You can play some games with me later. I will be on tonight in like..5ish hours and ill be in vent. Then we can make champs of each other and it will be awesome.
Ugh, was about to get to 1300 elo with one more win, and my team has to double jungle, and I end up top lane, which is my least favorite lane to play since I feel it has the least impact on solo queue games. =/ I went about as well as you'd expect. I'm dodging next time somebody says double jungle on champ select.
His Q is now his R (30s or so cooldown). The electric field passive/active is now his Q, scales wieth level obvioulsy. I don't see a problem with his W or E.
I am taking a self imposed week long break from league/computer time. I have become a raging goose over the past week, getting upset at the slightest misstep. I actually snapped at another player last night. I behaved like a complete and full on goose towards arguably the nicest, most generous member of our community the night before that.
Work has been stressful, and I have started to take it out on other people and behave like the very people I detest.... so if you see me playing league... remind me to get off it and complete another task!!
I have decided to listen to daft punk and become harder, better, faster and stronger. Time to hit the gym, clean the house and focus more on being a decent human being.
I'll see you all next week. If you need me contact @delphinidaes, the man has carrier pigeons that can reach me.
Don't forget to also delete Facebook and lawyer up.
But seriously, good attitude to have, bravo. Why can't I award honour on the forums, huh?
Yeah that's a pretty easy dodge for me unless the other team has no jungle, or one of yours is just going to live on their side of the river like a shaco or something. Or both of those things are happening
I am also curious as to how they are going to change the ladder. I wonder if they will try a new system that goes off of individual skill some how...how many kills and assists you get vs deaths. Or "how you positively impacted the game regardless of a win or loss". For example if you go 21/3 and you team is just a bunch of retards and you lose. Maybe you will still get some ELO because YOU should not have lost that game if you had 1 or 2 not full retards on your team. Thus, even if you lose games your ELO will increase until you are "matched" with people of your skill level. Then you will win games more easily etc. Or..i dunno stuff
I'm apprehensive about the sheer number of changes they're talking about for season 3. Item changes, jungle changes, mastery changes? There's no way they can anticipate what that's going to do to the game.
I seem to be the only one that likes taking Naut support. Almost as good as blitz and gets all tanky.
Also I had a game last night where I went top and had to pick before the other top. Went Riven as I wanted to check out the new skin and get counterpicked with a Jayce. I was like well thats that I am totally screwed. Wrong. I dropped that Jayce 3 times while laning. If you can't finish her one combo don't chase riven... her cool downs refresh way too fast. Dropping big heavy swords on Jayce's head all night.
i am pretty excited about the changes. I mean the game has already changed a great deal since season 1. People learn, they adjust and they excel. I want the jungle to be harder, i want more champions to be viable in different lanes, i want the top lane fixed, i want more item options etc. This is progress. Every ranked game i play you see the same bans, and the same champs selected. Out of 100 champions in the game there is the "big 20" or so that are strictly played. If you look at the champs that were played in the finals its a pretty clear indicator that something is wrong with the champions. And then you look and realize that every champion has the exact same items. That is boring. But the internet ruins uniqueness and as soon as someone finds an item build that is slightly better than another, people will flock to it thus creating a perpetual circle of boring. Or maybe im being cynical and i just want to be able to jungle Trundle again.
I am also curious as to how they are going to change the ladder. I wonder if they will try a new system that goes off of individual skill some how...how many kills and assists you get vs deaths. Or "how you positively impacted the game regardless of a win or loss". For example if you go 21/3 and you team is just a bunch of retards and you lose. Maybe you will still get some ELO because YOU should not have lost that game if you had 1 or 2 not full retards on your team. Thus, even if you lose games your ELO will increase until you are "matched" with people of your skill level. Then you will win games more easily etc. Or..i dunno stuff
Despite a lot of the belly aching we hear about the ELO system, there isn't anything you can do to 'fix' it. W/L is the ONLY stat that matters, and if you try to use something else, like KDA, people will never play support and do absolutely stupid things to get a kill when they should give it to someone else.
And really, you can see the skill difference between even as little as 100 elo. The elo system isn't perfect, but it works.
+1
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
You know what won't change?
Doing well and still losing that ranked match because you can't carry 4 sacks of shit.
Until that changes, everything else is immaterial.
I only play 4 champions in ranked now. Ahri/Diana/Amumu/Leona. And i honestly dont like playing leona in ranked because i hate sitting there watching my teammates fail in a lane i know i would have done well in.
You know what won't change?
Doing well and still losing that ranked match because you can't carry 4 sacks of shit.
