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I hate how binary this game is. It really is 4 idiots vs 5 idiots. In the last week I've been doing some serious tryharding, making sure not to feed, to ward appropriately, to roam when tremendously ahead or when lane is looking sad and I'm not gonna get anything done, to choose my jungle path such that I will get a mostly full clear before ending up at the lane I want to gank or the buff that's respwaning etc etc
So basically whenever our 4 other guys are not suck I have ridiculous scores like 5/0/23 on Jungler or 11/0/11 on Lane. But in other games I finish game something like 1/1/3 and team total score is like 2/23.
I guess this belongs more in the QQ thread, but it's kind of about game design too. I feel like my actual influence on the game is very limited since so much depends on the teammates to not get further behind because snowballing is so strong. If you are doing ok in an isolated environment and have prepared yourself for a strong midgame, there's not much you can do vs their carry with 2 full lategame items besides warding and forcing their team to split up and hope one of them derps and you can get a free 1v1 kill. But at my elo now, while people behind don't know how to stop the hemorrhaging, the team ahead knows to just group up and dominate objectives on the map.
At least all these games end within 25 mins :|
Edit:
It's like why I got really frustrated with SC2, because even up until Master's games were really binary and decided by the outcome of something that happened at 7 mins. But at least in those scenarios you could play reasonably from behind since if you had no army you wouldn't be dumb and just probe rush the enemy. But in League people down 2 levels and 1k gold in items are still trying to trade in lane and just die over and over.
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On November 07 2012 01:40 xes wrote: I hate how binary this game is. It really is 4 idiots vs 5 idiots. In the last week I've been doing some serious tryharding, making sure not to feed, to ward appropriately, to roam when tremendously ahead or when lane is looking sad and I'm not gonna get anything done, to choose my jungle path such that I will get a mostly full clear before ending up at the lane I want to gank or the buff that's respwaning etc etc
So basically whenever our 4 other guys are not suck I have ridiculous scores like 5/0/23 on Jungler or 11/0/11 on Lane. But in other games I finish game something like 1/1/3 and team total score is like 2/23.
I guess this belongs more in the QQ thread, but it's kind of about game design too. I feel like my actual influence on the game is very limited since so much depends on the teammates to not get further behind because snowballing is so strong. If you are doing ok in an isolated environment and have prepared yourself for a strong midgame, there's not much you can do vs their carry with 2 full lategame items besides warding and forcing their team to split up and hope one of them derps and you can get a free 1v1 kill. But at my elo now, while people behind don't know how to stop the hemorrhaging, the team ahead knows to just group up and dominate objectives on the map.
At least all these games end within 25 mins :|
What elo are you at? I have yet to see one where the team that is ahead does not try their hardest to throw. "I am fed, gotta dive 2v5 three times in a row!" "lets fight between their inner and inhib turret, that sounds like a good idea!" "Ok guys, you dive them 2v5, we do a 3 man baron without wards in the meantime, k?"
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Why do you play solo queue? Just get 4 friends and play in a group.
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On November 07 2012 01:44 Simberto wrote: What elo are you at? I have yet to see one where the team that is ahead does not try their hardest to throw. "I am fed, gotta dive 2v5 three times in a row!" "lets fight between their inner and inhib turret, that sounds like a good idea!" "Ok guys, you dive them 2v5, we do a 3 man baron without wards in the meantime, k?"
1300-1400 depending on whether I'm on 10 game loss or 10 game win T_T
I guess if you put it that way my influence on the game has been grouping my team while we're ahead to get objectives and win instead of doing constant 2v5s in their jungle and turning a 20 min surrender into 50 min loss.
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It's not a design flaw, other than the design of these games in general. Any game that has resources (like minerals/gas/supply in SC2, gold in LoL) is going to have the idea of snowballing, of getting more ahead because you're already ahead. It has less to do with coming back from that disadvantageous position (which is difficult in the first place, and impossible in others), but rather making sure it doesn't get to that point at all.
This is all fine and well in something like BW, where you can conceivably do something about anything your opponent does in the first ~10 minutes (defend cheese, harass economic builds, micro skirmishes). And this is fine in lane during LoL. However, on a whole, there is nothing that either you or the game designers can do from stopping another lane from getting out of control if your teammates allow it to happen.
Of course, they could always exponentially increase the reward for killing snowballed players, or increase gold generation when your team is behind, but that's not good game design and leads to just as bad of a state with swing-y games and 50 minute standoffs, which aren't nearly fun at all.
