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On December 27 2015 06:12 PrinceXizor wrote:Show nested quote +On December 27 2015 06:05 wei2coolman wrote:On December 27 2015 06:00 PrinceXizor wrote: Which is what i said. But if you play around P1 D5 you'll have 1 in 10 games with low plat/ G1 and 1/10 games with mid-high Diamond. Those are just estimates from what i've played this season on that account. my Gold MMR account i get matched up with S1 to PLat 3 players. The population isn't huge on NA, which leads to this kind of variance. Even when I was Gold 3 getting matched with P1 players, the extreme difference in division =/= extreme difference in ELO. These big division difference between gold and plat, can easily be explained by the rubberbanding variance of the volatile play of gold players, where they tend to hit hot streaks that inflate their ELO temporarily (like 10 game winstreaks). Sorry I'm discussing MMR as a reflection of Skill. Which it's varying you exactly describe. and the variance of skill within a match is the topic we're even discussing in the first place. While I wouldn't say ELO is a direct correlation with skill, but it's close enough that fluxes of ELO falls within a confidence range of skill. (Assuming enough datapoints exist to make an accurate representation)
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On December 27 2015 06:15 wei2coolman wrote:Show nested quote +On December 27 2015 06:12 PrinceXizor wrote:On December 27 2015 06:05 wei2coolman wrote:On December 27 2015 06:00 PrinceXizor wrote: Which is what i said. But if you play around P1 D5 you'll have 1 in 10 games with low plat/ G1 and 1/10 games with mid-high Diamond. Those are just estimates from what i've played this season on that account. my Gold MMR account i get matched up with S1 to PLat 3 players. The population isn't huge on NA, which leads to this kind of variance. Even when I was Gold 3 getting matched with P1 players, the extreme difference in division =/= extreme difference in ELO. These big division difference between gold and plat, can easily be explained by the rubberbanding variance of the volatile play of gold players, where they tend to hit hot streaks that inflate their ELO temporarily (like 10 game winstreaks). Sorry I'm discussing MMR as a reflection of Skill. Which it's varying you exactly describe. and the variance of skill within a match is the topic we're even discussing in the first place. While I wouldn't say ELO is a direct correlation with skill, but it's close enough that fluxes of ELO falls within a confidence range of skill. (Assuming enough datapoints exist to make an accurate representation) If a single player could win a game like they can lose them, this might even be reasonable.
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On December 27 2015 06:17 PrinceXizor wrote:Show nested quote +On December 27 2015 06:15 wei2coolman wrote:On December 27 2015 06:12 PrinceXizor wrote:On December 27 2015 06:05 wei2coolman wrote:On December 27 2015 06:00 PrinceXizor wrote: Which is what i said. But if you play around P1 D5 you'll have 1 in 10 games with low plat/ G1 and 1/10 games with mid-high Diamond. Those are just estimates from what i've played this season on that account. my Gold MMR account i get matched up with S1 to PLat 3 players. The population isn't huge on NA, which leads to this kind of variance. Even when I was Gold 3 getting matched with P1 players, the extreme difference in division =/= extreme difference in ELO. These big division difference between gold and plat, can easily be explained by the rubberbanding variance of the volatile play of gold players, where they tend to hit hot streaks that inflate their ELO temporarily (like 10 game winstreaks). Sorry I'm discussing MMR as a reflection of Skill. Which it's varying you exactly describe. and the variance of skill within a match is the topic we're even discussing in the first place. While I wouldn't say ELO is a direct correlation with skill, but it's close enough that fluxes of ELO falls within a confidence range of skill. (Assuming enough datapoints exist to make an accurate representation) If a single player could win a game like they can lose them, this might even be reasonable. Pretty sure the 99% winrate of Faker and Rush when they climb ladder is pretty evident that this can be the case.
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On December 27 2015 06:28 wei2coolman wrote: Pretty sure the 99% winrate of Faker and Rush when they climb ladder is pretty evident that this can be the case. I mean, do you have proof of that? because the plat 1 account faker was given for worlds had < 90% winrate until masters, while he was duo queuing the whole way. 2 of the best players in the world duo queuing still lost ~10% of their games. beyond that, this patch is more steps toward babysit the bad player and further away from season 3's: support the good player.
On December 27 2015 06:28 JimmiC wrote: My point is people all think they are the special snowflake and whatever only happens to them. But in your example that same ting happens to everyone in those levels and some rise above it and luck is not the reason. So if you are not rising, or whatever level you are in is where you should be. I mean thats just the definition of the system, not how the game is balanced with reference to player skill.
I'm saying I feel that the game also rides more on the worst player than the best, and used my example of my winrates increasing as the minimum player skill increased in my games.
