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On September 30 2017 10:49 GrandInquisitor wrote:Show nested quote +On September 30 2017 10:24 nafta wrote:On September 30 2017 10:02 GrandInquisitor wrote:On September 30 2017 09:58 nafta wrote:On September 30 2017 09:51 GrandInquisitor wrote:On September 30 2017 07:00 Fildun wrote: Surely one day winrates on a champion with a playrate like Skarner's are the definitive conclusion on everything concerning buffs and/or nerfs. I certainly agree. That's why I didn't claim that Skarner got buffed. I definitely wouldn't have said this proves that Skarner got "fucking massive buffs". All I'm saying is, if I did make a really extreme statement about balance (for example, "fucking massive nerfs"), you would reasonably expect at least something vaguely in that general direction. And so if the champion not only doesn't go down in winrate, but in fact goes up in winrate, it would probably make me a bit less credible when I go on to rant about others being clueless about balance. But hey, you know, I'm happy to check back in a week and see how it's going then. How does a week change anything xD? Especially now with 10 bans, ban rate is probably a better indicator than win % at how good champs are(since win rate is useless unless it is a crazy number like >54%). Yeah not sure that's gonna help fam ![[image loading]](https://i.imgur.com/erN37kJ.png) It works perfectly. He isn't that strong since literally nobody bans him. He is at 50.98% with 0.60% play rate which means even less. No one bans him now, but no one banned him before either. The point is whether the patch was a "massive fucking nerf". That's not gonna be something you can tell from changes in the ban rate, not when there's apparently only one guy on the server banning Skarner. Same as to the play rate. Nobody plays Skarner. We all know that. But that was true pre-patch and post-patch. That doesn't mean anything as to whether he got nerfed. The only data you have is winrate data, and even though it has a low sample size, the important point is that it's consistent between patches. When sample size is that low data might as well not exist. I am not saying anything about skarner since I haven't read patch notes. The general logic of looking at stats like this is pointless. Unless something is an outlier you might as well just ignore it.
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where you checking those stats fams?
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GrandInquisitor
New York City13113 Posts
On September 30 2017 11:16 nafta wrote:Show nested quote +On September 30 2017 10:49 GrandInquisitor wrote:On September 30 2017 10:24 nafta wrote:On September 30 2017 10:02 GrandInquisitor wrote:On September 30 2017 09:58 nafta wrote:On September 30 2017 09:51 GrandInquisitor wrote:On September 30 2017 07:00 Fildun wrote: Surely one day winrates on a champion with a playrate like Skarner's are the definitive conclusion on everything concerning buffs and/or nerfs. I certainly agree. That's why I didn't claim that Skarner got buffed. I definitely wouldn't have said this proves that Skarner got "fucking massive buffs". All I'm saying is, if I did make a really extreme statement about balance (for example, "fucking massive nerfs"), you would reasonably expect at least something vaguely in that general direction. And so if the champion not only doesn't go down in winrate, but in fact goes up in winrate, it would probably make me a bit less credible when I go on to rant about others being clueless about balance. But hey, you know, I'm happy to check back in a week and see how it's going then. How does a week change anything xD? Especially now with 10 bans, ban rate is probably a better indicator than win % at how good champs are(since win rate is useless unless it is a crazy number like >54%). Yeah not sure that's gonna help fam ![[image loading]](https://i.imgur.com/erN37kJ.png) It works perfectly. He isn't that strong since literally nobody bans him. He is at 50.98% with 0.60% play rate which means even less. No one bans him now, but no one banned him before either. The point is whether the patch was a "massive fucking nerf". That's not gonna be something you can tell from changes in the ban rate, not when there's apparently only one guy on the server banning Skarner. Same as to the play rate. Nobody plays Skarner. We all know that. But that was true pre-patch and post-patch. That doesn't mean anything as to whether he got nerfed. The only data you have is winrate data, and even though it has a low sample size, the important point is that it's consistent between patches. When sample size is that low data might as well not exist. I am not saying anything about skarner since I haven't read patch notes. The general logic of looking at stats like this is pointless. Unless something is an outlier you might as well just ignore it. So now we're getting deep into stats nerdery but your view is a common misconception.
