queues?
: attack moving
The only time attack move is really important vs reqular attack click is when chasing into loss of vision (such as into an unwarded bush). The rest of the time it is a crutch to make up for being unable to reliably do things without it. It can give you better results in the short term, but relying on it to much makes improving your mouse accuracy and speed harder in the long run. And if you over use it too much it (basically, if you use it as an all purpose attack command and only right click to move) will cause your mouse accuracy to drop over time making everything that is not auto attacking harder.
Elohaven (NA)
: Why are Enchanters always healing/dealing extreme poke? Why are they so generic?
As to the poke part, because it would be bad gameplay design if they never personally interacted directly with the enemy laners. And being generally ranged (the closest thing to a melee enchanter currently in the game would be {{champion:44}} ) is be default one that involved interacting from a distance.
Kai Guy (NA)
: Not really, high uncertainty games suck when people don't match the mmr. Mismatched games are frustrating. But balancing it out rather then RNG? How does this sound... If you Played a lot of ranked? Here have a bunch of low (# game players to balance your team out. Not ideal imo. Same issue for team wr "balancing" have a high we? Enjoy your low WR player to compensate! Not ideal imo. So rng can suck but it is "fair" in that it does not give a shit about anybody. Personally my fix would be to have some uncertainty protection in place so if your established you play the majority of games vs other established players. Try to keep the awfully experience of back to back mismatches from happening.
> [{quoted}](name=Kai Guy,realm=NA,application-id=3ErqAdtq,discussion-id=F6Z1bWzH,comment-id=000000000000,timestamp=2020-01-05T03:56:24.800+0000) > > Personally my fix would be to have some uncertainty protection in place so if your established you play the majority of games vs other established players. Try to keep the awfully experience of back to back mismatches from happening. Which would lead to more cases like this with lots of unknowns turning up in one game. But not all would be unknown in every case cause match's would still need to be made in a reasonable time frame.
TehNACHO (NA)
: What would you say is the minimum number of champions a player needs to know?
Depends on how much time you have to play games. If you have too little play time, then trying to play too many champions will hold you back.
: > [{quoted}](name=IP Masquerena,realm=EUNE,application-id=3ErqAdtq,discussion-id=E6xOlmOG,comment-id=0001000000000000000000000000,timestamp=2020-01-04T12:17:32.756+0000) > > As I said, I checked his game history and all his KDAs bar Aatrox are over 2.2, he's playing for lots of kills and he's able to get them consistently, and his attitude in the OP? "tell me how to carry, don't tell me to get good". > > That for me gave an 100% "he's a smurf" feeling, nothing showed me that he may be a new player. If he truly is a new player, he's not new to Moba games. > > So I replied based on that. While true, I wasn't the friendliest guy, I'm just tired of "I can't carry these players in low elo, it's them not me", the ego of those players is just high, and so is his. You're assuming match making works. He could be playing fine, and perhaps should be climbing, but matching is fucking him. That of course depends on a shitload of variables. In my experience a better player will get worse 'teammates', and it will be very hard to carry. This is due to riots 50% winrate matching. In an attempt to make games have a 50% winchance they match better players with trash to force loses. Competitive players will always have high egos. The best ones will have the biggest, you have to in order to believe you can be the best in the world. Ego also doesn't automatically mean arrogant. Ego is a good thing in balance. Balance is something that no one knows exists these days.
> [{quoted}](name=ElnyrJhodo,realm=NA,application-id=3ErqAdtq,discussion-id=E6xOlmOG,comment-id=00010000000000000000000000000000,timestamp=2020-01-04T15:47:14.226+0000) > > You're assuming match making works. > > He could be playing fine, and perhaps should be climbing, but matching is fucking him. > > That of course depends on a shitload of variables. In my experience a better player will get worse 'teammates', and it will be very hard to carry. > > This is due to riots 50% winrate matching. In an attempt to make games have a 50% winchance they match better players with trash to force loses. > > Competitive players will always have high egos. The best ones will have the biggest, you have to in order to believe you can be the best in the world. Ego also doesn't automatically mean arrogant. Ego is a good thing in balance. > > Balance is something that no one knows exists these days. 50% wins once your MMR (match maker rating) is close to an accurate measure of your ability to win games is proof that match making is doing its job correctly: create matches were both team have as close to equal odds of winning as possible. The only connections between rank and match making are that rank move more rapidly towards the MMR level than it moves away from it and the close rank is to MMR the more slowly rank changes. Since rank nearly always lags behind MMR when climbing, it makes get your rank all the way caught up (like the last minor division or two, depending on where your MMR point falls in the division that would qualify as caught up) after your MMR becomes accurate pretty grindy.
Critty92 (EUNE)
: Smurfing should NOT be allowed
What they really need is a better system for detecting players that are not playing to win. Because smurfs will move out of ELOs they can stomp in pretty rapiddly unless they are intentionally dropping games. Then if their intentional losses could be picked up, they would be banned or they would have to climb to where they belong and get another smurf just like if they were banned.
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