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[Patch 4.15] Master Tier General Discussion - Page 55

Forum Index > LoL General
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Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
September 05 2014 15:58 GMT
#1081
Depending on the match up and their jungler, you might want boots before completing Grail.
https://twitter.com/SufficientStats
phyvo
Profile Blog Joined April 2009
United States5635 Posts
September 05 2014 16:20 GMT
#1082
On September 05 2014 21:34 Alaric wrote:
Show nested quote +
On September 05 2014 20:14 Maluk wrote:
On September 05 2014 19:54 Celial wrote:
On September 05 2014 19:14 Maluk wrote:
League of Legends lore was pretty bad so far so restarting everything is definitely a step in the right direction. Would have been better to create a decent story in the first place though...


When you are a team of five operating out of someones basement, your priorities tend to lie with the product itself.

I mean why would you create a "story" if it is that bad. Just don't do anything at all then.

"Bad" is subjective.


This statement irks me in art discussions because while it is true that good/bad art can be highly subjective that does not mean that criticism against art is meaningless. At some point there are enough plot holes, stupid concepts, and poorly written narrative that a story goes from "meh" to "bad". That point will vary from person to person but it's there. If you give up on it then you can't say anything really interesting about art at all (IMO).

The reason why you create a story for LoL is to help people attach themselves to characters that they then might then buy. A story behind a champion helps define who they are and helps make the visual and audio artwork you interact with in-game cohesive. Although many factors go into peoples' purchases it seems self-evident to me that boring characters will simply sell less, and characters with no story are, well, boring. After that, world-building helps keep all the different characters cohesive and tied to one another in a similar way, hence the League.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
September 05 2014 16:32 GMT
#1083
Anyone understand how I just won promos for Silver 4-> 3, but I end up in Silver 2???
Forever Young
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
September 05 2014 16:46 GMT
#1084
On September 06 2014 01:32 sung_moon wrote:
Anyone understand how I just won promos for Silver 4-> 3, but I end up in Silver 2???


Your MMR was so high you skipped a division. Gratz.
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
September 05 2014 17:29 GMT
#1085
On September 06 2014 01:32 sung_moon wrote:
Anyone understand how I just won promos for Silver 4-> 3, but I end up in Silver 2???


Brag post is that way sir.
https://twitter.com/SufficientStats
JSH
Profile Blog Joined July 2009
United States4109 Posts
September 05 2014 17:36 GMT
#1086
I don't know if people would brag about being in Silver lol

On the Lore thing, I'm kinda just meh about it
I don't really care, I just want to play the games~

Actually, does Dota and HoN have lore in it as well?
I haven't played them both enough to know about it (or looked it up)
"It's called a miracle because it doesn't happen" - Just like my chances of reaching C- on ICCUP
Crusnik
Profile Joined December 2010
United States5378 Posts
September 05 2014 17:40 GMT
#1087
Dota has warcraft-esque lore, some changes to avoid lawsuits from Blizzard, but it's there and pretty indepth/funny with all the voice lines between heroes.
Steam: rook492
Uldridge
Profile Blog Joined January 2011
Belgium5201 Posts
September 05 2014 17:55 GMT
#1088
On September 06 2014 01:20 phyvo wrote:
+ Show Spoiler +
On September 05 2014 21:34 Alaric wrote:
Show nested quote +
On September 05 2014 20:14 Maluk wrote:
On September 05 2014 19:54 Celial wrote:
On September 05 2014 19:14 Maluk wrote:
League of Legends lore was pretty bad so far so restarting everything is definitely a step in the right direction. Would have been better to create a decent story in the first place though...


When you are a team of five operating out of someones basement, your priorities tend to lie with the product itself.

I mean why would you create a "story" if it is that bad. Just don't do anything at all then.

"Bad" is subjective.


This statement irks me in art discussions because while it is true that good/bad art can be highly subjective that does not mean that criticism against art is meaningless. At some point there are enough plot holes, stupid concepts, and poorly written narrative that a story goes from "meh" to "bad". That point will vary from person to person but it's there. If you give up on it then you can't say anything really interesting about art at all (IMO).

The reason why you create a story for LoL is to help people attach themselves to characters that they then might then buy. A story behind a champion helps define who they are and helps make the visual and audio artwork you interact with in-game cohesive. Although many factors go into peoples' purchases it seems self-evident to me that boring characters will simply sell less, and characters with no story are, well, boring. After that, world-building helps keep all the different characters cohesive and tied to one another in a similar way, hence the League.


