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Want to rage about your latest loss? Use the QQ thread. If you whine in GD, you'll get warned. ===== + Show Spoiler +If your [Stream] thread was moved to the general TL Stream subforum (aka SC stream land), find your thread and PM it to me and I'll move it back to LoL territory. I can argue with staff that moving a non-SC thread into a SC subforum is just asking for that thread to get buried.
- Neo, Dec. 15 2011, 6:33 KST I have admin approval. I'll be moving LoL streams back to the subforum. Stream name will be based on Summoner name. - Neo 7:07 KST |
On December 16 2011 01:51 57 Corvette wrote: Sigh, I am so inconsistant when I play. I can have a great game, and then I am shit for the rest of the day.
I have a great game that we completely dominate the opponents, then I get 3-4 games that 2 or 3 of the lanes get completely shit on and we lose.
Does consistancy come from just playing a lot, or is there something else I can do to get more consistant? Playing + analyzing mistakes and actively trying to fix
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I feel that after I play a game were I carry real hard and get super fed, the next game I feel I still have that steam roll mentality and end up feeding. I guess consistancy comes from treating every game as a seperate instance and practice making correct decisions in all of your games.
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On December 16 2011 01:51 57 Corvette wrote: Sigh, I am so inconsistant when I play. I can have a great game, and then I am shit for the rest of the day.
I have a great game that we completely dominate the opponents, then I get 3-4 games that 2 or 3 of the lanes get completely shit on and we lose.
Does consistancy come from just playing a lot, or is there something else I can do to get more consistant? Ignoring the fact that you have 4 people on the team, and all the roles and most of the champions are different, I say consistency comes from identifying the correct thing to do. You could play completely different in two games yet still be playing consistently. You could win one game and lose the next, yet still be playing consistently because it wasn't possible to win the second game. Identify why the team losing team lost. It's usually something simple, like mid lost in cs, died without being ganked, and allowed the other teams laner to run around the map getting kills while he did nothing. You don't have to look at little play mistakes, because those rarely lose games. Getting aced at baron and the other team getting baron could easily be the mistake that lost a game. Any point of a game can be what wins or loses it. Trying to consistently hit skill shots isn't possible, so trying to apply consistency to your play of hitting skill shots wouldn't really make sense. It really depends on what definition of consistency you are trying to apply for your play.
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I've been playing exhaust/cv all supports lately except if I need flash to flash/ult as janna or something.It is really good especially with the new mastery(more wards).Also sometimes you can just take on and kill the jungler so it's pretty awesome.Definitely recommend trying it >.>.If the other support runs flash and you have a more aggressive lane you can get early kills quite easily.You just need to ward well and know what their jungler can and can't do.(Also works well with ad taking heal or cleanse).
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England2655 Posts
On December 16 2011 01:51 57 Corvette wrote: Sigh, I am so inconsistant when I play. I can have a great game, and then I am shit for the rest of the day.
I have a great game that we completely dominate the opponents, then I get 3-4 games that 2 or 3 of the lanes get completely shit on and we lose.
Does consistancy come from just playing a lot, or is there something else I can do to get more consistant?
Actively analysing what you're doing right and wrong and working to correct the issues will make you more consistant. If you practice with a specific goal in mind, you are a lot more likely to eliminate it as a weakness from your play. Look at what you did well in the first game but did poorly in the second game. You've already got the good game as a goal to strive for.
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I'm gonna stop jungling for a while.
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On December 15 2011 21:50 TheYango wrote:Show nested quote +On December 15 2011 20:33 JackDino wrote:On December 15 2011 20:26 TheYango wrote:On December 15 2011 20:20 spinesheath wrote:On December 15 2011 19:56 TheYango wrote: I'm more surprised that it's been ditched in tournament games than in solo queue. It's always been hit-or-miss in solo queue, but as I said before, I think in arranged play, it would still be playable if it had a 3 min CD and only gave vision for 1 second. Not a no-brainer, but still playable. At 70 seconds and still 5 second reveal, it should still be a no-brainer in arranged play.
I also think it doesn't make a whole lot of sense for your support to carry Heal. I think it's great to HAVE Heal, but it feels wrong to put a summoner that gets significantly stronger with levels on the team member that will always end up the lowest level on your team. You can easily run heal on the AD and exhaust on the support. Usually this setup should even be stronger than the other way. But since people still don't really understand what exactly a support does, it might take a while until setups like this become mainstream. Why not, say, Ignite on bot lane and Heal on your mid AP? The AP typically ends up highest or 2nd highest level in the game (Ignite scales damage on levels as well, but not nearly as hard as the scaling on Heal), and the anti-heal is generally much more relevant when trying to make kills happen bottom than mid. Because ignite gets you kills mid where targets will survive a lot of situations if you don't have ignite. If you're going to use that argument, then Heal saves your life mid where you would die bottom. As spines said, those situations only happen when people misjudge their damage. Heal actually wouldn't save you if you'd get ignited. You could run Heal on your top lane though, since summoners don't matter as much as in mid and if you run TP you should have it for teamfights. I could rephrase though, running ignite mid will get you more kills as opposed to not running ignite mid(you have more damage avaible). This is especially true on champs like swain.
