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League of Legends - Page 9

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Southlight
Profile Blog Joined August 2007
United States11768 Posts
November 26 2009 17:23 GMT
#161
Regardless of which of the number of heroes I've been playing I've not really had issues with health that early on... and I tend to play solo chars nowadays so I guess per level would be better? Hrmz.
oraoraoraoraoraoraoraora
mrgerry
Profile Joined September 2008
United States1508 Posts
November 26 2009 17:27 GMT
#162
They have an ELO system setup where if you win most of your games early you get large boosts to ELO to move smurfs along. I just made a 2nd account to practice Veigar with but can't afford him so I just been carrying teams with Corki. My first observation in noobie island is that people haven't figured out that towers can shoot you -____-
pokeyAA
Profile Blog Joined February 2004
United States936 Posts
Last Edited: 2009-11-26 17:31:21
November 26 2009 17:30 GMT
#163
Yea matchmaking is a bit stupid. I made a new account just to see what it was like (and cuz i felt like making a dps attack speed soraka just once haha). My fourth game the team was like this

My team:
Me (level 2)
Ally(level 3)
Ally(level 9)
Ally(level 23)
Ally(level 22)

Enemy:
(level 5)
(level 11)
(level 23)
(level 22)
(level 29!)

Yes, me as a supposed *noob* was matched up with against level 29 who had practically a full rune book, masteries, and flash.
Southlight
Profile Blog Joined August 2007
United States11768 Posts
Last Edited: 2009-11-26 17:36:44
November 26 2009 17:33 GMT
#164
It pairs you against someone of "similar level," I think. So the bizarritude is that the level 9 was paired up with a level 2X. And of course your whole team was shafted in terms of relative level
2-5
3-11
9-22
22-23
23-29

Of course it could mean that the level 9 had tremendously good ELO and the level 22 had epic fail. We'll never know. Level doesn't equate to ELO after all, you can level with a crapton of losses.

Edit:
Above being an approximation, 'cause it pairs you based on ELO, not level :p
oraoraoraoraoraoraoraora
jtype
Profile Blog Joined April 2009
England2167 Posts
Last Edited: 2009-11-26 17:52:37
November 26 2009 17:51 GMT
#165
I just read something on the LoL forums that was quite interesting, regarding matchmaking:

The CURRENT anti-smurfing mechanic:
Each person's Elo has a 'smurf range' built into it. For argument[s sake let's say it is 500. This means that if a 2000 Elo player queues with someone with an Elo less than 1500, the matchmaker ASSUMES he is smurfing, and artificially boosts his Elo DRASTICALLY (several hundred points). This is to prevent smurf abuse, and generally works very very well at preventing smurfing.

The problem lies when a player tries to queue with a legitimate new player. Even high Elo players sometimes have friends they'd like to introduce to the game, who are obviously not as skilled as them (they are -not- smurfs). The matchmaker has not been designed to handle this occurrence, and the teacher/student pair gets hit HARD by the anti-smurfing mechanic.

+ Show Spoiler [The full post] +
Skip to the dotted line if you're familiar with the current anti-smurfing mechanic.

BASICS:

ELO: When you queue for a normal game, you have an invisible rating called your Elo. When you win this goes up, when you lose it goes down. It is a rough approximation of your LoL skill, should be roughly accurate after a couple dozen games, and will slowly rise as you improve (or not).

The matchmaker looks for people of similar Elo as you when you queue for a game. That is the only thing it currently matches you on.

When you queue in a premade, your Elos are averaged, and then you receive a boost to the final result. The boost is larger the more people that are in the premade (from virtually nothing for a 2 man premade to a very significant boost for a 5 man premade. The magnitude of the boost depends on the original Elo, and was calculated from tens of thousands of games).

SMURFING:
Smurfing is when an experienced player creates a new account, resetting his Elo. This has several disadvantages: he has a level 1 summoner, and does not receive IP/XP on his main account. However, it has advantages as well. Some players get their kicks from destroying newbs. Unfortunately, this is unavoidable at this time. More significantly: If a premade wants to face easier opponents, one of their members can 'smurf', and drastically lower their combined Elo. This obviously hurts matchmaking.

The CURRENT anti-smurfing mechanic:
Each person's Elo has a 'smurf range' built into it. For argument[s sake let's say it is 500. This means that if a 2000 Elo player queues with someone with an Elo less than 1500, the matchmaker ASSUMES he is smurfing, and artificially boosts his Elo DRASTICALLY (several hundred points). This is to prevent smurf abuse, and generally works very very well at preventing smurfing.