Low sample sizes can be used all the time. There is no magic number where a sample size is large enough to be "OK". Instead, you evaluate the statistic's predictive power on a continuum through a confidence level. A large, well-distributed sample allows you to have stronger confidence to make stronger predictions. A small sample just means you have lower confidence in your findings. What confidence level, and size of sample, required is entirely up to the hypothesis you're testing and whether you're trying to prove it or disprove it. For example, the most extreme hypotheses (e.g., all white people have blonde hair) can be disproved with a n = 1 sample.
More generally, what you actually care about is how the sample was distributed. A truly randomly representative sample can theoretically be of any size and still have very strong predictive power. Meanwhile, even very large samples are useless if they are not representative of the overall population.
Finally, bad data is still data. So long as you're aware of the limitations and biases of the data, it remains useful to prove whatever it can prove. Surveys of extremely biased, small samples are still useful when answering questions where those limitations are irrelevant, particularly if there is no contradictory data.
So here, lolalytics Skarner data has relatively low predictive power because nobody plays Skarner. But that's OK, because:
1) We have limited reason to believe that the Skarner data was collected in a non-representative way that would significantly bias the relevant finding; 2) The hypothesis we wanted to test was helpfully very extreme, and so even stats with low confidence level are sufficient to disprove it; 3) The hypothesis is looking for a comparison between last patch and this patch, and there's no reason to believe that the sample was somehow corrupted between patches or that it's not comparable in some way.
In short I would consider win rate data to be generally reliable but dependent wholly on whatever you're trying to prove. Win rate data is very good at proving whether a champion got better or worse, provided no large changes in play rate. Win rate data is very bad at proving what champion is best for any given player, given biases in how we choose to play who we play. Win rate data is equally bad at determining whether a champion is "better" or "worse" than another, and moderately bad at determining even what counters what.
Item win rate data is hopelessly bad for a multitude of additional reasons, with the possible exception of first item win rate. But when the signal is strong enough (like how Janna used to have 70+% win rates with Ardent Censer and still nobody said anything about it) even it can tell a useful story.
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I still don't see how soloq is properly related to balance...
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On September 30 2017 13:50 cLutZ wrote: I still don't see how soloq is properly related to balance... What would be a better alternative?
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On October 01 2017 01:29 Jek wrote:Show nested quote +On September 30 2017 13:50 cLutZ wrote: I still don't see how soloq is properly related to balance... What would be a better alternative? Something with voice chat. I'd consider gold players with in client voice chat a more reliable data point than diamond players without it for balance purposes.
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GrandInquisitor
New York City13113 Posts
The game is balanced both for solo queue and for 5s. That should not be some kind of revelation.
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The fact of that and the intelligence of it being so are two different things. Particularly when you were commenting on champ strength. The lack of voice chat creates a very large "coordination gap" which causes soloQ stats to favor things like Janna. Lots of people think she was high winrate because "faceroll", but it was just as much, if not more, about how, typing (or even pinging) to indicate what you are about to do wastes time. Janna need not indicate what she is going to do to be effective.
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GrandInquisitor
New York City13113 Posts
Again, those are all true points. You can make it even stronger, by pointing out that team-oriented people tend to choose Janna, whereas non-team-oriented people tend to choose, say, Lux support; the fact that Lux support does very badly is partially because she's a shit support, but also because the type of person to play Lux support in ranked is a shit teammate.
But again it cancels out when you use it to judge a champion's relative strength over time. Janna will and should always have a good win rate in solo queue, no one intelligent should dispute that. But the overall trend remains interesting and communicates useful information.
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Your first point isn't really true since that difference in playstyles is already baked into MMR.
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I would say though that champions that are rarely played are usually weaker than their win-rate indicates because the people playing them typically have a significantly higher average number of games played on the champion, and people playing against them usually have a significantly lower understanding of what their shit does.
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Finally picked up Ezreal jungle and have to say he's really strong. Buff -> wolves -> buff -> toplaner / jungler is a very effective route.The only problem is sometimes you get games with 4 glass cannons on your team, but these games are winnable too.
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On October 02 2017 00:22 Sent. wrote: Finally picked up Ezreal jungle and have to say he's really strong. Buff -> wolves -> buff -> toplaner / jungler is a very effective route.The only problem is sometimes you get games with 4 glass cannons on your team, but these games are winnable too. But is it OP? It doesn't look too OP , it looks like a viable strong pick IMO, its interesting if people will push Riot to change it
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I would say he should be kicked out of the jungle because he offers everything except hard cc while being extremely safe.