Until that changes, everything else is immaterial.
You know what won't change?
Doing well and still losing that ranked match because you can't carry 4 sacks of shit.
Until that changes, everything else is immaterial.
But it's like that in all team sports. Look at the Yankees this year. A-Rod is getting carried, but you don't see Jeter calling him a noob or a baddie. So what if your batting average is .400, team can't win, doesn't matter. All you can do is try to get A-Rod some help so he can play better in the next game.
And yes, solo queue can translate really well to really life. I like to play hockey and I get put on random teams. Sometimes I get scrubs and sometimes I get good teams. It happens, and this isn't a problem specific to league of legends.
Ugh, was about to get to 1300 elo with one more win, and my team has to double jungle, and I end up top lane, which is my least favorite lane to play since I feel it has the least impact on solo queue games. =/ I went about as well as you'd expect. I'm dodging next time somebody says double jungle on champ select.
Top is actually, by far, the most toxic lane in the game. And if you win it and ward correctly, you can constantly push and force the opposing team to commit resources to stop you. If you're playing a hero like vlad or jayce, for example, if you can get one or two kills early, you can force the opposing laner to tower hug and deny him/her CS under their own tower. At some point you will be up 50 or 60 cs, 2 kills and multiple levels. You'll then either be able to kill him at his tower, or force him to leave the lane completely.
Then, you just push until they stop you. By the time you show up for team fights you should be higher level than anyone else on the map with more cs, gold, and items than the opposing team; barring some catastrophic collapse of your allies. (Although do assist with Dragon capture/prevention)
I am also curious as to how they are going to change the ladder. I wonder if they will try a new system that goes off of individual skill some how...how many kills and assists you get vs deaths. Or "how you positively impacted the game regardless of a win or loss". For example if you go 21/3 and you team is just a bunch of retards and you lose. Maybe you will still get some ELO because YOU should not have lost that game if you had 1 or 2 not full retards on your team. Thus, even if you lose games your ELO will increase until you are "matched" with people of your skill level. Then you will win games more easily etc. Or..i dunno stuff
Despite a lot of the belly aching we hear about the ELO system, there isn't anything you can do to 'fix' it. W/L is the ONLY stat that matters, and if you try to use something else, like KDA, people will never play support and do absolutely stupid things to get a kill when they should give it to someone else.
And really, you can see the skill difference between even as little as 100 elo. The elo system isn't perfect, but it works.
W/L is really the only thing that matters, but I can see some ELO adjustments due to AFK'ers, I can also see changes in the matchmaking system that start to grou more "honorable" people together, as well as those with better peripheral stats, like # of wards placed, KDA ratio, etc. I know that the LevaerBuster system has been updated to not only detect AFK's, but to also measure the amount of contribution that you make (from riot support). In short, I think that a small ELO forgiveness if you get stuck with an AFKer, plus a high priority vs. low priority queue where the high priority q only meets non-asshats/honorables, and people who know how to ward/contribute to a team.
The ELO system is flawed right now (although its the best around), because a single afk'er drastically reduces your ELO, and trolls havea disproportianate effect on the rest of the team. I think that a small reduction in elo loss with an afk'er and different q/matchmaking prioritization based on "honor" and periphery stats would be a good way to change ladder.
His Q is now his R (30s or so cooldown). The electric field passive/active is now his Q, scales wieth level obvioulsy. I don't see a problem with his W or E.
This would make Blitz a godly jungler, as he'd have an AOE for jungle clearing at level 1, then couple that with the W/E/R combo of speed in, knock up and silence/burst and he's instaban. To best combat blitz, you keep him in lane where he has to contend with creeps getting in the way.
blitzcrank's ult is stupid as hell. 255 base damage at level 6(350 with passive proc), aoe CC, and a passive effect that gives him even more burst, all on a 30 second cooldown?
Modifying ELO gain/loss for AFK/leavers makes a lot of sense and might be one of the few real changes they could make. At the same time, and this is anecdotal, I think the leaverbuster system must work, as I have never left a ranked game and have only had one or two leavers in my last 40-50 ranked games (for either team).
By the start of season 3, there will probably be enough data in their honour system to use it in the matchmaking algorithm, so I could definitely see that happening.
I wish i could see my honor badge! Why is it that the other team can see it? confuses me.
Wait, can you not see your own ribbon if you get one for being an honourable opponent? I wondered why the animation played for me but then nothing else changed.