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On December 16 2011 01:01 Hexxed wrote:Show nested quote +On December 16 2011 00:55 Alaric wrote: Just did some math. Ahri's Q starts outdamaging her W (assuming back-and-forth hits on Q and 3 hits on W) thanks to true damage... from 25 resistance onward. Against a single target. It's a level 5 for each skill, but they have the same base (assuming no reduction) from level 1, so Q must be better at all levels.
That true damage component really makes W pale ; damage might be better on W thanks to mpen marks and/or sorcs, assuming your opponent doesn't build mres, and against minions and jungle creeps since they don't have any (but I don't think you want to hit creeps with W...). Moreover, Q is AoE, and it's harder to put all 3 hits on a single target with W is there are minions or other enemy champs.
Even the AP scaling's better on Q with 25+ res (something like 0.58 against 0.57 at that value). There's something wrong with those numbers, W might be better in lane thanks to lower mana cost and cd, for example when you went to harass solotop, but damage wise there's no question. Her Q is also just more useful. No delay. Hits as many targets as there are in a line. More useful with her passive than W.
Q is clearly much better for clearing minions. However, it can be dodged, W cannot (other than staying out of range and hitting minions, but even then it still zones your target AND you only need one to hit to do half the damage).
If you're trying to continually harass/put damage on your opponent, there's a good argument why W could be better.
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Oh shit I'm playing against the rain man.
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On December 16 2011 02:33 JackDino wrote:Show nested quote +On December 15 2011 21:50 TheYango wrote:On December 15 2011 20:33 JackDino wrote:On December 15 2011 20:26 TheYango wrote:On December 15 2011 20:20 spinesheath wrote:On December 15 2011 19:56 TheYango wrote: I'm more surprised that it's been ditched in tournament games than in solo queue. It's always been hit-or-miss in solo queue, but as I said before, I think in arranged play, it would still be playable if it had a 3 min CD and only gave vision for 1 second. Not a no-brainer, but still playable. At 70 seconds and still 5 second reveal, it should still be a no-brainer in arranged play.
I also think it doesn't make a whole lot of sense for your support to carry Heal. I think it's great to HAVE Heal, but it feels wrong to put a summoner that gets significantly stronger with levels on the team member that will always end up the lowest level on your team. You can easily run heal on the AD and exhaust on the support. Usually this setup should even be stronger than the other way. But since people still don't really understand what exactly a support does, it might take a while until setups like this become mainstream. Why not, say, Ignite on bot lane and Heal on your mid AP? The AP typically ends up highest or 2nd highest level in the game (Ignite scales damage on levels as well, but not nearly as hard as the scaling on Heal), and the anti-heal is generally much more relevant when trying to make kills happen bottom than mid. Because ignite gets you kills mid where targets will survive a lot of situations if you don't have ignite. If you're going to use that argument, then Heal saves your life mid where you would die bottom. As spines said, those situations only happen when people misjudge their damage. Heal actually wouldn't save you if you'd get ignited. You could run Heal on your top lane though, since summoners don't matter as much as in mid and if you run TP you should have it for teamfights. I could rephrase though, running ignite mid will get you more kills as opposed to not running ignite mid(you have more damage avaible). This is especially true on champs like swain. It's not even just actually getting the kills, ignite allows you to threaten kills from a higher hp. It forces people to back earlier which wins you your lane quicker. Heal lowers the burst potential of the enemy which lets you stay in longer when you're losing, but won't help you actually win the lane as much unless the enemy does something dumb.
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United States47024 Posts
On December 16 2011 02:33 JackDino wrote: Heal actually wouldn't save you if you'd get ignited. You could run Heal on your top lane though, since summoners don't matter as much as in mid and if you run TP you should have it for teamfights. Why not? The heal value on Heal is high enough that even if you get ignited, you actually outheal the ignite pre-level 6, and post-6 the difference is only about 5 points of damage per level.
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On December 16 2011 02:43 starfries wrote:Show nested quote +On December 16 2011 02:33 JackDino wrote:On December 15 2011 21:50 TheYango wrote:On December 15 2011 20:33 JackDino wrote:On December 15 2011 20:26 TheYango wrote:On December 15 2011 20:20 spinesheath wrote:On December 15 2011 19:56 TheYango wrote: I'm more surprised that it's been ditched in tournament games than in solo queue. It's always been hit-or-miss in solo queue, but as I said before, I think in arranged play, it would still be playable if it had a 3 min CD and only gave vision for 1 second. Not a no-brainer, but still playable. At 70 seconds and still 5 second reveal, it should still be a no-brainer in arranged play.
