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[Patch 3.05.1: Karma Remake] General Discussion - Page 11

Forum Index > LoL General
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zer0das
Profile Blog Joined May 2007
United States8519 Posts
March 28 2013 17:35 GMT
#201
They're making Trundle an ice troll!?!? What is going on here.
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
March 28 2013 17:42 GMT
#202
Frozen dildos popping out of the ground?
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
thenexusp
Profile Joined May 2009
United States3721 Posts
March 28 2013 17:53 GMT
#203
On March 29 2013 02:28 emperorchampion wrote:
Show nested quote +
On March 29 2013 01:06 obesechicken13 wrote:
On March 29 2013 00:48 thenexusp wrote:
On March 29 2013 00:27 ticklishmusic wrote:
On March 29 2013 00:02 Requizen wrote:
On March 28 2013 23:57 ticklishmusic wrote:
Zac has a decent amount of mobility with his spells, so he can try and position himself to grab more blobs.

But again, at the same time, you're wasting spells hunting down blobs rather than fighting or protecting your team.

I know I'm nitpicking and being a downer, but I was really excited for Zac and I'm just frustrated that this flaw is going to make him damn near unplayable in my eyes. Like, if you run in and use a QWE combo (whatever order is best, I'm guessing EWQ), you're out 12% life (probably doing more damage to yourself than they did to you) and they get to just attack you while you scramble around trying to pick up blobs.


True. I'm thinking the way his ult works is that it does damage to nearby enemies, so you could in theory just hop to blobs near champions or something-- you have 4 bounces, so there's quite a few pathways you could take in a X range containing Y blobs and Z champions. His model can change shape/size, so that helps him grab stuff too.*

*I have never actually played Zac

On March 29 2013 00:27 obesechicken13 wrote:
On March 28 2013 23:53 101toss wrote:
On March 28 2013 23:49 thenexusp wrote:
On March 28 2013 23:46 onlywonderboy wrote:
On March 28 2013 23:43 mordek wrote:
From the lolwiki: "The passive must have at least a value of 28g for Spirit Visage to be gold efficient."
Even if blobs are difficult to pick up, it makes each one you do more effective.

People always seem to forget how cheap Spirit Visage actually is. Even if you're not utilizing the passive it's already incredibly close to cost effective.

its cost-efficiency shouldn't be evaluated in a vacuum though. Like, I'd have trouble buying it even on someone like mundo if the enemy had a 5x AD team.

mr is worth 0 gold vs a 5ad team

Nah. MR is still worth 100% gold vs a riven riven riven riven tryn team. (with no wits end or sunfire cape or stuff).

It just has 0 effectiveness.



We should implement an "effective gold" system which values AD/AP/MR/Armor based on the opponent's damage types (like fine their total DPS and find what percentage is physical/magical) trololol. #lolstats

CALCULUS HOMEWORK

Given that fraction of incoming damage is p physical and (1-p) magical, and that health costs 2.6g per point, armor 18g per point, and MR 18g per point, and that your base health is 1200, your base armor is 60, and your base MR is 30, what fraction of your gold should you spend on health, armor, and MR?

You could make a bunch of equations and then solve.

unknowns are health armor and mr.
total health is base health + items health
total unmitigated physical damage, armor, total unmitigated magic damage, mr = total mitigated damage
total gold = gold spent on health, armor, mr
...

Then use basic algebra, or that stuff they taught us in linear algebra to solve the system of linear equations.
I wouldn't do the math though. Sounds useless once you consider other confounding factors.


Here are my thoughts on how to best approach this problem. It could be an interesting thought exercise, I kind of doubt it would yield any real meaningful results though.

This would work by calculating a bunch of functions (g, p, and m, ...) before hand then optimizing based off of them.


Variables
x1= health ; x2= armour ; x3= mr
g= estimated gold at time = t ; p= estimated phys damage at time = t ; m= estimated magic dmg at time = t

Objective Function
Maximize: Z= x1+ x2+ x3

Constraints
2.6x1+ 18x2+ 18x3 <= g ;total expenses less than total gold
(some linear function involving ehp vs physical) >= p ;make sure will survive physical damage
(some linear function involving ehp vs magic) >= m ; make sure will survive magic damage
...