Edit: Yes, this means I've been losing a lot recently
Ugh, was about to get to 1300 elo with one more win, and my team has to double jungle, and I end up top lane, which is my least favorite lane to play since I feel it has the least impact on solo queue games. =/ I went about as well as you'd expect. I'm dodging next time somebody says double jungle on champ select.
Top is actually, by far, the most toxic lane in the game. And if you win it and ward correctly, you can constantly push and force the opposing team to commit resources to stop you. If you're playing a hero like vlad or jayce, for example, if you can get one or two kills early, you can force the opposing laner to tower hug and deny him/her CS under their own tower. At some point you will be up 50 or 60 cs, 2 kills and multiple levels. You'll then either be able to kill him at his tower, or force him to leave the lane completely.
Then, you just push until they stop you. By the time you show up for team fights you should be higher level than anyone else on the map with more cs, gold, and items than the opposing team; barring some catastrophic collapse of your allies. (Although do assist with Dragon capture/prevention)
At ~1300 elo, it's not even a given that my jungle will come once, so if I start winning top, their jungle will just come and camp me and even it back out. And if their jungle camps and I ward, my other lanes still may not win and there's nothing I can do. IMO top is the least effective lane in solo queue. Mid, I can roam, jungle I get to decide who gets help, AD, I get to be the carry, support, I get to herd sheep and light up the map. Even in games where I win top the way you describe, it still feels like I'm on an island where I am not helping my other lanes the way I can from other positions.
In other news, I unlocked Sona with IP since she was my last support, and played her in a ranked. Well, that was fun. Squishy as hell, but man she does great damage with that Q power chord/auto. Plus, I turned what was my Irelia getting caught in the jungle in to a 5 man sona ult and an easy ace for my team. Yay for fun support times.
I am also curious as to how they are going to change the ladder. I wonder if they will try a new system that goes off of individual skill some how...how many kills and assists you get vs deaths. Or "how you positively impacted the game regardless of a win or loss". For example if you go 21/3 and you team is just a bunch of retards and you lose. Maybe you will still get some ELO because YOU should not have lost that game if you had 1 or 2 not full retards on your team. Thus, even if you lose games your ELO will increase until you are "matched" with people of your skill level. Then you will win games more easily etc. Or..i dunno stuff
How were you 21/3 and losing? Here's the truth about ELO that people don't want to admit. Sometimes you will get bad teams, and you'll lose games. Period. That is the nature of the system. Just as equally, sometimes you will have bad games and will win regardless. We tend to forget the games where we struggled and did poorly while our teammates or one individual picked us up and carried us, even though we had no business winning. But we remember all too well, the games where someone was outclassed, fed, and ruined our chances of victory. But we can't control those people. We can only control our own personal play and behaviors.
Worse, the reality is that in any small sample of a 3-5 game stretch there is going to be a high amount of statistical noise. But here's the thing - if you truly do belong at a higer ELO, you will get there through competent play. It may not be 10 games, or 20, but you'll get there. If after a 100 games you're looking at your ELO and saying "I'm better than this" then you need to figure out what you are doing wrong and adjust. Because at that point, there is something in your play that's hurting your chances, but it's possible you're not even aware of it. The running joke for me is that I just throw away games left and right. I get impatient and aggressive, especially, at the end game that costs my team matches. And while I can sit there and steam that my allies didn't come with me for an incredibly opportune gank - maybe I need to pay better attention to where my team is and make sure they are in position to capitalize on our engagement.
Moreover, if you are below your true ELO, then it is your job to carry. And carry doesn't just mean "have the best score". It means set the tone for your team, communicate, try to lead in a polite and pragmatic manner. If someone's having a rough game, providing them with simple instructions like, "just stick with me on the map, and we'll win the late game" can have a huge impact on their play. Your teammates, just like gold, are a resource. You need to maximize all of your resources if you want to win.
Im not trying to get into a big thing. Nobody likes arguing about ELO, the 21/3 was just an example. All i want is a system to recognize that i shouldnt lose 14 ELO due to a leaver, or someone trolling and going 0/12 in 15 minutes. Thats it.
I am also curious as to how they are going to change the ladder. I wonder if they will try a new system that goes off of individual skill some how...how many kills and assists you get vs deaths. Or "how you positively impacted the game regardless of a win or loss". For example if you go 21/3 and you team is just a bunch of retards and you lose. Maybe you will still get some ELO because YOU should not have lost that game if you had 1 or 2 not full retards on your team. Thus, even if you lose games your ELO will increase until you are "matched" with people of your skill level. Then you will win games more easily etc. Or..i dunno stuff
How were you 21/3 and losing? Here's the truth about ELO that people don't want to admit. Sometimes you will get bad teams, and you'll lose games. Period. That is the nature of the system. Just as equally, sometimes you will have bad games and will win regardless. We tend to forget the games where we struggled and did poorly while our teammates or one individual picked us up and carried us, even though we had no business winning. But we remember all too well, the games where someone was outclassed, fed, and ruined our chances of victory. But we can't control those people. We can only control our own personal play and behaviors.