..and that's when he decided to join the League of Legends, to test his true powers.
Taxes are for Terrans
Alaric
Profile Joined November 2009
France45622 Posts
September 05 2014 17:57 GMT
#1089
I meant that in the sense that "just saying it's bad doesn't generate discussion". There's its fair share of awful stuff in it, but address it, don't just say "league's lore is bad/LoL has no lore".
Cant take LMS hipsters serious.
Kinie
Profile Joined December 2011
United States3106 Posts
September 05 2014 19:53 GMT
#1090
So their issue with the lore side of the League of Legends is:

1. Summoners are basically all-powerful people who are mind controlling the champions for the fights
2. Having new champions added to the League without a tie-in to a faction is difficult
3. They can't fully explore the rest of Runeterra because everything is so League-focused in terms of politics

If it were up to me, you could explain/fluff away most of those issues pretty quickly. You solve #1 by saying that all the champions are subject to a form of diplomatic immunity or parole (depending upon the champion) and in exchange they allow the summoner (ie., us) to use them on the Rift. As for them popping in/out all the time, you could just add a bit of fluff, saying that the Rift generates a magical copy of the champion that disappears when the match ends.

Solving #2 is a bit more difficult, but you could probably solve #2 and #3 at the same time by doing a major lore event, saying that the League itself is dissolving, but the Rift portion and the magics associated with it are going to be used/spread around Runeterra, and if someone has a conflict they want to resolve and not have it cost thousands of lives, they can just go to "their local Rift location," declare their issue/case to the person/summoner in charge there, and solve the fight on the Rift. The bit with adding new champions you can just say that their fame, infamy, or personal reasons, is what allows them to become a champion for use on the Rift.

This also lets them add the various map locations and game modes, saying that Dominion is in Shurima, Howling Abyss is Frejlord, and Twisted Treeline is Shadow Isles, with the main Rift itself being the base template. And if they add a new game mode or a new map, they can say, "hey, game mode X takes place in Y location, here's a bit of lore about the location and a list of champions who call that location home."
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
September 05 2014 20:23 GMT
#1091
--- Nuked ---
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2014-09-05 20:29:21
September 05 2014 20:28 GMT
#1092
On September 06 2014 05:23 krndandaman wrote:
anyone else experiencing huge streaks in ranked?
as soon as I hit my 'ceiling mmr' I go on a fat losing streak, then as soon as I hit an mmr low enough I start wrecking on a win streak back to where I was and rinse and repeat. it's been like this the past 3 days and I think I went on back and forth 6+win/loss streaks 5 times in a row to the same spot.

is the mmr system supposed to be like this? I thought I would see more 1 win 1 loss once I hit my actual mmr

Tbh that's just how truly random distributions work, they're always way streakier then you'd expect. Also if you take into account the innate streaky nature of ranked (if you lose too much it gets easier to win, win too much it gets easier to lose. + people go on tilt/play better some days) it seems almost expected behaviour.
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
September 05 2014 21:21 GMT
#1093
On September 06 2014 01:32 sung_moon wrote:
Anyone understand how I just won promos for Silver 4-> 3, but I end up in Silver 2???

What are you doing in Silver ?_?
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
September 05 2014 21:53 GMT
#1094
--- Nuked ---
Goumindong
Profile Joined February 2013
United States3529 Posts
Last Edited: 2014-09-05 22:14:47
September 05 2014 22:06 GMT
#1095
On September 06 2014 05:23 krndandaman wrote:
anyone else experiencing huge streaks in ranked?
as soon as I hit my 'ceiling mmr' I go on a fat losing streak, then as soon as I hit an mmr low enough I start wrecking on a win streak back to where I was and rinse and repeat. it's been like this the past 3 days and I think I went on back and forth 6+win/loss streaks 5 times in a row to the same spot.

is the mmr system supposed to be like this? I thought I would see more 1 win 1 loss once I hit my actual mmr


I do sometimes. Its likely not matchmaking and instead psychological.

At your actual MMR you should win about 50% of the time. But after winning that next game you will have an MMR higher than your true MMR. However you don't have a 100% loss probability you have more like 47%. If you win again you're now at 45% and so on and so forth assuming you don't get better. So if your real skill doesn't change we should see that win streaks beget loss streaks and loss streaks beget win streaks. Though most of the time these should be relatively small, 3-5 games at most, and decently uncommon (a 5 win streak very uncommon, a 3 win streak decently common).

I pulled these numbers out of a hat, but you should get the idea. If two games played back to back are not correlated in individual player performance then the most common series will be win followed by loss or loss followed by win. But win win will most likely be followed by loss loss and win win win by loss loss loss. Since win, win win, isn't too uncommon(if actual numbers were 50%, 47%, 45%, then win, win win, would occur in about 10% of series that started at your base MMR) win, win, win, loss, loss, loss also won't be that uncommon. By playing a lot of games we will see lots of little streaks like this.