Some thoughts:
-make x1, x2, and x3 all fractions ie, you should spend x1% of gold on health -- as it is now it's just spend x1 gold on health
-make p and m fractions of total damage; total damage would be a function of t, and depend on what you're playing
-g could be a function of t, that would involve some rate that you could calculate yourself based on: position (solo top, solo mid, ect), passive gold gain, last hitting ability, ect

-This would change what the optimal amount spent for each player, each role, and champ would be. So a pro player who might have a much higher gold value at a given time would get different stats

-a lot of functions would probably be piecewise, could account for power swings ie, if you could find that death cap was bought at a certain point in time on average there would be a spike in the m function at that point

-can add constraints based on regens

-maybe make it overall item buys, would be position specific by saying I want y% of damage stats and (1-y)% defense stats or something of the like, could account for different players and different levels of skill

-maybe maximize ehp?

Anyhow, I could go on. This is a very basic form that would obviously need a lot of work and research (research would need data, ie Riot data or parsable replays or something). As I said it probably wouldn't yield any interesting results because it's pretty intuitive anyhow, plus there are so many variables to consider that it would have to be calculated on the fly. Either that or you'd have to calculate a whole bunch of scenarios before hand. Maybe it could be useful as some sort of post game analysis, I dunno.

Servers pls come back!


Wrinkles in your plan:

- the equations for ehp are inherently nonlinear, due to having to multiply health and armor together.
- Your objective function seems wrong, you're generally not trying to maximize the sum of your health, armor and MR (in this case, just buy health! It's 7 times cheaper)
- You can't simply say you want to survive the physical damage and the magic damage, you have to be able to survive the sum of both. (e.g. if you have 2000 physical ehp and 1000 magic ehp, taking 1500 physical and 300 magic will still kill you)

There are several ways to frame the problem:
1) Given you will take X physical and Y magic damage, what is the cheapest way to buy health, armor, and MR to survive (burst damage)
2) Given you will take X% physical and (100-X)% magic damage, and given a budget G, how much health, armor and MR do you buy to survive the most damage before dying. (dps)
3) Given you will take X_p physical damage upfront and X_m magic damage upfront and then Y_p physical damage per second and Y_m magic damage per second, and a budget G, how much health, armor and MR do you buy to survive the longest time (maybe a more accurate representation of how real battles go)

For case (1), the equation looks like this:
h is health, a is armor, m is MR, h_0 is base health, a_0 is base armor, m_0 is base armor, X is incoming physical damage, Y is incoming magic damage

minimize 2.6h + 18a + 18m
given
X*100/(100+a_0+a) + Y*100/(100+m_0+m) < h_0 + h
sylverfyre
Profile Joined May 2010
United States8298 Posts
March 28 2013 17:58 GMT
#204
2.6 H, 18A, and 18M all imply that you're buying basic items to achieve your maximization of EHP, which ALSO isn't realistic, since combined items have better gold efficiency than that (for the most part)
thenexusp
Profile Joined May 2009
United States3721 Posts
March 28 2013 18:00 GMT
#205
On March 29 2013 02:58 sylverfyre wrote:
2.6 H, 18A, and 18M all imply that you're buying basic items to achieve your maximization of EHP, which ALSO isn't realistic, since combined items have better gold efficiency than that (for the most part)

It's an okay approximation, since we really only care about the relative values of health vs armor and it's not like health gets massively more efficient in combined items than armor (although MR might want a word with me...)

it's also mostly an academic exercise anyway, no one really expects to be able to apply it to real game situations
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2013-03-28 18:13:44
March 28 2013 18:03 GMT
#206
Instead of working out the differential equations the best way to do this is find the points where gold cost of hp equals gold cost of armour+mr. I did the calculations pre giants belt nerf and because hp is so cheap because mr and armour are weighted due to possibility of shields it was like for example 3.6k hp = 150 armour and mr and like early on when you have like say 50ish armour and mr it might be like 2.2k or something which is why early warmogs rushes were used so much. (hp scales WAY more than mr and armour per level)