Worse, the reality is that in any small sample of a 3-5 game stretches there is going to be a high amount of statistical noise. But here's the thing - if you truly do belong at a higer ELO, you will get there through competent play. It may not be 10 games, or 20, but in you'll get there. If after a 100 games you're looking at your ELO and saying "I'm better than this" then you need to figure out what you are doing wrong and adjust. Because at that point, there is something in your play that's hurting your chances, but it's possible your not even aware of it. The running joke for me is that I just throw away games left and right. I get impatient and aggressive, especially, at the end game that costs my team matches. And while I can sit there and steam that my allies didn't come with me for an incredibly opportune gank - maybe I need to pay better attention to where my team is and make sure they are in position to capitalize on our engagement.
Moreover, if you are below your true ELO, then it is your job to carry. And carry doesn't just mean "have the best score". It means set the tone for your team, communicate, try to lead in a polite and pragmatic manner. If someone's having a rough game, providing them with simple instructions like, "just stick with me on the map, and we'll win the late game" can have a huge impact on their play. Your teammates, just like gold, are a resource. You need to maximize all of your resources if you want to win.
For what it's worth, this happened to me and Roz last night. First game our MF talked shit to the whole team, and someone (maybe me said) "MF don't yell at Malz so much, you also made a couple of poor choices". Which made her rage, go into base, sell all items, buy all gp/5 and side push and re-buy items in order to not get banned. The next game -I- was so frustrated that I played pretty bad and the rest of our team didn't do any better.
So net lost like 20 some elo. That sucks, but next time I'll still win 'cause I'm better than those kids.
Im not trying to get into a big thing. Nobody likes arguing about ELO, the 21/3 was just an example. All i want is a system to recognize that i shouldnt lose 14 ELO due to a leaver, or someone trolling and going 0/12 in 15 minutes. Thats it.
Over a large enough set of games you'll just move past it. Making this argument makes it sound like it doesn't happen to any one else. When in fact it happens at the highest levels of the Elo ladder.
Im not trying to get into a big thing. Nobody likes arguing about ELO, the 21/3 was just an example. All i want is a system to recognize that i shouldnt lose 14 ELO due to a leaver, or someone trolling and going 0/12 in 15 minutes. Thats it.
Roz's point is that it all evens out in the end if you play enough games. Statistically, you'll actually get more leavers/afkers/trolls on the other team, if you aren't the one doing the trolling.
Over a large enough set of games you'll just move past it. Making this argument makes it sound like it doesn't happen to any one else. When in fact it happens at the highest levels of the Elo ladder.
I think you could make a very, very strong argument that it happens more at the highest levels than anywhere else. You see a huge amount of trolling on streams.
And thats pretty crappy. My ELO has been a rollercoaster. Some due to me making poor champion picks or me being in a crappy mood from the previous game etc. Other playres blah blah the list is long. But yeah you play long enough you will be the "elo" you should be. One of my big problems is i am good with X champion i win 70% of games with that champion. I get bored with that champion. And move onto another champ i am less good with and lose a few games then win some. Oh well
But i do think it is interesting how negative/positive behaviour can impact a game so strongly. The honor system effect is wearing off already. For those first few days it was glorious...now its becoming the regular rage cesspool of defamation im used to.
Im going to start a petition for age restriction queues *18+ only" . Maybe reddit will do something with it i dont know.
I still hold to bracketting ELO starcraft style rather than explict numbers because I hold the opinion that the noise generated by it being a team game (either putting you up or down) is enough to make gaps of 100 or so ELO irrelevant (heck my mid insisted he was 1.3K in one of my normals today that's 300 ELO higher than me, he fed Fizz, had the lowest farm on team and was a whiney bitch, where as Fiora vs Riven being hard camped by Amumu I still kept with in 10 CS and only died twice, picking up a kill in the process).
Another option that might cut down on rage would just be to delay ELO gain/loss displaying till an end of week update. Simmers rage down because people don't know what's being lost most games and lets you feel like you're actually going up if you are (as opposed to getting 7 ELO a win and 14 a loss).
Don't get me wrong, I don't consider the system inaccurate I just find it blurrier than it should be for giving out a definite numerical value.