However, people aren't perfect machines, and their play is likely correlated with the play in their previous game (especially if those are played one right after the other). That is to say that you have "good days" and "Bad days" or "you play better when you feel good and you play worse when you feel bad. Winning makes you feel good. Losing makes you feel bad". Because we don't know the psychological state of players this doesn't have any effect on the overall validity of the matchmaking system. However because psychological state adds another variable the expectation of a game after a win may no longer be a loss at your true MMR. And similarly the expectation of game after a loss may no longer be a win at your true MMR. This will increase the amount of streaks we will see.

So what happens with a lot of players is that they're feeling good and playing good and so their real skill is a bit higher than their listed MMR. If we had the information about their psychological state we might expect them to win 70% of the time. They win and they continue to feel good and their win % is now 67%. This makes win streaks more likely. Possibly more likely than wins followed by losses.

But eventually you do lose. And when you do your mood changes and the effect flips. Just as the positive psychological effect made win streaks more likely a negative psychological effect makes loss streaks more likely. And since we are most likely to get those stomping wins/losses at the top and bottom end of our MMR that is when we are most likely to see those shifts.

So even if humans don't have any psychological effects running streaks should be common enough over enough games and the most common streaks we will see will be win streaks followed by loss streaks. And if humans have psychological effects (which I believe they do) this makes long streaks in both directions more common. But its not an issue with matchmaking in any sense.

Its also why I suggest to people to stop playing after a loss, but keep playing after a win. If you want the highest MMR, not playing games in which you're at a psychological disadvantage will go a long way to doing that. While my data is anecdotal i will say its been worth anywhere from 2 to 10 divisions (so silver 3 to silver 1 or silver 3 to plat 3) in the handful of players i've seen try the advice (i have not seen anyone do worse with it)
AetherZucchini
Profile Joined July 2014
Switzerland24 Posts
September 05 2014 22:20 GMT
#1096
For those who might have missed it (Meddler's article):

Some roles have a range of interesting itemization choices throughout the game. AP casters, for example get to make choices like Tear of the Goddess or Fiendish Codex early, and Zhonya’s or Deathcap later on. Other roles, however, have fewer interesting options available to them. Marksmen have generally followed very similar build paths to each other with low variance. As a result, we're trying to find ways to offer more distinct and appealing options, like the changes to Bloodthirster to better position it as a high end defensive AD item. In comparison, the old Bloodthirster - due to it having the highest AD in the game along with lifesteal - basically said, "Build this on every marksman that auto attacks or uses spells" (that is, all of them).


Bringing the AP mid as a role having "deep meaningful choices" when Athene rush into ZH/VS/DC happens 95% of games at the very least would be hilarious enough. But wait, he can say something even smarter ! Apparently BT was mandatory on marksmen too (as opposed to, say, IE or LW ?). I wonder what were all those BotRK buyers thinking. I mean, BT was rarely first buy anyway after the BotRK introduction, except for that short time period with the BT/SS fast tower push. Marksmen actually have more choice in their early itemisation than AP mid, even if the item pool remains fairly small.

I get that they are trying to somehow align their marketing and game design rhetorics, but come on.
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
September 05 2014 22:24 GMT
#1097
On September 06 2014 07:20 AetherZucchini wrote:
For those who might have missed it (Meddler's article):

Some roles have a range of interesting itemization choices throughout the game. AP casters, for example get to make choices like Tear of the Goddess or Fiendish Codex early, and Zhonya’s or Deathcap later on. Other roles, however, have fewer interesting options available to them. Marksmen have generally followed very similar build paths to each other with low variance. As a result, we're trying to find ways to offer more distinct and appealing options, like the changes to Bloodthirster to better position it as a high end defensive AD item. In comparison, the old Bloodthirster - due to it having the highest AD in the game along with lifesteal - basically said, "Build this on every marksman that auto attacks or uses spells" (that is, all of them).


Bringing the AP mid as a role having "deep meaningful choices" when Athene rush into ZH/VS/DC happens 95% of games at the very least would be hilarious enough. But wait, he can say something even smarter ! Apparently BT was mandatory on marksmen too (as opposed to, say, IE or LW ?). I wonder what were all those BotRK buyers thinking. I mean, BT was rarely first buy anyway after the BotRK introduction, except for that short time period with the BT/SS fast tower push. Marksmen actually have more choice in their early itemisation than AP mid, even if the item pool remains fairly small.

I get that they are trying to somehow align their marketing and game design rhetorics, but come on.

