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[Patch 6.12] ARAM is Alive General Discussion - Page 6

Forum Index > LoL General
Post a Reply
Prev 1 4 5 6 7 8 11 Next All
iCanada
Profile Joined August 2010
Canada10660 Posts
June 17 2016 03:12 GMT
#101
I don't think the support is better, I think the support would climb slightly faster till about mid gold.

<_<

Not the same thing.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
June 17 2016 03:29 GMT
#102
implying either would lose a single game before that point, seems unlikely
Carrilord has arrived.
kongoline
Profile Joined February 2012
6318 Posts
Last Edited: 2016-06-17 07:46:16
June 17 2016 07:45 GMT
#103
http://boards.na.leagueoflegends.com/en/c/gameplay-balance/4tsuGXEq-dynamic-queue-statistics-for-61977-matches

pretty interesting
Slusher
Profile Blog Joined December 2010
United States19143 Posts
June 17 2016 07:55 GMT
#104
it isn't really that interesting actually considering we know how bad challenger level dynamic is and riot already admits it (even if they have overly elaborate ideas for fixing it). It would actually be more interesting if it focused different elo range or pretty much anything where the results aren't basically already known.
Carrilord has arrived.
nafta
Profile Joined August 2010
Bulgaria18893 Posts
Last Edited: 2016-06-17 09:58:17
June 17 2016 09:57 GMT
#105
On June 17 2016 12:12 iCanada wrote:
I don't think the support is better, I think the support would climb slightly faster till about mid gold.

<_<

Not the same thing.

Also wrong.

Source: every booster ever.
MuddyJam
Profile Joined September 2014
535 Posts
June 17 2016 11:54 GMT
#106
On June 17 2016 11:33 Slusher wrote:
I know that Manco runs tp because he says it's too hard to gain an advantage with ignite vs. tp with teemo, although he isn't a top main.

the other challenger teemo otp ipav I haven't ever talked to, but his history shows all ghost.


who is Manco? Like i would vs a good player its hard to get an advantage but tp gank/flanks are useless on teemo has you have no cc. If you in a split push situation you are almost always better of pushing for the tower anyway as teemo shreds towers.

I've seen Korean teemos start taking it for bad match ups or are currently experimenting. At sub diamond though i imagine ignite is better as you will kill your laner because they never played the champion before. That or they definitely don't know the teemo matchup.
Mikau
Profile Blog Joined October 2010
Netherlands1446 Posts
June 17 2016 12:33 GMT
#107
On June 17 2016 18:57 nafta wrote:
Show nested quote +
On June 17 2016 12:12 iCanada wrote:
I don't think the support is better, I think the support would climb slightly faster till about mid gold.

<_<

Not the same thing.

Also wrong.

Source: every booster ever.

What? Pretty sure boosters play neither ADC nor Support.
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
June 17 2016 14:50 GMT
#108
On June 17 2016 16:55 Slusher wrote:
it isn't really that interesting actually considering we know how bad challenger level dynamic is and riot already admits it (even if they have overly elaborate ideas for fixing it). It would actually be more interesting if it focused different elo range or pretty much anything where the results aren't basically already known.


Well the first part is that 5 man stacks rarely face other 5 man stacks and tend to destroy everything -- that we know and Riot has put bandaid fixes on. However, it looks like the bandaid fixes don't quite work -- even by limiting to 3 man stacks, it's still very difficult to match 3 man vs 3 man, where instead you have 3+X vs 5 solos almost half the time.

Also Riot's transparency on this issue has been abysmal, both in terms of communication, and in terms of attempted justification. They say "we have the numbers that say this is ok" without giving out what the actual numbers are, and this is at least one indication that those numbers aren't as great as Riot wants you to pretend they are. It also makes you question whether at more populated elos how well matchmaking actually happens, because even when they limit to 3 man stacks you have ~ 1/20 games of a pretty large mismatch. Maybe even in elo brack J with orders of magnitude more players, a 5 man stack will quite often be matched against not-a-5-stack with high chance to win.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
June 17 2016 15:16 GMT
#109
On June 17 2016 21:33 Mikau wrote:
Show nested quote +
On June 17 2016 18:57 nafta wrote:
On June 17 2016 12:12 iCanada wrote:
I don't think the support is better, I think the support would climb slightly faster till about mid gold.

<_<

Not the same thing.

Also wrong.

Source: every booster ever.

What? Pretty sure boosters play neither ADC nor Support.

Definitely played with an ADC getting boosted yesterday. If you average 18/4/5 on Draven with a 100% winrate, you probably are not the same player that averages 4/7/5 on their main champ (Annie) with a 27% winrate.
What fun is it being cool if you can’t wear a sombrero?
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
June 17 2016 16:54 GMT
#110
On June 18 2016 00:16 GrandInquisitor wrote:
Show nested quote +
On June 17 2016 21:33 Mikau wrote:
On June 17 2016 18:57 nafta wrote:
On June 17 2016 12:12 iCanada wrote:
I don't think the support is better, I think the support would climb slightly faster till about mid gold.

<_<

Not the same thing.

Also wrong.

Source: every booster ever.

What? Pretty sure boosters play neither ADC nor Support.

Definitely played with an ADC getting boosted yesterday. If you average 18/4/5 on Draven with a 100% winrate, you probably are not the same player that averages 4/7/5 on their main champ (Annie) with a 27% winrate.