PS: Also, I think it'd be odd if they made leavers cause less ELO loss, wouldn't that lead to an overall inflation in ELO because people are taking less for losses (after all, leavers are 1 in 20 for me between normals and ranked.
I like the idea of big sweeping changes to the game though, I hope one of them is nerfing Ez so hard I never have to see him again.
Past that they need to majorly up the punishment for leaving a dominion, I swear I have more games of dominion be 4v5 than I have proper 5v5 matches.
I am also curious as to how they are going to change the ladder. I wonder if they will try a new system that goes off of individual skill some how...how many kills and assists you get vs deaths. Or "how you positively impacted the game regardless of a win or loss". For example if you go 21/3 and you team is just a bunch of retards and you lose. Maybe you will still get some ELO because YOU should not have lost that game if you had 1 or 2 not full retards on your team. Thus, even if you lose games your ELO will increase until you are "matched" with people of your skill level. Then you will win games more easily etc. Or..i dunno stuff
Despite a lot of the belly aching we hear about the ELO system, there isn't anything you can do to 'fix' it. W/L is the ONLY stat that matters, and if you try to use something else, like KDA, people will never play support and do absolutely stupid things to get a kill when they should give it to someone else.
And really, you can see the skill difference between even as little as 100 elo. The elo system isn't perfect, but it works.
W/L is really the only thing that matters, but I can see some ELO adjustments due to AFK'ers, I can also see changes in the matchmaking system that start to grou more "honorable" people together, as well as those with better peripheral stats, like # of wards placed, KDA ratio, etc. I know that the LevaerBuster system has been updated to not only detect AFK's, but to also measure the amount of contribution that you make (from riot support). In short, I think that a small ELO forgiveness if you get stuck with an AFKer, plus a high priority vs. low priority queue where the high priority q only meets non-asshats/honorables, and people who know how to ward/contribute to a team.
The ELO system is flawed right now (although its the best around), because a single afk'er drastically reduces your ELO, and trolls havea disproportianate effect on the rest of the team. I think that a small reduction in elo loss with an afk'er and different q/matchmaking prioritization based on "honor" and periphery stats would be a good way to change ladder.
I can definately see trying to set a prioritization mechanism for grouping honorable teammates together. I think that's a solid idea. AFKs/Leavers affect both teams evenly over a large enough sample size, so their actual ELO impact is high in one single game, but spaced out over a series of a hundred games they should be statisicly irrelevant.
The only thing that I'd like to see is a game restart option. If both sides agree that one person being afk from the start isn't a fair game, why shouldn't they have the option to restart? I think it'd be really healthy for the game, and be a surefire way to prove yourself an honorable opponent.
I am also curious as to how they are going to change the ladder. I wonder if they will try a new system that goes off of individual skill some how...how many kills and assists you get vs deaths. Or "how you positively impacted the game regardless of a win or loss". For example if you go 21/3 and you team is just a bunch of retards and you lose. Maybe you will still get some ELO because YOU should not have lost that game if you had 1 or 2 not full retards on your team. Thus, even if you lose games your ELO will increase until you are "matched" with people of your skill level. Then you will win games more easily etc. Or..i dunno stuff
Despite a lot of the belly aching we hear about the ELO system, there isn't anything you can do to 'fix' it. W/L is the ONLY stat that matters, and if you try to use something else, like KDA, people will never play support and do absolutely stupid things to get a kill when they should give it to someone else.
And really, you can see the skill difference between even as little as 100 elo. The elo system isn't perfect, but it works.
W/L is really the only thing that matters, but I can see some ELO adjustments due to AFK'ers, I can also see changes in the matchmaking system that start to grou more "honorable" people together, as well as those with better peripheral stats, like # of wards placed, KDA ratio, etc. I know that the LevaerBuster system has been updated to not only detect AFK's, but to also measure the amount of contribution that you make (from riot support). In short, I think that a small ELO forgiveness if you get stuck with an AFKer, plus a high priority vs. low priority queue where the high priority q only meets non-asshats/honorables, and people who know how to ward/contribute to a team.
The ELO system is flawed right now (although its the best around), because a single afk'er drastically reduces your ELO, and trolls havea disproportianate effect on the rest of the team. I think that a small reduction in elo loss with an afk'er and different q/matchmaking prioritization based on "honor" and periphery stats would be a good way to change ladder.
I can definately see trying to set a prioritization mechanism for grouping honorable teammates together. I think that's a solid idea. AFKs/Leavers affect both teams evenly over a large enough sample size, so their actual ELO impact is high in one single game, but spaced out over a series of a hundred games they should be statisicly irrelevant.