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On December 27 2015 04:23 JimmiC wrote: In what way do skill levels vary greatly? After a certain amount of games everyone is about where they should be. If a guys mechanics are not as good then his team play or decision making is making up for it. Overall skill level is about the same at each given elo, now could some one be having a really good game or a really bad game yes. when will people understand that rank is measure of progress not skill
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On December 27 2015 05:05 wei2coolman wrote:Show nested quote +On December 27 2015 05:03 Mensol wrote: Has anyone been played Bard jungle before? ive been playing ad bard these days with 12 mr, 14 as, 7.7 phys d. and 9 armor, and 12-18 masteries.
You get full clear without struggle, and ganking is extremely fun. You appear like surprise motherfucker from nowhere. You can set up ganks with your ult as well. My item build is usually warrior+botrk+frozen mallet and armor/mr item depending on opponents team. if we go super late then i go trinity force. You hit like a truck in late game. Another thing is that collecting chimes isnt a problem because you roam all game long. Not sure why FMallet is part of that build, it's pretty easy to get enough stacks on your meeps that your first few auto's are slows. IMO RFC sounds better, the increased range will allow you to get your initial slow so you can catch up to bind. Well Frozen Mallet adds damage+hp plus extra slow, which is good when you play against junglers like Rengar. Getting hp is important because you die so fast without durability.
Once you hit stun, its impossible to run away from you with Frozen Mallet as well.
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On December 27 2015 07:33 Mensol wrote:Show nested quote +On December 27 2015 05:05 wei2coolman wrote:On December 27 2015 05:03 Mensol wrote: Has anyone been played Bard jungle before? ive been playing ad bard these days with 12 mr, 14 as, 7.7 phys d. and 9 armor, and 12-18 masteries.
You get full clear without struggle, and ganking is extremely fun. You appear like surprise motherfucker from nowhere. You can set up ganks with your ult as well. My item build is usually warrior+botrk+frozen mallet and armor/mr item depending on opponents team. if we go super late then i go trinity force. You hit like a truck in late game. Another thing is that collecting chimes isnt a problem because you roam all game long. Not sure why FMallet is part of that build, it's pretty easy to get enough stacks on your meeps that your first few auto's are slows. IMO RFC sounds better, the increased range will allow you to get your initial slow so you can catch up to bind. Well Frozen Mallet adds damage+hp plus extra slow, which is good when you play against junglers like Rengar. Getting hp is important because you die so fast without durability. Once you hit stun, its impossible to run away from you with Frozen Mallet as well. It's also the 2nd highest HP item in the game right?. excluding Cinderhulk when Hp stacking a ton.
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Since games snowball so hard it makes picks matter a lot more so people mistake it with the worst player mattering more than the good player.
The current system for le solo just can't be accurate. Truth is unless you can consistently 1v9 you have to play enough games and wait to get lucky in order to climb.
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On December 27 2015 07:33 Mensol wrote:Show nested quote +On December 27 2015 05:05 wei2coolman wrote:On December 27 2015 05:03 Mensol wrote: Has anyone been played Bard jungle before? ive been playing ad bard these days with 12 mr, 14 as, 7.7 phys d. and 9 armor, and 12-18 masteries.
You get full clear without struggle, and ganking is extremely fun. You appear like surprise motherfucker from nowhere. You can set up ganks with your ult as well. My item build is usually warrior+botrk+frozen mallet and armor/mr item depending on opponents team. if we go super late then i go trinity force. You hit like a truck in late game. Another thing is that collecting chimes isnt a problem because you roam all game long. Not sure why FMallet is part of that build, it's pretty easy to get enough stacks on your meeps that your first few auto's are slows. IMO RFC sounds better, the increased range will allow you to get your initial slow so you can catch up to bind. Well Frozen Mallet adds damage+hp plus extra slow, which is good when you play against junglers like Rengar. Getting hp is important because you die so fast without durability. Once you hit stun, its impossible to run away from you with Frozen Mallet as well.
What about devourer? Does it double proc Meeps?
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Exactly, with the direction that League is taking, which is more teamwork and less individual play, I feel like as long as I'm within a certain range from my level the outcome of 90% of my games will be the same. What I mean with that is that when I play at D5 MMR, in 90% of the games it doesn't matter how I play, as long as I'm within the P3-D2 range the outcome will be the same. So basically I feel like I can only influence about 10% of my games with my own personal League ability.
When I analyze my own replays I think that I play better than most of my teammates usually, so I might be a bit better than D5 (might also be personal bias). Unfortunately I just don't have the time and willpower to spam soloq for 200-300 games, so I feel like playing ranked is pretty pointless.
Of course when you're the best player in the world there's only about 20% of the games left that you cannot influence, but that number still seems really high. (that sentence was weird)
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On December 27 2015 07:55 JazzVortical wrote:Show nested quote +On December 27 2015 07:33 Mensol wrote:On December 27 2015 05:05 wei2coolman wrote:On December 27 2015 05:03 Mensol wrote: Has anyone been played Bard jungle before? ive been playing ad bard these days with 12 mr, 14 as, 7.7 phys d. and 9 armor, and 12-18 masteries.