Nah. You just played with Fabbbyyy. :^)

I honestly dont think there'd be much of a difference inbetween win ratios for boosters playing the various roles. The games would just take longer as a support than the others. Time is money.
It's Elo not ELO - Every statiscian playing League
Slayer91
Profile Joined February 2006
Ireland23335 Posts
June 17 2016 17:25 GMT
#111
On June 17 2016 09:32 MuddyJam wrote:
For top lane if you kill your opponent pre 6 with ignite what should you do? This is happening often when I play Teemo. But they tp back to lane and end up getting a cs lead :/ If the lane is shoving into me what should iI do when I kill the laner?
Should I recall?
push? (teemo pushes v slowily pre 6)
sit and just lane with them having bought


after you get a kill with teemo pre 6 against someone with TP there are a few options you can take but I'll only talk about the one I think is the most important:

->blue pill
->buy a dorans ring
->uninstall the game because you're a teemo player and you deserve better for yourself
Goumindong
Profile Joined February 2013
United States3529 Posts
June 17 2016 19:23 GMT
#112
On June 17 2016 18:57 nafta wrote:
Show nested quote +
On June 17 2016 12:12 iCanada wrote:
I don't think the support is better, I think the support would climb slightly faster till about mid gold.

<_<

Not the same thing.

Also wrong.

Source: every booster ever.


Yea, as a support main, the idea that you can climb faster as a support is ridiculous. You're more at the mercy of other players even when you do play carry supports.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2016-06-17 19:41:31
June 17 2016 19:35 GMT
#113
You can climb just as fast as the other roles when you severely outclass your opponents(eg. diamond vs. bronze/silver) since there are 2 kills for you to get in lane instead of 1.

A carry support simply won't get the level of farm needed to 1v3 or 1v4 most games though once the skill differential lessens.
Porouscloud - NA LoL
iCanada
Profile Joined August 2010
Canada10660 Posts
June 17 2016 20:34 GMT
#114
On June 18 2016 00:16 GrandInquisitor wrote:
Show nested quote +
On June 17 2016 21:33 Mikau wrote:
On June 17 2016 18:57 nafta wrote:
On June 17 2016 12:12 iCanada wrote:
I don't think the support is better, I think the support would climb slightly faster till about mid gold.

<_<

Not the same thing.

Also wrong.

Source: every booster ever.

What? Pretty sure boosters play neither ADC nor Support.

Definitely played with an ADC getting boosted yesterday. If you average 18/4/5 on Draven with a 100% winrate, you probably are not the same player that averages 4/7/5 on their main champ (Annie) with a 27% winrate.


Let's be real, Annie is so much harder to play than Draven.
nafta
Profile Joined August 2010
Bulgaria18893 Posts
June 17 2016 21:08 GMT
#115
On June 18 2016 04:35 Amui wrote:
You can climb just as fast as the other roles when you severely outclass your opponents(eg. diamond vs. bronze/silver) since there are 2 kills for you to get in lane instead of 1.

A carry support simply won't get the level of farm needed to 1v3 or 1v4 most games though once the skill differential lessens.

Yea clearly you being tryndamere with 4 kills at 10 is the same as your ad having 4 kills at 10.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
June 17 2016 21:09 GMT
#116
would be trynd having 2 kills at 10 because half as many nubs to kill
nafta
Profile Joined August 2010
Bulgaria18893 Posts
Last Edited: 2016-06-17 21:13:05
June 17 2016 21:10 GMT
#117
On June 18 2016 06:09 Slayer91 wrote:
would be trynd having 2 kills at 10 because half as many nubs to kill

Still better.

Also arguable cuz of junglers. Much easier to hold tower 2v2 compared to 1v1.
iCanada
Profile Joined August 2010
Canada10660 Posts
Last Edited: 2016-06-18 19:46:08
June 18 2016 18:54 GMT
#118
I don't want to play Volibear anymore, but he is such freelo right now.

<_<

I can't even remember the last time I lost a game on him. Its been a couple months.

Speaking of which, has anyone done the math % health runes? How do those scale with Cinderhulk?

EDIT: Quick dirty math, Scaling HP is better except for before level 4, and after you already have 5 items (like Cinderhulk, DMP, Boots, SV, Randiuns) & SoA completed. And this is on Volibear. 90% of the game and most games you just straight up better with scaling.

When you consider like finished DMP early is the strongest you get in relative power terms, I think Scaling way better.

Alaric
Profile Joined November 2009
France45622 Posts
June 18 2016 21:30 GMT
#119
Iirc when they were created or shortly after, people's math showed that they were pretty much always between flat health and health per level, as in you'd need an egregious amount of HP to beat scaling HP runes, while having worse efficiency for most of the game, to the point that it was more likely better to stick to scaling.
Cant take LMS hipsters serious.
iCanada
Profile Joined August 2010
Canada10660 Posts
June 18 2016 23:38 GMT
#120
On June 19 2016 06:30 Alaric wrote:
Iirc when they were created or shortly after, people's math showed that they were pretty much always between flat health and health per level, as in you'd need an egregious amount of HP to beat scaling HP runes, while having worse efficiency for most of the game, to the point that it was more likely better to stick to scaling.


Yeah, I made a spreadsheet, and tore some average XP/minute and GPM stats from op.gg on Volibear.

You straight up are better off having scaling HP till real far in the game unless you get real fed. On average gold/xp, Scaling is better after level 3 (2:30 minute mark) till the 33 minute mark. The average champion has less base HP, so it would take even longer and even more gold and time than it would for Volibear.

I think you can win most soloqueue games during that time, so I'd rather have the scaling HP runes. At this time I don't think are good. Unless you pick up like 4 kills early, and then you will outpreform the scaling HP, but at that point you could have AP runes and it don't matter.
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