The only thing that I'd like to see is a game restart option. If both sides agree that one person being afk from the start isn't a fair game, why shouldn't they have the option to restart? I think it'd be really healthy for the game, and be a surefire way to prove yourself an honorable opponent.
Vote to restart x100000. That is a fantastic idea. Honestly why is that not in the game already.
I am also curious as to how they are going to change the ladder. I wonder if they will try a new system that goes off of individual skill some how...how many kills and assists you get vs deaths. Or "how you positively impacted the game regardless of a win or loss". For example if you go 21/3 and you team is just a bunch of retards and you lose. Maybe you will still get some ELO because YOU should not have lost that game if you had 1 or 2 not full retards on your team. Thus, even if you lose games your ELO will increase until you are "matched" with people of your skill level. Then you will win games more easily etc. Or..i dunno stuff
Despite a lot of the belly aching we hear about the ELO system, there isn't anything you can do to 'fix' it. W/L is the ONLY stat that matters, and if you try to use something else, like KDA, people will never play support and do absolutely stupid things to get a kill when they should give it to someone else.
And really, you can see the skill difference between even as little as 100 elo. The elo system isn't perfect, but it works.
W/L is really the only thing that matters, but I can see some ELO adjustments due to AFK'ers, I can also see changes in the matchmaking system that start to grou more "honorable" people together, as well as those with better peripheral stats, like # of wards placed, KDA ratio, etc. I know that the LevaerBuster system has been updated to not only detect AFK's, but to also measure the amount of contribution that you make (from riot support). In short, I think that a small ELO forgiveness if you get stuck with an AFKer, plus a high priority vs. low priority queue where the high priority q only meets non-asshats/honorables, and people who know how to ward/contribute to a team.
The ELO system is flawed right now (although its the best around), because a single afk'er drastically reduces your ELO, and trolls havea disproportianate effect on the rest of the team. I think that a small reduction in elo loss with an afk'er and different q/matchmaking prioritization based on "honor" and periphery stats would be a good way to change ladder.
I can definately see trying to set a prioritization mechanism for grouping honorable teammates together. I think that's a solid idea. AFKs/Leavers affect both teams evenly over a large enough sample size, so their actual ELO impact is high in one single game, but spaced out over a series of a hundred games they should be statisicly irrelevant.
The only thing that I'd like to see is a game restart option. If both sides agree that one person being afk from the start isn't a fair game, why shouldn't they have the option to restart? I think it'd be really healthy for the game, and be a surefire way to prove yourself an honorable opponent.
The only drawback I see from a matching honourable guys together point of view is that because honour from friends counts for effectively nothing and honour ribbons (and by exentention the match making presumably) are based on a ratio of thumbs up to games played players who play with friends often have a harder time getting into honourable brackets.
i am pretty excited about the changes. I mean the game has already changed a great deal since season 1. People learn, they adjust and they excel. I want the jungle to be harder, i want more champions to be viable in different lanes, i want the top lane fixed, i want more item options etc. This is progress. Every ranked game i play you see the same bans, and the same champs selected. Out of 100 champions in the game there is the "big 20" or so that are strictly played. If you look at the champs that were played in the finals its a pretty clear indicator that something is wrong with the champions. And then you look and realize that every champion has the exact same items. That is boring. But the internet ruins uniqueness and as soon as someone finds an item build that is slightly better than another, people will flock to it thus creating a perpetual circle of boring. Or maybe im being cynical and i just want to be able to jungle Trundle again.
To clarify my point a bit, I'm all about changes that will break up stagnation in the meta. But a lot of the reason we got here was because of Riot changing things that resulted in unintended effects. For example, the jungle changes from way back when have actually limited jungler selection and item builds because of how little gold there is in the jungle now. I think an original goal of that change was to widen the selection of possible junglers.
LoL has so many moving parts that it's really difficult to gauge effects of major changes. So when Riot starts talking about overhauling multiple things all at once I get antsy :P.
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His Q is now his R (30s or so cooldown). The electric field passive/active is now his Q, scales wieth level obvioulsy. I don't see a problem with his W or E.
Joe's Stream.
Don't forget to also delete Facebook and lawyer up.
But seriously, good attitude to have, bravo. Why can't I award honour on the forums, huh?
Well, then all you need is One More Time.
(feel it)
((yeh, you can't stop))
Joe's Stream.
so, what you're saying is that you want to play second fiddle?
Joe's Stream.