--------------------------------------------------------------------------------------

The problem lies when a player tries to queue with a legitimate new player. Even high Elo players sometimes have friends they'd like to introduce to the game, who are obviously not as skilled as them (they are -not- smurfs). The matchmaker has not been designed to handle this occurrence, and the teacher/student pair gets hit HARD by the anti-smurfing mechanic.

This is obviously detrimental to introducing new players to LoL, which Riot has recently expressed a large interest in with the Refer a Friend program.

The only current viable option for this pair is practice games. This is fine. However, the teacher likely only receives XP/IP for 4 games per day, and each of them receives various other penalties (reduced XP/IP in general for practice games, plus not generally equal opponents. At some point, a new player wishes to queue, and at the current time it's pretty impossible to queue with an established player.

I made this thread hoping you guys could help me brainstorm mechanics with which we could make the anti-smurfing mechanic hurt this pair less, while not hurting the experience of others.



Possible ideas:

Provide the teacher the option of temporarily 'nuking' his account (on a pergame basis) while teaching the new player. This will bar him from using any runes or masteries for that game, effectively making him a level 1 account. Your elo has a slight adjustment to it based on your level, so this would remove that adjustment.

Allow an even -more- severe nuking of his account: in effect, an ingame handicap. This could come in the form of reduced ingame xp, gold gain, or champion stats. Even a pro will have difficulty dominating newer players with half the hp or gold gain (just an example). This would obviously severely reduce the player's elo.

There may be others as well, those are just the ones occurring to me immediately upon reflection of this topic.



Possible countermeasures:
To prevent abuse of this system, I'd recommend not allowing the option of doing this with more than X people in the premade. Maybe just 2 to allow a single teacher/student pair, or 3 to allow for more friends. I'm sure Riot would also track this system and adjust the coefficients on the elo rating. If they found the system was too forgiving (the teacher/student pair still dominated too much) they could reduce the benefit/increase the handicap. Other measures could be implemented.



A final thought on this system: This would allow high elo players to interact in lower elo games in a MUCH fairer environment. I feel this would be good for the game in general. When I'm teaching one of my friends, I find myself far more likely to also be dispensing advice to other players in the game, even on the other team. Having a higher elo player giving advice on strategy, hero comp, itemization, and metagame would be pretty revolutionary.


Sorry for the wall of text, this is all pretty brainstormy. I'll try to edit the original post with feedback received.
Source
arb
Profile Blog Joined April 2008
Noobville17921 Posts
November 26 2009 17:58 GMT
#166
Arbb
Artillery spawned from the forges of Hell
Khenra
Profile Blog Joined January 2009
Netherlands885 Posts
November 26 2009 18:09 GMT
#167
On November 26 2009 02:54 Lz wrote:
Show nested quote +
On November 25 2009 21:16 Khenra wrote:
On November 24 2009 13:36 ZERG_RUSSIAN wrote:
Any other Cho players here? I've been doing mana manipulator -> ninja tabi -> Warmog's -> Force of Nature or Sunfire Cape but I've been wondering if there are any other builds. I know you can do an AP Cho build but I think it's too dangerous vs a lot of heroes (Ryze, Twitch, Eve, Trynd, Blitz, Yi) because they can kill you so fast and you lose all your feast stacks.


I started playing Cho'gath yesterday, and I've consistently been going 10+-1 in many games, the 1 coming from being overzealous in the beginning. I go Boots of Speed -> Ninja Tabi -> Warmog's -> Frozen Mallet -> Sunfire Cape -> Banshee's Veil -> Rod of Ages. With this extreme tank build in combination with Feast extreme spike damage, people are caught offguard all the time. They don't expect you to tank a turret while bringing them from 80%->0 in 3 seconds.

nyoken is the best cho player i ever seen.. he not only gets level 18 in under 20 min.. but he usally doesnt die in the entire game.. usally he is like 9-0 19-1.
sadly tho i dont know his build exactly... i know he goes soulstealer as his first big item tho.. becasue he knows he's going to nomnomnom some ppl


Yea, Cho'Gath is a very very efficient grinder. Vorpal spikes makes getting last hits easy, and the passive health/mana regen on kill helps out alot too. About soulstealer, I like playing a tanky Cho'Gath, but it might be a good option instead of Rod of Ages. The game will be over by then anyway, so it doesn't matter much.
This signature is ruining eSports.
Flicky
Profile Blog Joined December 2008
England2669 Posts
November 26 2009 20:12 GMT
#168
After playing with Skitts and his friend I tried out Corki.