You get full clear without struggle, and ganking is extremely fun. You appear like surprise motherfucker from nowhere. You can set up ganks with your ult as well. My item build is usually warrior+botrk+frozen mallet and armor/mr item depending on opponents team. if we go super late then i go trinity force. You hit like a truck in late game. Another thing is that collecting chimes isnt a problem because you roam all game long. Not sure why FMallet is part of that build, it's pretty easy to get enough stacks on your meeps that your first few auto's are slows. IMO RFC sounds better, the increased range will allow you to get your initial slow so you can catch up to bind. Well Frozen Mallet adds damage+hp plus extra slow, which is good when you play against junglers like Rengar. Getting hp is important because you die so fast without durability. Once you hit stun, its impossible to run away from you with Frozen Mallet as well. What about devourer? Does it double proc Meeps? uh actually im making Warrior instead Devourer so idk the answer.
On December 27 2015 07:35 PrinceXizor wrote:Show nested quote +On December 27 2015 07:33 Mensol wrote:On December 27 2015 05:05 wei2coolman wrote:On December 27 2015 05:03 Mensol wrote: Has anyone been played Bard jungle before? ive been playing ad bard these days with 12 mr, 14 as, 7.7 phys d. and 9 armor, and 12-18 masteries.
You get full clear without struggle, and ganking is extremely fun. You appear like surprise motherfucker from nowhere. You can set up ganks with your ult as well. My item build is usually warrior+botrk+frozen mallet and armor/mr item depending on opponents team. if we go super late then i go trinity force. You hit like a truck in late game. Another thing is that collecting chimes isnt a problem because you roam all game long. Not sure why FMallet is part of that build, it's pretty easy to get enough stacks on your meeps that your first few auto's are slows. IMO RFC sounds better, the increased range will allow you to get your initial slow so you can catch up to bind. Well Frozen Mallet adds damage+hp plus extra slow, which is good when you play against junglers like Rengar. Getting hp is important because you die so fast without durability. Once you hit stun, its impossible to run away from you with Frozen Mallet as well. It's also the 2nd highest HP item in the game right?. excluding Cinderhulk when Hp stacking a ton. as far i know it is.
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On December 27 2015 08:00 Fildun wrote: Exactly, with the direction that League is taking, which is more teamwork and less individual play, I feel like as long as I'm within a certain range from my level the outcome of 90% of my games will be the same. What I mean with that is that when I play at D5 MMR, in 90% of the games it doesn't matter how I play, as long as I'm within the P3-D2 range the outcome will be the same. So basically I feel like I can only influence about 10% of my games with my own personal League ability.
When I analyze my own replays I think that I play better than most of my teammates usually, so I might be a bit better than D5 (might also be personal bias). Unfortunately I just don't have the time and willpower to spam soloq for 200-300 games, so I feel like playing ranked is pretty pointless.
Of course when you're the best player in the world there's only about 20% of the games left that you cannot influence, but that number still seems really high. (that sentence was weird)
Piggybacking off this, it seems like Riot is really trying to make League a more social game. Adding friends on FB, being able to queue in various stacks, etc.
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^ yet still no voice chat lmao
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Kot and me and looking for any EUW players who want to play a tournament/ranked 5's today. All shitters are accepted.
We already have a fairly high ranked Go4LoL team so there's a pretty good chance we can end up with some nice RP or even cash.
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Tried play illaoi as support; feelz bad man. Pretty useless unless you land your E every time. I got lucky and landed 2 early E's in lane, was able to pressure lane pretty hard, but after that. Enemy ADC played a lot safer, and eventually I became pretty useless in lane. I feel like there needs to be some pretty big buffs towards her E, the range isn't that great, hard to land, and early levels has insanely long cooldown.
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Her e is very easy to land you just bad. Playing a champ at a role they cant do properly doesn't help either.
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Her E is maxed 2nd anyway, which isn't too big of an issue in a solo lane (plus you're going to build CDR, since most of her damage comes from tentacles CDR and ArPen are her offensive stats).
The "issue" I have with E is how slow the animation is. Maybe you can cancel the winddown though, I haven't thoroughly tried how they interact. It's really easy to not have a spell go off if you try to cast them too fast though because E and R have big winddown, Q isn't very "snappy' so you apparrently can't chain it.
Also most importantly you can't "queue" tentacle attacks. If you tag someone with E, they'll swing once. You must wait until the animation is over before you W (the enemy or his spirit) otherwise you'll miss an attack. Same with swings coming from a tested person (if you get a good E -> ult, the spirit will die super fast and the newly spawned tentacles will swing at the target).
I'm not sure whether the tentacles swing once or not after her ult though. It tends to get pretty hectic because you ult when people are starting the fight anyway, and if you're in position for a good ult you're in position to get focused. Also, contrary to Heimerdinger's turrets, the tentacles don't swing at all once you're dead (and I think your death cancels the swings about to start, for example if you land a W and die immediatly), so it doesn't matter how much damage you build if you can't live at least ~4 seconds.
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