Also I had a game last night where I went top and had to pick before the other top. Went Riven as I wanted to check out the new skin and get counterpicked with a Jayce. I was like well thats that I am totally screwed. Wrong. I dropped that Jayce 3 times while laning. If you can't finish her one combo don't chase riven... her cool downs refresh way too fast. Dropping big heavy swords on Jayce's head all night.
Despite a lot of the belly aching we hear about the ELO system, there isn't anything you can do to 'fix' it. W/L is the ONLY stat that matters, and if you try to use something else, like KDA, people will never play support and do absolutely stupid things to get a kill when they should give it to someone else.
And really, you can see the skill difference between even as little as 100 elo. The elo system isn't perfect, but it works.
Sad times.
*Well, that and my lanes insist on picking assassins and 0-CC champs, so even trying to get Shyv on the team is hard.
Doing well and still losing that ranked match because you can't carry 4 sacks of shit.
Until that changes, everything else is immaterial.
Truf.
But it's like that in all team sports. Look at the Yankees this year. A-Rod is getting carried, but you don't see Jeter calling him a noob or a baddie. So what if your batting average is .400, team can't win, doesn't matter. All you can do is try to get A-Rod some help so he can play better in the next game.
And yes, solo queue can translate really well to really life. I like to play hockey and I get put on random teams. Sometimes I get scrubs and sometimes I get good teams. It happens, and this isn't a problem specific to league of legends.
Top is actually, by far, the most toxic lane in the game. And if you win it and ward correctly, you can constantly push and force the opposing team to commit resources to stop you. If you're playing a hero like vlad or jayce, for example, if you can get one or two kills early, you can force the opposing laner to tower hug and deny him/her CS under their own tower. At some point you will be up 50 or 60 cs, 2 kills and multiple levels. You'll then either be able to kill him at his tower, or force him to leave the lane completely.
Then, you just push until they stop you. By the time you show up for team fights you should be higher level than anyone else on the map with more cs, gold, and items than the opposing team; barring some catastrophic collapse of your allies. (Although do assist with Dragon capture/prevention)
W/L is really the only thing that matters, but I can see some ELO adjustments due to AFK'ers, I can also see changes in the matchmaking system that start to grou more "honorable" people together, as well as those with better peripheral stats, like # of wards placed, KDA ratio, etc. I know that the LevaerBuster system has been updated to not only detect AFK's, but to also measure the amount of contribution that you make (from riot support). In short, I think that a small ELO forgiveness if you get stuck with an AFKer, plus a high priority vs. low priority queue where the high priority q only meets non-asshats/honorables, and people who know how to ward/contribute to a team.
The ELO system is flawed right now (although its the best around), because a single afk'er drastically reduces your ELO, and trolls havea disproportianate effect on the rest of the team. I think that a small reduction in elo loss with an afk'er and different q/matchmaking prioritization based on "honor" and periphery stats would be a good way to change ladder.
Joe's Stream.
This would make Blitz a godly jungler, as he'd have an AOE for jungle clearing at level 1, then couple that with the W/E/R combo of speed in, knock up and silence/burst and he's instaban. To best combat blitz, you keep him in lane where he has to contend with creeps getting in the way.
By the start of season 3, there will probably be enough data in their honour system to use it in the matchmaking algorithm, so I could definitely see that happening.
Wait, can you not see your own ribbon if you get one for being an honourable opponent? I wondered why the animation played for me but then nothing else changed.
Edit: Yes, this means I've been losing a lot recently
At ~1300 elo, it's not even a given that my jungle will come once, so if I start winning top, their jungle will just come and camp me and even it back out. And if their jungle camps and I ward, my other lanes still may not win and there's nothing I can do. IMO top is the least effective lane in solo queue. Mid, I can roam, jungle I get to decide who gets help, AD, I get to be the carry, support, I get to herd sheep and light up the map. Even in games where I win top the way you describe, it still feels like I'm on an island where I am not helping my other lanes the way I can from other positions.
In other news, I unlocked Sona with IP since she was my last support, and played her in a ranked. Well, that was fun.
How were you 21/3 and losing? Here's the truth about ELO that people don't want to admit. Sometimes you will get bad teams, and you'll lose games. Period. That is the nature of the system. Just as equally, sometimes you will have bad games and will win regardless. We tend to forget the games where we struggled and did poorly while our teammates or one individual picked us up and carried us, even though we had no business winning. But we remember all too well, the games where someone was outclassed, fed, and ruined our chances of victory. But we can't control those people. We can only control our own personal play and behaviors.