I think at 0 magic resist and armour it was like 500 or 1k at the point where health is always better than resists and after that you just keep upgrading 100 armour+mr = 1k hp or whatever it was and keep getting 1/2 of each to maximize ehp.

its more practical than the differential equations because you don't have to do any calculations if you just memorize a few benchmark points from napkin math.

you also want to weight the armour/mr balance toward the magic/physical damage intake in the same ratio I think because each point of resists adds the same amount of EHP. ORRR just stack the shit out of armour and try to instantly burst their AP carry in every fight gggg

edit: taking 20 and the cost of armour mr since there are no really cost effective full resist items and mostly negatron and chains vest items kinda suck now anyway and 2.63~ as the value of hp its 1500 hp = 100 mr+armour
so e.g
2k hp and 50 armour and mr 3k hp
1500 hp is 5.25 ehp (each point of armour+mr is 1% hp-->ehp against magic+physical damage)
2k hp 150 armour mr =5k ehp
hp slightly better here thats where I got my 2.2k number from I guess

but if you average it to 2.75k hp and 100 armour mr you get slightly more ehp. (5.5k)
emperorchampion
Profile Blog Joined December 2008
Canada9496 Posts
March 28 2013 18:26 GMT
#207
On March 29 2013 02:53 thenexusp wrote:
Show nested quote +
On March 29 2013 02:28 emperorchampion wrote:
On March 29 2013 01:06 obesechicken13 wrote:
On March 29 2013 00:48 thenexusp wrote:
On March 29 2013 00:27 ticklishmusic wrote:
On March 29 2013 00:02 Requizen wrote:
On March 28 2013 23:57 ticklishmusic wrote:
Zac has a decent amount of mobility with his spells, so he can try and position himself to grab more blobs.

But again, at the same time, you're wasting spells hunting down blobs rather than fighting or protecting your team.

I know I'm nitpicking and being a downer, but I was really excited for Zac and I'm just frustrated that this flaw is going to make him damn near unplayable in my eyes. Like, if you run in and use a QWE combo (whatever order is best, I'm guessing EWQ), you're out 12% life (probably doing more damage to yourself than they did to you) and they get to just attack you while you scramble around trying to pick up blobs.


True. I'm thinking the way his ult works is that it does damage to nearby enemies, so you could in theory just hop to blobs near champions or something-- you have 4 bounces, so there's quite a few pathways you could take in a X range containing Y blobs and Z champions. His model can change shape/size, so that helps him grab stuff too.*

*I have never actually played Zac

On March 29 2013 00:27 obesechicken13 wrote:
On March 28 2013 23:53 101toss wrote:
On March 28 2013 23:49 thenexusp wrote:
On March 28 2013 23:46 onlywonderboy wrote:
On March 28 2013 23:43 mordek wrote:
From the lolwiki: "The passive must have at least a value of 28g for Spirit Visage to be gold efficient."
Even if blobs are difficult to pick up, it makes each one you do more effective.

People always seem to forget how cheap Spirit Visage actually is. Even if you're not utilizing the passive it's already incredibly close to cost effective.

its cost-efficiency shouldn't be evaluated in a vacuum though. Like, I'd have trouble buying it even on someone like mundo if the enemy had a 5x AD team.

mr is worth 0 gold vs a 5ad team

Nah. MR is still worth 100% gold vs a riven riven riven riven tryn team. (with no wits end or sunfire cape or stuff).

It just has 0 effectiveness.



We should implement an "effective gold" system which values AD/AP/MR/Armor based on the opponent's damage types (like fine their total DPS and find what percentage is physical/magical) trololol. #lolstats

CALCULUS HOMEWORK

Given that fraction of incoming damage is p physical and (1-p) magical, and that health costs 2.6g per point, armor 18g per point, and MR 18g per point, and that your base health is 1200, your base armor is 60, and your base MR is 30, what fraction of your gold should you spend on health, armor, and MR?

You could make a bunch of equations and then solve.

unknowns are health armor and mr.
total health is base health + items health
total unmitigated physical damage, armor, total unmitigated magic damage, mr = total mitigated damage
total gold = gold spent on health, armor, mr
...