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On November 06 2012 14:24 OutlaW- wrote: 30 elo needed for diamond lose 5 games in a row
I tried my best, but dat Sona 
Edit: I'm surprised no one has pointed out this isn't possible: On November 07 2012 01:40 xes wrote: But in other games I finish game something like 1/1/3 and team total score is like 2/23.
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On November 07 2012 01:40 xes wrote: I hate how binary this game is. It really is 4 idiots vs 5 idiots. In the last week I've been doing some serious tryharding, making sure not to feed, to ward appropriately, to roam when tremendously ahead or when lane is looking sad and I'm not gonna get anything done, to choose my jungle path such that I will get a mostly full clear before ending up at the lane I want to gank or the buff that's respwaning etc etc
So basically whenever our 4 other guys are not suck I have ridiculous scores like 5/0/23 on Jungler or 11/0/11 on Lane. But in other games I finish game something like 1/1/3 and team total score is like 2/23.
I guess this belongs more in the QQ thread, but it's kind of about game design too. I feel like my actual influence on the game is very limited since so much depends on the teammates to not get further behind because snowballing is so strong. If you are doing ok in an isolated environment and have prepared yourself for a strong midgame, there's not much you can do vs their carry with 2 full lategame items besides warding and forcing their team to split up and hope one of them derps and you can get a free 1v1 kill. But at my elo now, while people behind don't know how to stop the hemorrhaging, the team ahead knows to just group up and dominate objectives on the map.
At least all these games end within 25 mins :|
Edit:
It's like why I got really frustrated with SC2, because even up until Master's games were really binary and decided by the outcome of something that happened at 7 mins. But at least in those scenarios you could play reasonably from behind since if you had no army you wouldn't be dumb and just probe rush the enemy. But in League people down 2 levels and 1k gold in items are still trying to trade in lane and just die over and over. It's a team game, find yourself 4 mate, play and improve with them. In my opinion it's the best thing to do. Improving your individual elo, whatever the elo you are in, is 50% luck almost.
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Basic math is not an acceptable means of argument when you are in elo hell. #elohell
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Just accept that it's not 4 idiots vs 5 idiots but it's 5 vs 5 idiots. You'll have better games.
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On November 07 2012 02:02 BlackPaladin wrote: Basic math is not an acceptable means of argument when you are in elo hell. #elohell Ho no he made a mistake he typed 1/1/3 instead of 1/1/1 burn him down. -.-
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On November 07 2012 02:09 WhiteDog wrote:Show nested quote +On November 07 2012 02:02 BlackPaladin wrote: Basic math is not an acceptable means of argument when you are in elo hell. #elohell Ho no he made a mistake he typed 1/1/3 instead of 1/1/1 burn him down. -.- You're right, we should burn him.
I'll notify reddit.
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FYI: Elise is a very strong counter to Ezreal (especially one who rushed TF). It's impossible to penetrate her shield of spiders.
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JK guys, just had a game where I mattered. Faith in soloq restored!
What are some good HP itemizations for junglers? E.g. Mundo, Maokai, Alistar all gain a lot out of HP, outside of Kindlegem + Aegis (Mundo Visage or Reverie) I find myself wishing I had ~500 more HP.
I've experimented with Sunfire on Maokai delaying Randuins for basically forever and have mixed feelings about it, mainly because I don't think it is a reliable item to build up to (e.g. in the games I got sunfire I also had money for FoN all before 30 mins). Warmog's is always fun to build too, but that one also costs too much money.
Should I just start building Mundo Visage on Mao and Ali too since it's a great MR + HP + CDR item and Ali and Mao both do have heals.
(Btw I don't really like Frozen Heart because it overcaps you on CDR and gives too much Armor when have a HoG to build Randuins anyways.)
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On November 07 2012 02:26 Seuss wrote: FYI: Elise is a very strong counter to Ezreal (especially one who rushed TF). It's impossible to penetrate her shield of spiders.
And both graves q and cait's q does less damage to her due to spiders blocking some damage for her, and even corki's rockets can be blocked. Good counter or best counter? Incoming meta change.
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United States8841 Posts
Graves Q doesn't do less damage if it goes through multiple targets.