Why did no-one tell me he was a better Tristana? T_T. Going to make the most of him while he's still free. 6k Buy cost...
Liquipedia"I was seriously looking for a black guy" - MrHoon
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
November 27 2009 00:12 GMT
#169
They need to do something about 4v5 balance. Right now they're impossible to win. You can push into their base and get an inhibitor but still, once everyone hits level 18 there is nothing you can do. My entire team was like 10-2 or something and they still come back and beat us after Ashe leaves at level 2.
I'm on GOLD CHAIN
inertinept
Profile Blog Joined May 2008
Bangladesh1195 Posts
November 27 2009 00:40 GMT
#170
thats counter-intuitive. the game isnt supposed to be 4v5. leavers will always destroy games and theres no reason to fix that..
With a gust of wind, perhaps.
Flicky
Profile Blog Joined December 2008
England2669 Posts
November 27 2009 01:49 GMT
#171
So my wonderful day of Corkiness had it's highs and lows. Started off in my first Corki game at 20-8. Won the next. Then it went a bit funny. The next game I tried something different with items which went horribly wrong and we lost just, maybe because of it.

After that, an Annie on our team accidentally screwed up on dragon and killed 3 people. Our Ashe then rages hard and afks until about 20 minutes when he starts running into their team repeatedly, as does our Rammus.

Next game was close but we just lost. Their team comp was better than ours.
Next I disconnected until 11 minutes T_T. Fortunately we met a very good kassadin in that game who carried us while i was gone and we stomped them. We then played this game with him:

[image loading]


LoL moves in circles it seems.
Liquipedia"I was seriously looking for a black guy" - MrHoon
b3h47pte
Profile Blog Joined May 2007
United States1317 Posts
November 27 2009 02:44 GMT
#172
Let me get into some of those games where TL people actually win. TT
God damn. 27-27 now >>
pokeyAA
Profile Blog Joined February 2004
United States936 Posts
November 27 2009 04:02 GMT
#173
Matchmaker works in a way where it tries to make you win 50% of the time
mrgerry
Profile Joined September 2008
United States1508 Posts
November 27 2009 04:06 GMT
#174
The way I build Corki is something like this.
Sapphire Crystal + 2 hp pots
Catalyst + lvl 1 boots (or just catalyst just depends on how well ur lane went)
Berserker Greavers
Black Cleaver
Last Whisper
etc.

This along with any Armor Pen Runes make Corki's armor reduction insane. I brought an Ashe to -25 Armor in a 1v1 battle =) The catalyst I feel is so great on him since it makes up for his lack of health and gives regen just in a different manner. Then again I don't main him but that's just what works for me =)
Jopz
Profile Joined January 2008
United States262 Posts
November 27 2009 09:29 GMT
#175
God damn this is so much more addicting than DOTA because of the summoner level up system.
Southlight
Profile Blog Joined August 2007
United States11768 Posts
November 27 2009 09:35 GMT
#176
Now on 5 games lasting an AVERAGE of 25 minutes (all wins) using Taric with a pre-made.

Harharhar.
oraoraoraoraoraoraoraora
NiGoL
Profile Joined September 2008
1868 Posts
November 27 2009 12:16 GMT
#177
i tried the beta version, my personal oppinion is that WOW is a lot better than LoL seriously..
http://www.twitter.com/NiGoLBW playing league on a competitive level
jtype
Profile Blog Joined April 2009
England2167 Posts
November 27 2009 17:02 GMT
#178
On November 27 2009 21:16 NiGoL wrote:
i tried the beta version, my personal oppinion is that WOW is a lot better than LoL seriously..


I don't even know were to start...
inertinept
Profile Blog Joined May 2008
Bangladesh1195 Posts
November 27 2009 18:44 GMT
#179
On November 27 2009 21:16 NiGoL wrote:
i tried the beta version, my personal oppinion is that WOW is a lot better than LoL seriously..


lol the only people in this thread are ones that play and enjoy the game :> really a worthless post as no one here will agree with you or even remotely consider your opinion
With a gust of wind, perhaps.
inertinept
Profile Blog Joined May 2008
Bangladesh1195 Posts
November 27 2009 20:13 GMT
#180
man that was a ridiculous game jtype, cant believe we pulled that off despite having deathmaster lol
With a gust of wind, perhaps.
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