Worse, the reality is that in any small sample of a 3-5 game stretch there is going to be a high amount of statistical noise. But here's the thing - if you truly do belong at a higer ELO, you will get there through competent play. It may not be 10 games, or 20, but you'll get there. If after a 100 games you're looking at your ELO and saying "I'm better than this" then you need to figure out what you are doing wrong and adjust. Because at that point, there is something in your play that's hurting your chances, but it's possible you're not even aware of it. The running joke for me is that I just throw away games left and right. I get impatient and aggressive, especially, at the end game that costs my team matches. And while I can sit there and steam that my allies didn't come with me for an incredibly opportune gank - maybe I need to pay better attention to where my team is and make sure they are in position to capitalize on our engagement.
Moreover, if you are below your true ELO, then it is your job to carry. And carry doesn't just mean "have the best score". It means set the tone for your team, communicate, try to lead in a polite and pragmatic manner. If someone's having a rough game, providing them with simple instructions like, "just stick with me on the map, and we'll win the late game" can have a huge impact on their play. Your teammates, just like gold, are a resource. You need to maximize all of your resources if you want to win.
Im not trying to get into a big thing. Nobody likes arguing about ELO, the 21/3 was just an example. All i want is a system to recognize that i shouldnt lose 14 ELO due to a leaver, or someone trolling and going 0/12 in 15 minutes. Thats it.
For what it's worth, this happened to me and Roz last night. First game our MF talked shit to the whole team, and someone (maybe me said) "MF don't yell at Malz so much, you also made a couple of poor choices". Which made her rage, go into base, sell all items, buy all gp/5 and side push and re-buy items in order to not get banned. The next game -I- was so frustrated that I played pretty bad and the rest of our team didn't do any better.
So net lost like 20 some elo. That sucks, but next time I'll still win 'cause I'm better than those kids.
Over a large enough set of games you'll just move past it. Making this argument makes it sound like it doesn't happen to any one else. When in fact it happens at the highest levels of the Elo ladder.
Roz's point is that it all evens out in the end if you play enough games. Statistically, you'll actually get more leavers/afkers/trolls on the other team, if you aren't the one doing the trolling.
I think you could make a very, very strong argument that it happens more at the highest levels than anywhere else. You see a huge amount of trolling on streams.
But i do think it is interesting how negative/positive behaviour can impact a game so strongly. The honor system effect is wearing off already. For those first few days it was glorious...now its becoming the regular rage cesspool of defamation im used to.
Im going to start a petition for age restriction queues *18+ only" . Maybe reddit will do something with it i dont know.
Another option that might cut down on rage would just be to delay ELO gain/loss displaying till an end of week update. Simmers rage down because people don't know what's being lost most games and lets you feel like you're actually going up if you are (as opposed to getting 7 ELO a win and 14 a loss).
Don't get me wrong, I don't consider the system inaccurate I just find it blurrier than it should be for giving out a definite numerical value.
PS: Also, I think it'd be odd if they made leavers cause less ELO loss, wouldn't that lead to an overall inflation in ELO because people are taking less for losses (after all, leavers are 1 in 20 for me between normals and ranked.
I like the idea of big sweeping changes to the game though, I hope one of them is nerfing Ez so hard I never have to see him again.
Past that they need to majorly up the punishment for leaving a dominion, I swear I have more games of dominion be 4v5 than I have proper 5v5 matches.
I can definately see trying to set a prioritization mechanism for grouping honorable teammates together. I think that's a solid idea. AFKs/Leavers affect both teams evenly over a large enough sample size, so their actual ELO impact is high in one single game, but spaced out over a series of a hundred games they should be statisicly irrelevant.
The only thing that I'd like to see is a game restart option. If both sides agree that one person being afk from the start isn't a fair game, why shouldn't they have the option to restart? I think it'd be really healthy for the game, and be a surefire way to prove yourself an honorable opponent.
Vote to restart x100000. That is a fantastic idea. Honestly why is that not in the game already.
The only drawback I see from a matching honourable guys together point of view is that because honour from friends counts for effectively nothing and honour ribbons (and by exentention the match making presumably) are based on a ratio of thumbs up to games played players who play with friends often have a harder time getting into honourable brackets.
To clarify my point a bit, I'm all about changes that will break up stagnation in the meta. But a lot of the reason we got here was because of Riot changing things that resulted in unintended effects. For example, the jungle changes from way back when have actually limited jungler selection and item builds because of how little gold there is in the jungle now. I think an original goal of that change was to widen the selection of possible junglers.
LoL has so many moving parts that it's really difficult to gauge effects of major changes. So when Riot starts talking about overhauling multiple things all at once I get antsy :P.