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On November 07 2012 01:52 Requizen wrote: It's not a design flaw, other than the design of these games in general. Any game that has resources (like minerals/gas/supply in SC2, gold in LoL) is going to have the idea of snowballing, of getting more ahead because you're already ahead. It has less to do with coming back from that disadvantageous position (which is difficult in the first place, and impossible in others), but rather making sure it doesn't get to that point at all.
This is all fine and well in something like BW, where you can conceivably do something about anything your opponent does in the first ~10 minutes (defend cheese, harass economic builds, micro skirmishes). And this is fine in lane during LoL. However, on a whole, there is nothing that either you or the game designers can do from stopping another lane from getting out of control if your teammates allow it to happen.
Of course, they could always exponentially increase the reward for killing snowballed players, or increase gold generation when your team is behind, but that's not good game design and leads to just as bad of a state with swing-y games and 50 minute standoffs, which aren't nearly fun at all.
This is only partially true.
In DOTA, items with higher stats are more expensive per stat. In LoL, items with higher stats are less expensive per stat. While LoL also has Doran items, they have been getting nerfed and it is very likely that they will get nerfed again this patch.
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On November 07 2012 01:45 SilverStar wrote: Why do you play solo queue? Just get 4 friends and play in a group. it is such a relief when...
-you get to pick the roles you want! sometimes before the game even starts! -you're all on skype and you can communicate the plays you wanna do! -when people make bad plays, they say sorry! -you can do really gimmicky stuff because everyone's okay with it!
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On November 07 2012 02:40 xes wrote: JK guys, just had a game where I mattered. Faith in soloq restored!
What are some good HP itemizations for junglers? E.g. Mundo, Maokai, Alistar all gain a lot out of HP, outside of Kindlegem + Aegis (Mundo Visage or Reverie) I find myself wishing I had ~500 more HP.
I've experimented with Sunfire on Maokai delaying Randuins for basically forever and have mixed feelings about it, mainly because I don't think it is a reliable item to build up to (e.g. in the games I got sunfire I also had money for FoN all before 30 mins). Warmog's is always fun to build too, but that one also costs too much money.
Should I just start building Mundo Visage on Mao and Ali too since it's a great MR + HP + CDR item and Ali and Mao both do have heals.
(Btw I don't really like Frozen Heart because it overcaps you on CDR and gives too much Armor when have a HoG to build Randuins anyways.) I'm all "fuck it" to randuin's because I go philo->kindlegem on Mao (or just kindlegem on Mundo, goes to Visage if I need MR fast on top of NMM for aegis, goes to Zeke if I can someone tank anyway with just aegis) and I love the CDR on FH. You get ~8% from masteries at level 18, 15% from Shurelya, so it's only ~3% "wasted" when you get from shroud to FH, and quite late. I'll build randuin's if needed (even 2 can't be too much in the late game) but as long as my itemization isn't too skewed (I'll often build aegis off of boots1 because mercs are so expensive so I don't like to have to itemize a lot of MR on Maokai, armor isn't as much a concern since chain vest also helps tanking towers) I don't feel that gimped for HP. Mao's heal actually doesn't really scale more with HP than it does with resistances — given the way it works, it scales much more with AS (proc it faster) and the team compositions (Ryze, Karthus, Sona even on the enemy team make you tanky as balls. It gives the same amount of EHP if you double your resistances or your HP anyway (it just that HP is an all-around more useful stat).
I often feel shorter on HP on champs such as Trundle (Trundleeeeeeeeeeee T_T) or Nocturne now that I don't build HoG on them anymore.
On another topic, 1441 and climbing. But I know my true level to be closer to 1400 than 1500 and I've got wonderful teams for the past three games so statistically I'm more likely to fail now.
Yeap, just happened. A premade that got fed, cocky, and made a lot of 2v4 awful plays then blamed us.
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Mundo, Maokai, Alista
you should try skarner and mummy for low elo games, maybe hecarim, too. farm jungle, terror all lanes with your movement speed and CC. And when laning ends you are the initiate and dont rely on teammates to know when to fight.
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I thought that Randuins Active/Passive was way more OP for shutting down the AD Carry? Obviously it would be best to have both, but my bruisers don't buy Randuins, so I'd rather have 1 Randuins no FH than 1 FH no Randuins.
Buying both Randuins and FH on Maokai gives you like 350 Armor since his base armor is through the roof, but then you have barely 3k HP and like 120 MR, so you get taken quite low by random magic burst when initiating
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