I also think it doesn't make a whole lot of sense for your support to carry Heal. I think it's great to HAVE Heal, but it feels wrong to put a summoner that gets significantly stronger with levels on the team member that will always end up the lowest level on your team. You can easily run heal on the AD and exhaust on the support. Usually this setup should even be stronger than the other way. But since people still don't really understand what exactly a support does, it might take a while until setups like this become mainstream. Why not, say, Ignite on bot lane and Heal on your mid AP? The AP typically ends up highest or 2nd highest level in the game (Ignite scales damage on levels as well, but not nearly as hard as the scaling on Heal), and the anti-heal is generally much more relevant when trying to make kills happen bottom than mid. Because ignite gets you kills mid where targets will survive a lot of situations if you don't have ignite. If you're going to use that argument, then Heal saves your life mid where you would die bottom. As spines said, those situations only happen when people misjudge their damage. Heal actually wouldn't save you if you'd get ignited. You could run Heal on your top lane though, since summoners don't matter as much as in mid and if you run TP you should have it for teamfights. I could rephrase though, running ignite mid will get you more kills as opposed to not running ignite mid(you have more damage avaible). This is especially true on champs like swain. It's not even just actually getting the kills, ignite allows you to threaten kills from a higher hp. It forces people to back earlier which wins you your lane quicker. Heal lowers the burst potential of the enemy which lets you stay in longer when you're losing, but won't help you actually win the lane as much unless the enemy does something dumb. Ya like baiting them to dive you:p, except heal won't heal you for enough if they have ignite. You can just skip heal all together and run ignite cv on your support.
On December 16 2011 02:44 TheYango wrote:Show nested quote +On December 16 2011 02:33 JackDino wrote: Heal actually wouldn't save you if you'd get ignited. You could run Heal on your top lane though, since summoners don't matter as much as in mid and if you run TP you should have it for teamfights. Why not? The heal value on Heal is high enough that even if you get ignited, you actually outheal the ignite pre-level 6, and post-6 the difference is only about 5 points of damage per level. Not if they burst hard enough to completely outdmg your 50% heal, and if you survive, you'll be really low and forced to back anyways. Ignite outdamages heal unless you're not running 21/0/9 which ideally you'll want to be running if you're getting blue buff. Not to mention ignite scaling with masteries(havoc/exectutioner) while heal doesn't scale with any masteries. If you plan to play passive then sure, heal can be great but if you want to play somewhat agressive having more damage is better.
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-50% on heal is still almost the same amount as the damage dealt by ignite. It also heals your teammates and it's pretty rare for more than one of you to be ignited at once (most teams won't even have more than 2 ignites on entire team). You're comparing the damage on one target to the healing on 2-3. Most bot lane skirmishes involve damage on two targets, not one at 100% and the other low. A lot of the time you can just wait out the ignite before you heal, as well.
I agree that there are situations where ignite can be better, but heal will be superior most of the time.
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Top says he only plays jax tf, jungler gp says he doesn't know how to jungle. Bottom fails to realize that vayne moves too quickly for me to get a stun off.
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Man mode supports run CV and Heal. Just saying. I mean you can't get ganked(many wards<3!) now without knowing it, so long as you have some form of crowd control, you can tend to get away in the laneing phase. Flash is nice but running CV/heal is nicer I've found and no matter what happens you'll end up baiting people to die at least once a game.
Now if you say Exhaust/Heal. I've considered it. It seems nice.
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On December 16 2011 03:05 SnK-Arcbound wrote: Top says he only plays jax tf, jungler gp says he doesn't know how to jungle. Bottom fails to realize that vayne moves too quickly for me to get a stun off. http://www.teamliquid.net/forum/viewmessage.php?topic_id=220361
On December 16 2011 03:06 Parnage wrote: Man mode supports run CV and Heal. Just saying. I mean you can't get ganked(many wards<3!) now without knowing it, so long as you have some form of crowd control, you can tend to get away in the laneing phase. Flash is nice but running CV/heal is nicer I've found and no matter what happens you'll end up baiting people to die at least once a game.
Now if you say Exhaust/Heal. I've considered it. It seems nice. I like Heal/CV, just have to be real careful with positioning. I'd still take flash on cow/fabulous though.
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On December 16 2011 02:57 Craton wrote: -50% on heal is still almost the same amount as the damage dealt by ignite. It also heals your teammates and it's pretty rare for more than one of you to be ignited at once (most teams won't even have more than 2 ignites on entire team). You're comparing the damage on one target to the healing on 2-3. Most bot lane skirmishes involve damage on two targets, not one at 100% and the other low. A lot of the time you can just wait out the ignite before you heal, as well.
I agree that there are situations where ignite can be better, but heal will be superior most of the time. No we were comparing Heal mid vs ignite mid and getting kills mid with ignite that heal wouldn't get you. If you're mid, ignite outheals heal unless you're not running 21/0/9 on an AP mid.
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I'm not complaining, but I said I was playing against the rain man and maybe someone wanted an update.
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actually i would disagree with heal necessitating more passive play in mid. I've actually tried twice to run dorans openings and use heal as a sort of sustain device such that i can trade early on and can trade more and avoid some of the drawbacks of a pot-less opening.
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On December 16 2011 03:08 JackDino wrote: No we were comparing Heal mid vs ignite mid and getting kills mid with ignite that heal wouldn't get you. If you're mid, ignite outheals heal unless you're not running 21/0/9 on an AP mid. You brought up going ignite/cv on your support.
Heal mid is more for obnoxious ungankable laners so that they can afk push w/o wards and never die even if they screw up their free escapes.
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