If you take that statement into the context of Bronze 2, it makes a lot of sense. I was playing on my friend's account (pls no ban rito) and got to witness glorious Rylai's Top Rammus and other shenanigans, whereas almost every AD (Fiora, Pantheon, Jarvan, Tryndamere) went BT first.

Basically APs have a lot of base items that build into different trees and the trees are all equally "cool," regardless of how terrible the items actually are (Tear Annie), whereas ADs have BF Swords.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
JSH
Profile Blog Joined July 2009
United States4109 Posts
Last Edited: 2014-09-05 23:04:03
September 05 2014 23:01 GMT
#1098
Also lol TheOddOne playing the 1v1 betting site
And he's crushing level 19s
and other low ranked
"It's called a miracle because it doesn't happen" - Just like my chances of reaching C- on ICCUP
Goumindong
Profile Joined February 2013
United States3529 Posts
September 05 2014 23:08 GMT
#1099
On September 06 2014 07:24 xes wrote:
Show nested quote +
On September 06 2014 07:20 AetherZucchini wrote:
For those who might have missed it (Meddler's article):

Some roles have a range of interesting itemization choices throughout the game. AP casters, for example get to make choices like Tear of the Goddess or Fiendish Codex early, and Zhonya’s or Deathcap later on. Other roles, however, have fewer interesting options available to them. Marksmen have generally followed very similar build paths to each other with low variance. As a result, we're trying to find ways to offer more distinct and appealing options, like the changes to Bloodthirster to better position it as a high end defensive AD item. In comparison, the old Bloodthirster - due to it having the highest AD in the game along with lifesteal - basically said, "Build this on every marksman that auto attacks or uses spells" (that is, all of them).


Bringing the AP mid as a role having "deep meaningful choices" when Athene rush into ZH/VS/DC happens 95% of games at the very least would be hilarious enough. But wait, he can say something even smarter ! Apparently BT was mandatory on marksmen too (as opposed to, say, IE or LW ?). I wonder what were all those BotRK buyers thinking. I mean, BT was rarely first buy anyway after the BotRK introduction, except for that short time period with the BT/SS fast tower push. Marksmen actually have more choice in their early itemisation than AP mid, even if the item pool remains fairly small.

I get that they are trying to somehow align their marketing and game design rhetorics, but come on.

If you take that statement into the context of Bronze 2, it makes a lot of sense. I was playing on my friend's account (pls no ban rito) and got to witness glorious Rylai's Top Rammus and other shenanigans, whereas almost every AD (Fiora, Pantheon, Jarvan, Tryndamere) went BT first.

Basically APs have a lot of base items that build into different trees and the trees are all equally "cool," regardless of how terrible the items actually are (Tear Annie), whereas ADs have BF Swords.


AP's have the same equivalent for the most part. They just have support AP items as well.

They have Codex path equivalent to Brutalizer/long sword paths (plus tiamat for melees)

They have NLR path equivalent to the BF path (4 items for AD's, 3 for AP's)

They have Wand path equivalent to the Pick path (rageblade, mallet, maw, whisper, zephyr)

The reason that marksmen have low variance in their build is because the entire class does more or less one thing. Which is ranged auto attack DPS and there is more or less only one way to maximize that at specific item timings. You cannot really fix that without removing ranged AD as a concept. Otherwise yea they're all going to want IE, PD, LW, BT, and Scimitar. Or IE, PD, LW, BotRK, and defensive item.

New items are added and either supersede the current itemization or fall by the wayside, because there isn't really a utility purchase for AD's that makes sense. Utility purchases on mages make sense since it allows you to do your burst and then use the intervening time to do something else (zhonya, rylai slow, etc etc). But you cannot do that on an auto attack carry champion because in order to be effective they need to spend their time auto attacking. If you make utility powerful enough to make up the difference you're back to square one again.

GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
September 05 2014 23:17 GMT
#1100
I don't think it has to do with the items -- AP items have a lot of choices between mana regen (Athene's/Seraph's/Morello's), untargetability (Zhonya's), damage-tanky (Liandry's/Rod of Ages), utility-tanky (Rylai's/Abyssal), split-pushy (Banner of Command), AA modifying (Lich Bane/Nashor's), but so do AD items (IE vs Brutalizer vs Hydra).

The real issue is that while AP casters choose to tailor their build to fit their playstyle (Karthus can be played glass cannon OR rush RoA), ADC's pretty much solely focus on AA damage, so they rarely care about any AD item that isn't just the biggest possible number. Blue Build Ezreal is the main exception I can think of. By contrast, AD casters can modify their build depending on whether they care about burst (Hydra), CDR (Brutalizer), mana (Essence Reaver), etc.
What fun is it being cool if you can’t wear a sombrero?
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