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On October 02 2017 02:17 Sent. wrote: I would say he should be kicked out of the jungle because he offers everything except hard cc while being extremely safe. I'm not sure if that isn't fine. He makes the team comp be pretty ugly or strange at times since junglers normally fill the role of either someone that just insta gibs fools or a tanky support presence. Since he fills this pretty strange niche it can be tricky to fill the roles you need in other positions. Supports typically aren't that most amazing tanks if the game is even or a little behind unless you on someone like Ali. Mid lane also doesn't typically use tanks. So you left with a bit of a hole in the initiation department. Means you need to play the sieging/disengage game very well with the more limited resources at your disposal or just snowball the early game super hard.
Is that a real problem? Maybe, personally think it's interesting but since it's such a niche it could just be that it's something only seen if overpowered.
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ADCs are always highly desirable champions to have on your team because they do a lot dps, it's the same reason mid lane Corki/Lucian is also popular. None of the three are going to outdmg a Kog or Twitch, but if allowed to sit and deal damage, they will shred teams, especially squishies.
Also Ezreal is relatively bursty in the jungle, if he gets ahead then his Q hits like a truck. No junglers except Kha/Rengo/Elise blow up champions that well, and Ezreal is so much safer than any of those.
Supports typically aren't that most amazing tanks if the game is even or a little behind unless you on someone like Ali.
Even with the Ardent meta going around, tank supports are still quite popular. And Ali is pretty dope right now, his kill pressure when jungler is around is insane. But teams with tanks aren't the only comps you can run: you simply get ahead enough early/mid before the enemy team gets properly tanky.
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On September 30 2017 13:42 GrandInquisitor wrote:Show nested quote +On September 30 2017 11:16 nafta wrote:On September 30 2017 10:49 GrandInquisitor wrote:On September 30 2017 10:24 nafta wrote:On September 30 2017 10:02 GrandInquisitor wrote:On September 30 2017 09:58 nafta wrote:On September 30 2017 09:51 GrandInquisitor wrote:On September 30 2017 07:00 Fildun wrote: Surely one day winrates on a champion with a playrate like Skarner's are the definitive conclusion on everything concerning buffs and/or nerfs. I certainly agree. That's why I didn't claim that Skarner got buffed. I definitely wouldn't have said this proves that Skarner got "fucking massive buffs". All I'm saying is, if I did make a really extreme statement about balance (for example, "fucking massive nerfs"), you would reasonably expect at least something vaguely in that general direction. And so if the champion not only doesn't go down in winrate, but in fact goes up in winrate, it would probably make me a bit less credible when I go on to rant about others being clueless about balance. But hey, you know, I'm happy to check back in a week and see how it's going then. How does a week change anything xD? Especially now with 10 bans, ban rate is probably a better indicator than win % at how good champs are(since win rate is useless unless it is a crazy number like >54%). Yeah not sure that's gonna help fam ![[image loading]](https://i.imgur.com/erN37kJ.png) It works perfectly. He isn't that strong since literally nobody bans him. He is at 50.98% with 0.60% play rate which means even less. No one bans him now, but no one banned him before either. The point is whether the patch was a "massive fucking nerf". That's not gonna be something you can tell from changes in the ban rate, not when there's apparently only one guy on the server banning Skarner. Same as to the play rate. Nobody plays Skarner. We all know that. But that was true pre-patch and post-patch. That doesn't mean anything as to whether he got nerfed. The only data you have is winrate data, and even though it has a low sample size, the important point is that it's consistent between patches. When sample size is that low data might as well not exist. I am not saying anything about skarner since I haven't read patch notes. The general logic of looking at stats like this is pointless. Unless something is an outlier you might as well just ignore it. So now we're getting deep into stats nerdery but your view is a common misconception. Low sample sizes can be used all the time. There is no magic number where a sample size is large enough to be "OK". Instead, you evaluate the statistic's predictive power on a continuum through a confidence level. A large, well-distributed sample allows you to have stronger confidence to make stronger predictions. A small sample just means you have lower confidence in your findings. What confidence level, and size of sample, required is entirely up to the hypothesis you're testing and whether you're trying to prove it or disprove it. For example, the most extreme hypotheses (e.g., all white people have blonde hair) can be disproved with a n = 1 sample. More generally, what you actually care about is how the sample was distributed. A truly randomly representative sample can theoretically be of any size and still have very strong predictive