Then use basic algebra, or that stuff they taught us in linear algebra to solve the system of linear equations.
I wouldn't do the math though. Sounds useless once you consider other confounding factors.


Here are my thoughts on how to best approach this problem. It could be an interesting thought exercise, I kind of doubt it would yield any real meaningful results though.

This would work by calculating a bunch of functions (g, p, and m, ...) before hand then optimizing based off of them.


Variables
x1= health ; x2= armour ; x3= mr
g= estimated gold at time = t ; p= estimated phys damage at time = t ; m= estimated magic dmg at time = t

Objective Function
Maximize: Z= x1+ x2+ x3

Constraints
2.6x1+ 18x2+ 18x3 <= g ;total expenses less than total gold
(some linear function involving ehp vs physical) >= p ;make sure will survive physical damage
(some linear function involving ehp vs magic) >= m ; make sure will survive magic damage
...


Some thoughts:
-make x1, x2, and x3 all fractions ie, you should spend x1% of gold on health -- as it is now it's just spend x1 gold on health
-make p and m fractions of total damage; total damage would be a function of t, and depend on what you're playing
-g could be a function of t, that would involve some rate that you could calculate yourself based on: position (solo top, solo mid, ect), passive gold gain, last hitting ability, ect

-This would change what the optimal amount spent for each player, each role, and champ would be. So a pro player who might have a much higher gold value at a given time would get different stats

-a lot of functions would probably be piecewise, could account for power swings ie, if you could find that death cap was bought at a certain point in time on average there would be a spike in the m function at that point

-can add constraints based on regens

-maybe make it overall item buys, would be position specific by saying I want y% of damage stats and (1-y)% defense stats or something of the like, could account for different players and different levels of skill

-maybe maximize ehp?

Anyhow, I could go on. This is a very basic form that would obviously need a lot of work and research (research would need data, ie Riot data or parsable replays or something). As I said it probably wouldn't yield any interesting results because it's pretty intuitive anyhow, plus there are so many variables to consider that it would have to be calculated on the fly. Either that or you'd have to calculate a whole bunch of scenarios before hand. Maybe it could be useful as some sort of post game analysis, I dunno.

Servers pls come back!


Wrinkles in your plan:

- the equations for ehp are inherently nonlinear, due to having to multiply health and armor together.
- Your objective function seems wrong, you're generally not trying to maximize the sum of your health, armor and MR (in this case, just buy health! It's 7 times cheaper)
- You can't simply say you want to survive the physical damage and the magic damage, you have to be able to survive the sum of both. (e.g. if you have 2000 physical ehp and 1000 magic ehp, taking 1500 physical and 300 magic will still kill you)

There are several ways to frame the problem:
1) Given you will take X physical and Y magic damage, what is the cheapest way to buy health, armor, and MR to survive (burst damage)
2) Given you will take X% physical and (100-X)% magic damage, and given a budget G, how much health, armor and MR do you buy to survive the most damage before dying. (dps)
3) Given you will take X_p physical damage upfront and X_m magic damage upfront and then Y_p physical damage per second and Y_m magic damage per second, and a budget G, how much health, armor and MR do you buy to survive the longest time (maybe a more accurate representation of how real battles go)

For case (1), the equation looks like this:
h is health, a is armor, m is MR, h_0 is base health, a_0 is base armor, m_0 is base armor, X is incoming physical damage, Y is incoming magic damage

minimize 2.6h + 18a + 18m
given
X*100/(100+a_0+a) + Y*100/(100+m_0+m) < h_0 + h


1) Yeah I was thinking about the problem of ehp as I had it, you'd either have to have some sort of linear approximation or just put in a value and calculate to get an estimate, then take the value you get out and put that in for the ehp, run again to get a better approximation, ect.

2) Yeah, this is just a rough outline of what I wanted, I have to brush up on simplex :p (all the values should be bounded by the constraints though? I only gave a few constraints). Also, possibly the biggest flaw in my reasoning was taking a maximize approach for survivability, whereas I should have been looking at spending the least possible, which I think makes a lot more practical sense.

3) This could be easily added in


I really like the framing of different scenarios (burst vs dps).

