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I analyzed 200k URF games from the last two days. It seems that with URF, blue side wins 54.1% of the time. This is slightly smaller than the usual 55% blue side win rate on ranked games. However, on URF:
1. While there are bans, the picks are blind, so there isn't really any issue with pick order. 2. Jungler is basically non-existent. 3. Dragon/baron fights are fairly minimal.
So, I think whatever is causing the blue side imbalance, it is more likely to be a combination of the following:
A. Viewing angle. Perhaps when you are on the bottom, hitting skillshots is easier. B. Riot messed up their match making algorithm.
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United States15536 Posts
On April 03 2014 09:38 IamPryda wrote: anyone else think this patch came way to fast after the other one. I much rather have large patches once ever 6 weeks then one patch ever other week
I think this is a universal opinion about Riot's overall patching strategy. But then, it's still an improvement over "2-Champs-A-Month" 2012.
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United States23745 Posts
On April 03 2014 09:41 AsmodeusXI wrote:Show nested quote +On April 03 2014 09:38 IamPryda wrote: anyone else think this patch came way to fast after the other one. I much rather have large patches once ever 6 weeks then one patch ever other week I think this is a universal opinion about Riot's overall patching strategy. But then, it's still an improvement over "2-Champs-A-Month" 2012. As it really only two weeks? Guess this one was a little quick, but in general they have been coming out slower.
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United States15536 Posts
On April 03 2014 09:43 onlywonderboy wrote:Show nested quote +On April 03 2014 09:41 AsmodeusXI wrote:On April 03 2014 09:38 IamPryda wrote: anyone else think this patch came way to fast after the other one. I much rather have large patches once ever 6 weeks then one patch ever other week I think this is a universal opinion about Riot's overall patching strategy. But then, it's still an improvement over "2-Champs-A-Month" 2012. As it really only two weeks? Guess this one was a little quick, but in general they have been coming out slower.
http://leagueoflegends.wikia.com/wiki/List_of_champions
Sort by date and check out late-2011 and most of 2012. It WAS that quick.
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I can't believe I didn't put this at the very beginning, but whatever I can't believe they're doing this to runes. They can't just redo. Imagine how people feel about that + Show Spoiler +
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On April 03 2014 09:39 Sufficiency wrote: I analyzed 200k URF games from the last two days. It seems that with URF, blue side wins 54.1% of the time. This is slightly smaller than the usual 55% blue side win rate on ranked games. However, on URF:
1. While there are bans, the picks are blind, so there isn't really any issue with pick order. 2. Jungler is basically non-existent. 3. Dragon/baron fights are fairly minimal.
So, I think whatever is causing the blue side imbalance, it is more likely to be a combination of the following:
A. Viewing angle. Perhaps when you are on the bottom, hitting skillshots is easier. B. Riot messed up their match making algorithm.
This is v. interesting.
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On April 03 2014 09:39 Sufficiency wrote: I analyzed 200k URF games from the last two days. It seems that with URF, blue side wins 54.1% of the time. This is slightly smaller than the usual 55% blue side win rate on ranked games. However, on URF:
1. While there are bans, the picks are blind, so there isn't really any issue with pick order. 2. Jungler is basically non-existent. 3. Dragon/baron fights are fairly minimal.
So, I think whatever is causing the blue side imbalance, it is more likely to be a combination of the following:
A. Viewing angle. Perhaps when you are on the bottom, hitting skillshots is easier. B. Riot messed up their match making algorithm. IIRC, someone on reddit also analyzed this a while back, except they also looked at aram games and noticed a similar winrate discrepancy (blue side favored significantly).
I'm inclined to think it's something to do with Riot's matchmaking algorithm. Riot said a long time ago that blue side is supposed to have higher combined MMR in order to counterbalance the supposed map advantage of purple side. I think what is happening is that the map imbalance doesn't really play a huge role in games, while the mmr differential is skewing games.
I really don't buy the whole viewing angle thing. Personally, I don't find myself missing any more skillshots from purple side than blue side.
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I think the viewing angle probably does matter, but what matters is more the placement of the UI and the minimap.
When you're centered on your champ you have more vision top and right than down and left, and are less likely to accidentally click on the minimap.
I'd be reeeeeeeeeeeeeeally surprised if it mattered that much though. B more likely imo.
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On April 03 2014 09:47 AsmodeusXI wrote:Show nested quote +On April 03 2014 09:43 onlywonderboy wrote:On April 03 2014 09:41 AsmodeusXI wrote:On April 03 2014 09:38 IamPryda wrote: anyone else think this patch came way to fast after the other one. I much rather have large patches once ever 6 weeks then one patch ever other week I think this is a universal opinion about Riot's overall patching strategy. But then, it's still an improvement over "2-Champs-A-Month" 2012. As it really only two weeks? Guess this one was a little quick, but in general they have been coming out slower. http://leagueoflegends.wikia.com/wiki/List_of_championsSort by date and check out late-2011 and most of 2012. It WAS that quick.
I think that they realized that keeping the game balanced while releasing a new character every two weeks was a lot to handle. Besides, they have big rosters now and don't have to worry about giving players lots of choices.
I like this patch though. Lots of changes to the game which look pretty interesting.
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Damn. Who was it that said on GD that Galio was broken in URF? Anyone remember?