power. Meanwhile, even very large samples are useless if they are not representative of the overall population. Finally, bad data is still data. So long as you're aware of the limitations and biases of the data, it remains useful to prove whatever it can prove. Surveys of extremely biased, small samples are still useful when answering questions where those limitations are irrelevant, particularly if there is no contradictory data. So here, lolalytics Skarner data has relatively low predictive power because nobody plays Skarner. But that's OK, because: 1) We have limited reason to believe that the Skarner data was collected in a non-representative way that would significantly bias the relevant finding;2) The hypothesis we wanted to test was helpfully very extreme, and so even stats with low confidence level are sufficient to disprove it; 3) The hypothesis is looking for a comparison between last patch and this patch, and there's no reason to believe that the sample was somehow corrupted between patches or that it's not comparable in some way. In short I would consider win rate data to be generally reliable but dependent wholly on whatever you're trying to prove. Win rate data is very good at proving whether a champion got better or worse, provided no large changes in play rate. Win rate data is very bad at proving what champion is best for any given player, given biases in how we choose to play who we play. Win rate data is equally bad at determining whether a champion is "better" or "worse" than another, and moderately bad at determining even what counters what. Item win rate data is hopelessly bad for a multitude of additional reasons, with the possible exception of first item win rate. But when the signal is strong enough (like how Janna used to have 70+% win rates with Ardent Censer and still nobody said anything about it) even it can tell a useful story. How do you take into account play rate on other shit changing? Or people figuring out how to beat something when they encounter it often like "qss is good vs skarner"?
In short you are ignoring a lot of variables which matter a lot.
Hell I did a small "survey" and asked 20 people I know ranging from bronze to diamond to describe all 4 of skarner's abilities and estimate their numbers. Try to guess how many of them got it close? To make it even more fun I don't even know most of his numbers yet I regularly play with people who play him.
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GrandInquisitor
New York City13113 Posts
On October 02 2017 04:59 nafta wrote:Show nested quote +On September 30 2017 13:42 GrandInquisitor wrote:On September 30 2017 11:16 nafta wrote:On September 30 2017 10:49 GrandInquisitor wrote:On September 30 2017 10:24 nafta wrote:On September 30 2017 10:02 GrandInquisitor wrote:On September 30 2017 09:58 nafta wrote:On September 30 2017 09:51 GrandInquisitor wrote:On September 30 2017 07:00 Fildun wrote: Surely one day winrates on a champion with a playrate like Skarner's are the definitive conclusion on everything concerning buffs and/or nerfs. I certainly agree. That's why I didn't claim that Skarner got buffed. I definitely wouldn't have said this proves that Skarner got "fucking massive buffs". All I'm saying is, if I did make a really extreme statement about balance (for example, "fucking massive nerfs"), you would reasonably expect at least something vaguely in that general direction. And so if the champion not only doesn't go down in winrate, but in fact goes up in winrate, it would probably make me a bit less credible when I go on to rant about others being clueless about balance. But hey, you know, I'm happy to check back in a week and see how it's going then. How does a week change anything xD? Especially now with 10 bans, ban rate is probably a better indicator than win % at how good champs are(since win rate is useless unless it is a crazy number like >54%). Yeah not sure that's gonna help fam ![[image loading]](https://i.imgur.com/erN37kJ.png) It works perfectly. He isn't that strong since literally nobody bans him. He is at 50.98% with 0.60% play rate which means even less. No one bans him now, but no one banned him before either. The point is whether the patch was a "massive fucking nerf". That's not gonna be something you can tell from changes in the ban rate, not when there's apparently only one guy on the server banning Skarner. Same as to the play rate. Nobody plays Skarner. We all know that. But that was true pre-patch and post-patch. That doesn't mean anything as to whether he got nerfed. The only data you have is winrate data, and even though it has a low sample size, the important point is that it's consistent between patches. When sample size is that low data might as well not exist. I am not saying anything about skarner since I haven't read patch notes. The general logic of looking at stats like this is pointless. Unless something is an outlier you might as well just ignore it. So now we're getting deep into stats nerdery but your view is a common misconception. Low sample sizes can be used all the time. There is no magic number where a sample size is large enough to be "OK". Instead, you evaluate the statistic's predictive power on a continuum through a confidence level. A large, well-distributed sample allows you to have stronger confidence to make stronger predictions. A small sample just means you have lower