X and Y could be polynomial functions of t and then have coefficients based on team comps or individual champions, (X vs a graves might be: X= 12t^2+5t+2 and vs sona might be X= t^2+t+1 or something, up to a maximum).

Anyhow, I like the simplex approach because of it's variability and ease of change. The biggest problem would be figuring out ehp in some fashion.
TRUEESPORTS || your days as a respected member of team liquid are over
Gahlo
Profile Joined February 2010
United States35160 Posts
March 28 2013 18:42 GMT
#208
I was told there wouldn't be math. T_T
Frolossus
Profile Joined February 2010
United States4779 Posts
Last Edited: 2013-03-28 18:45:35
March 28 2013 18:44 GMT
#209
"LoL Status ‏@lolstatus 1m

We have potentially found the root cause and are working on a solution that will allow us to deploy patch 3.5 as planned."
https://twitter.com/LoLStatus

does this mean that they are going through with the patch instead of reverting it and thus the servers will be down for even longer than they already have been? :/
emperorchampion
Profile Blog Joined December 2008
Canada9496 Posts
March 28 2013 18:47 GMT
#210
On March 29 2013 03:44 Frolossus wrote:
"LoL Status ‏@lolstatus 1m

We have potentially found the root cause and are working on a solution that will allow us to deploy patch 3.5 as planned."
https://twitter.com/LoLStatus

does this mean that they are going through with the patch instead of reverting it and thus the servers will be down for even longer than they already have been? :/


I think it will just be a quick fix then servers back up? I downloaded the patch and was in game, we were just stuck in lobby for like 10min and ended up being a 3v3 cause people couldn't connect lol
TRUEESPORTS || your days as a respected member of team liquid are over
Highwayman
Profile Joined March 2010
United States181 Posts
March 28 2013 18:48 GMT
#211
The turret change is only really a big impact on the very early level dives that you pretty much only see in organized play considering a lot of times the one tanking the shots gets away with about 10-20% health. I really don't think it's going to be much of an impact beyond that, but I still don't understand why nerfing those strategies is a goal of theirs. I understand it's a pretty exploitative strategy, but it has counters and if you know your opponent is going to dive you can score huge countergank kills going 2v3 if just your jungler shows up. As others have mentioned some of the most frustrating aspects of League of Legends are that many situations are very stalemate-oriented and this just further reinforces that aspect. If this really is a nerf intended to affect play beyond organized play at the highest level, then it goes back to trying to reduce snowballing and decrease advantages in the early game to keep people from raging/giving up to make the game more casual-friendly. If they're going to stabilize the early game for anything they should buff jungling because it's 5x easier to take a jungler out of the game right now with early organized ganks than it is for any solo laner. There are games as a jungler in solo queue where you can literally do nothing when the opposing team is organized and constantly in your jungle while your team does nothing to adapt to it. I'm totally okay with exploitative strats being in the game, but early tower dives seem like a low priority in my opinion.
Alaric
Profile Joined November 2009
France45622 Posts
March 28 2013 18:49 GMT
#212
I'm fine with it, maybe it'll make up for all the downtime we've had in EUW. x)

On March 28 2013 23:03 Cedstick wrote:
fuk riot.

But for reals, I have nothing against the new art for Trundle, but I don't like how he's a bad dude now :< I like Good Guy Trundle.

You should read his judgement (on the wiki). Sure, it takes away from Trundle being a good guy, but it add(ed) much more depth to his character. He may be "disconnected", but he's one of the better written characters in League tbh.
Cant take LMS hipsters serious.
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
March 28 2013 18:49 GMT
#213
Up to you guys if you want to bother but this post just popped up on Reddit and apparently despite all the work Neo + crew have put in we still go unrecognized.

http://www.reddit.com/r/leagueoflegends/comments/1b6lxe/some_useful_lol_websites_that_everyone_should/c945o3d
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
March 28 2013 18:59 GMT
#214
On March 29 2013 03:49 WaveofShadow wrote:
Up to you guys if you want to bother but this post just popped up on Reddit and apparently despite all the work Neo + crew have put in we still go unrecognized.

http://www.reddit.com/r/leagueoflegends/comments/1b6lxe/some_useful_lol_websites_that_everyone_should/c945o3d