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In the official patch notes, are they missing more dragon changes? It seems like only half the changes are there.
In the reasoning, they say that "taking the Dragon becomes a high value, low risk objective. These changes should help the Dragon scale better as a late game objective (rather than a quick gold boost)". They accomplish that higher risk objective during mid-game, but in what way does it change the value of dragon during the late game? As in, were they supposed to add in some sort of late game incentive onto dragon that they didn't put into patch notes/ are holding off on? Am I missing or overlooking something here?
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Here's a sneak peak:
URF Mode Top 10 Champions (over 200k games)
Champion Win Rate Sona 77.973% Soraka 66.283% Hecarim 62.403% Kayle 61.177% Nami 59.342% Nidalee 58.921% Alistar 58.744% Galio 58.528% Monkey 55.568% Janna 55.261%
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On April 03 2014 10:48 ketchup wrote: In the official patch notes, are they missing more dragon changes? It seems like only half the changes are there.
In the reasoning, they say that "taking the Dragon becomes a high value, low risk objective. These changes should help the Dragon scale better as a late game objective (rather than a quick gold boost)". They accomplish that higher risk objective during mid-game, but in what way does it change the value of dragon during the late game? As in, were they supposed to add in some sort of late game incentive onto dragon that they didn't put into patch notes/ are holding off on? Am I missing or overlooking something here? What they meant was due to S4 changes, dragon reward scales very well into late game, but the risk of taking dragon late is nonexistent. The changes are to make it so taking dragon later is still a reasonably large risk.
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On April 03 2014 10:50 Sufficiency wrote:Here's a sneak peak: URF Mode Top 10 Champions (over 200k games)
Champion Win Rate Sona 77.973% Soraka 66.283% Hecarim 62.403% Kayle 61.177% Nami 59.342% Nidalee 58.921% Alistar 58.744% Galio 58.528% Monkey 55.568% Janna 55.261%
If you take into account bans, Nami is best champ (never banned)
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On April 03 2014 10:50 Ryuu314 wrote:Show nested quote +On April 03 2014 10:48 ketchup wrote: In the official patch notes, are they missing more dragon changes? It seems like only half the changes are there.
In the reasoning, they say that "taking the Dragon becomes a high value, low risk objective. These changes should help the Dragon scale better as a late game objective (rather than a quick gold boost)". They accomplish that higher risk objective during mid-game, but in what way does it change the value of dragon during the late game? As in, were they supposed to add in some sort of late game incentive onto dragon that they didn't put into patch notes/ are holding off on? Am I missing or overlooking something here? What they meant was due to S4 changes, dragon reward scales very well into late game, but the risk of taking dragon late is nonexistent. The changes are to make it so taking dragon later is still a reasonably large risk.
Ah, I guess my definition of late game reward is different from theirs. I don't really see how dragon competes with Baron at all. Thanks for clearing that up for me a bit more. I guess a big part of me wanted dragon to actually be worth something better so teams wouldn't stick to the top side of the map after the 25 min mark.
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Riot, Gragas is OP! What shall we do?
I know, let's give him a %max hp skill that's free to cast.
Though, using it is going to be incredibly annoying if he needs to channel every time.
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On April 03 2014 10:54 Dark_Chill wrote:Show nested quote +On April 03 2014 10:50 Sufficiency wrote:Here's a sneak peak: URF Mode Top 10 Champions (over 200k games)
Champion Win Rate Sona 77.973% Soraka 66.283% Hecarim 62.403% Kayle 61.177% Nami 59.342% Nidalee 58.921% Alistar 58.744% Galio 58.528% Monkey 55.568% Janna 55.261%
If you take into account bans, Nami is best champ (never banned)
Unfortunately, I do not have ban data.
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On April 03 2014 10:54 Dark_Chill wrote:Show nested quote +On April 03 2014 10:50 Sufficiency wrote:Here's a sneak peak: URF Mode Top 10 Champions (over 200k games)
Champion Win Rate Sona 77.973% Soraka 66.283% Hecarim 62.403% Kayle 61.177% Nami 59.342% Nidalee 58.921% Alistar 58.744% Galio 58.528% Monkey 55.568% Janna 55.261%
If you take into account bans, Nami is best champ (never banned) I just realized that you could probably infinitely chain Sona's abilities. Very imba.
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Out of curiosity what is urgots winrate on urf considering that he doesn't need to build mana/cdr items, and can instead leverage his ludicrous early game to snowball. Must be better than his soloq winrate in any case.
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On April 03 2014 10:50 Sufficiency wrote:Here's a sneak peak: URF Mode Top 10 Champions (over 200k games)
Champion Win Rate Sona 77.973% Soraka 66.283% Hecarim 62.403% Kayle 61.177% Nami 59.342% Nidalee 58.921% Alistar 58.744% Galio 58.528% Monkey 55.568% Janna 55.261%
Who'd have thought that having heals be on a 3-5s CD would be OP? 6 of the 10 champs on there have a non-ult heal, with Janna's R being an aoe HoT if allies stay in the circle. The other 3 (Horsey, Monkey, Gargoyle) benefit from increased MS allowing for easier engages (monkey), MS being converted to AD (Horsey), or most champs going AP so an AP shield/passive is good (Gargoyle).
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