confidence in your findings. What confidence level, and size of sample, required is entirely up to the hypothesis you're testing and whether you're trying to prove it or disprove it. For example, the most extreme hypotheses (e.g., all white people have blonde hair) can be disproved with a n = 1 sample. More generally, what you actually care about is how the sample was distributed. A truly randomly representative sample can theoretically be of any size and still have very strong predictive power. Meanwhile, even very large samples are useless if they are not representative of the overall population. Finally, bad data is still data. So long as you're aware of the limitations and biases of the data, it remains useful to prove whatever it can prove. Surveys of extremely biased, small samples are still useful when answering questions where those limitations are irrelevant, particularly if there is no contradictory data. So here, lolalytics Skarner data has relatively low predictive power because nobody plays Skarner. But that's OK, because: 1) We have limited reason to believe that the Skarner data was collected in a non-representative way that would significantly bias the relevant finding;2) The hypothesis we wanted to test was helpfully very extreme, and so even stats with low confidence level are sufficient to disprove it; 3) The hypothesis is looking for a comparison between last patch and this patch, and there's no reason to believe that the sample was somehow corrupted between patches or that it's not comparable in some way. In short I would consider win rate data to be generally reliable but dependent wholly on whatever you're trying to prove. Win rate data is very good at proving whether a champion got better or worse, provided no large changes in play rate. Win rate data is very bad at proving what champion is best for any given player, given biases in how we choose to play who we play. Win rate data is equally bad at determining whether a champion is "better" or "worse" than another, and moderately bad at determining even what counters what. Item win rate data is hopelessly bad for a multitude of additional reasons, with the possible exception of first item win rate. But when the signal is strong enough (like how Janna used to have 70+% win rates with Ardent Censer and still nobody said anything about it) even it can tell a useful story. How do you take into account play rate on other shit changing? Or people figuring out how to beat something when they encounter it often like "qss is good vs skarner"? In short you are ignoring a lot of variables which matter a lot. Hell I did a small "survey" and asked 20 people I know ranging from bronze to diamond to describe all 4 of skarner's abilities and estimate their numbers. Try to guess how many of them got it close? To make it even more fun I don't even know most of his numbers yet I regularly play with people who play him. I don't understand what you're trying to say. Sure, whether people build QSS is a big influence on Skarner/Malzahar winrate. But so is whether people build Greivous vs Mundo, whether people fight in the Illaoi ult, whether people flash Maokai's W before or after he starts casting it. There are so many such variables, most of which are basically how good you are at this game. The point of winrate as a stat is to collapse all those variables down into a set of expectations for the average game at a certain MMR. Sometimes it oversimplifies the situation, but it still gives you an overall picture of whether you should expect a W or an L.
To give an extreme example: if Skarner won 100% of games where QSS wasn't built, and 0% of games where QSS is built, and QSS is built 51% of the time - he's gonna have a winrate of 51%, which obviously is very stupid, but doesn't change the fact that on average, 51% of the time, having a Skarner on your team means you're going to win.
More importantly in this context it definitely doesn't matter, because there's no reason to believe that QSS is being built more in 7.19 than in 7.18. It's true that 7.19 changed the playrates of other champions; maybe it made Sivir less viable which hurts Skarner. But that'd just be a 7.19 nerf to Skarner, albeit indirect, and you'd see it in a change in win rate.
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On October 02 2017 21:56 GrandInquisitor wrote: To give an extreme example: if Skarner won 100% of games where QSS wasn't built, and 0% of games where QSS is built, and QSS is built 51% of the time - he's gonna have a winrate of 51%, which obviously is very stupid, but doesn't change the fact that on average, 51% of the time, having a Skarner on your team means you're going to win. I gotta give this paragraph a 9/10 on execution.
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Grevious wounds vs mundo isnt too bad ever since it got dropped to 40%, it's practically counteracted by a mastery and SV, which results in a 17% debuff instead of a 40% (i think. it might just be a 2% debuff, the math on that is unclear, if its multiplicative on healing received or additive with bonuses to healing received).
Stuff like redemption, locket, and Mikaels are actually good on mundo anyway, because of how weird his stat likes are and totally counteract the grevious pain if you get one of the healing ones.
Mundo has issues for other reasons though.
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