Thank you for giving me a good opportunity to toot my own horn. =D

+ Show Spoiler +
But seriously, we're great.
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
March 28 2013 19:02 GMT
#215
On March 29 2013 03:59 AsmodeusXI wrote:
Show nested quote +
On March 29 2013 03:49 WaveofShadow wrote:
Up to you guys if you want to bother but this post just popped up on Reddit and apparently despite all the work Neo + crew have put in we still go unrecognized.

http://www.reddit.com/r/leagueoflegends/comments/1b6lxe/some_useful_lol_websites_that_everyone_should/c945o3d


Thank you for giving me a good opportunity to toot my own horn. =D

+ Show Spoiler +
But seriously, we're great.

Are you 'pissfacebukkakekilla?'
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
Dusty
Profile Blog Joined December 2010
United States3359 Posts
March 28 2013 19:08 GMT
#216
On March 29 2013 04:02 WaveofShadow wrote:
Show nested quote +
On March 29 2013 03:59 AsmodeusXI wrote:
On March 29 2013 03:49 WaveofShadow wrote:
Up to you guys if you want to bother but this post just popped up on Reddit and apparently despite all the work Neo + crew have put in we still go unrecognized.

http://www.reddit.com/r/leagueoflegends/comments/1b6lxe/some_useful_lol_websites_that_everyone_should/c945o3d


Thank you for giving me a good opportunity to toot my own horn. =D

+ Show Spoiler +
But seriously, we're great.

Are you 'pissfacebukkakekilla?'


LOL

but seriously, do we really want the average redditor to come to this forum? =o
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
March 28 2013 19:09 GMT
#217
On March 29 2013 04:08 Dusty wrote:
Show nested quote +
On March 29 2013 04:02 WaveofShadow wrote:
On March 29 2013 03:59 AsmodeusXI wrote:
On March 29 2013 03:49 WaveofShadow wrote:
Up to you guys if you want to bother but this post just popped up on Reddit and apparently despite all the work Neo + crew have put in we still go unrecognized.

http://www.reddit.com/r/leagueoflegends/comments/1b6lxe/some_useful_lol_websites_that_everyone_should/c945o3d


Thank you for giving me a good opportunity to toot my own horn. =D

+ Show Spoiler +
But seriously, we're great.

Are you 'pissfacebukkakekilla?'


LOL

but seriously, do we really want the average redditor to come to this forum? =o

Sure, why not?
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
wei2coolman
Profile Joined November 2010
United States60033 Posts
March 28 2013 19:10 GMT
#218
On March 29 2013 03:49 WaveofShadow wrote:
Up to you guys if you want to bother but this post just popped up on Reddit and apparently despite all the work Neo + crew have put in we still go unrecognized.

http://www.reddit.com/r/leagueoflegends/comments/1b6lxe/some_useful_lol_websites_that_everyone_should/c945o3d

The best part of that replies is that one of the most upvoted reply was in regards to adding "mobafire" into that list. lol.

Neo+crew, keep up the grand work; don't let this guys post discourage you!
liftlift > tsm
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2013-03-28 19:16:12
March 28 2013 19:11 GMT
#219
Edit
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Dusty
Profile Blog Joined December 2010
United States3359 Posts
March 28 2013 19:13 GMT
#220
On March 29 2013 04:09 NeoIllusions wrote:
Show nested quote +
On March 29 2013 04:08 Dusty wrote:
On March 29 2013 04:02 WaveofShadow wrote:
On March 29 2013 03:59 AsmodeusXI wrote:
On March 29 2013 03:49 WaveofShadow wrote:
Up to you guys if you want to bother but this post just popped up on Reddit and apparently despite all the work Neo + crew have put in we still go unrecognized.

http://www.reddit.com/r/leagueoflegends/comments/1b6lxe/some_useful_lol_websites_that_everyone_should/c945o3d


Thank you for giving me a good opportunity to toot my own horn. =D

+ Show Spoiler +
But seriously, we're great.

Are you 'pissfacebukkakekilla?'


LOL

but seriously, do we really want the average redditor to come to this forum? =o

Sure, why not?


Have you read some of the things people on reddit say? >_<
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