[Patch 5.20] League of Legends General Discussion - Page 5
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rebdomine
6040 Posts
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Prog
United Kingdom1470 Posts
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Numy
South Africa35471 Posts
On October 16 2015 20:10 Prog wrote: My approach is the complete opposite to NeoIllusion's. I believe you climb in elo if you simply don't do stupid stuff. Play safe and consistent. Risky playmaking is way overrated. There is no need to carry your team as long as you don't carry your opponents. It's funny you mention this since the other day I was speaking to Neo about how I kept losing games with "risky carry" heroes then I pick malphite and just destroy the game easily by not being dumb. I think people care far too much about "destroying their opponent" instead of just doing things to help your team win the game. Trying to carry your team is only consistent if you are drastically better than your rank. At least that's how I feel. You also don't learn how to play well as eventually you'll hit a level where you can no longer do this but you won't have the tools you need to just play a smart, safe, consistent game since all you are used to is going balls to the wall playmaking. | ||
Scip
Czech Republic11293 Posts
On October 16 2015 00:25 NeoIllusions wrote: With a lot of poke based champions and team comps, they're incredibly team reliant. Azir's biggest strength is obviously his zone control. If he can keep the enemy at arm's length, 2-4 soldiers are going to do a lot of work. Problem with solo q is that communication is nearly non-existant. Azir's team isn't going to peel for him optimally and if the enemy hard engages with CC, he's toast. Most Azir can manage themselves with his dash, wall and pseudo-turret to fall back on. But if he gets stun locked and there's no peel, he's as good as dead. Solo q rewards aggression far more than defensive play. It's also why assassins Mid are so prevalent. Edit: if you want a solo q mid, pick something that can win lane, then hard carry late game. See sentence above. errr idk dude but defensive play is all I ever did and out of my 999 problems climbing ladder wasn't one of them the easiest way to phrase it is, it's really really hard to lose if you never die and if you don't lose you win never die=almost always win yeah, agree with Numy and Prog. Not doing retarded shit is the dominant soloQ strategy. | ||
Numy
South Africa35471 Posts
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nafta
Bulgaria18893 Posts
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Fildun
Netherlands4118 Posts
Playing better is simply doing less dumb stuff and more smart stuff, in really simple terms. I have a couple friends in silver-plat who I play with a bunch and they die a lot more than me, not just a little bit, but even if they're winning the game they'll usually die somewhere around 8 times. Every time you die you lose roughly a minute where you can do useful shit, so essentially just by dying 2 times less each game you gain 2 minutes worth of gold/objectives. | ||
nafta
Bulgaria18893 Posts
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Scip
Czech Republic11293 Posts
On October 16 2015 21:54 nafta wrote: Imo not doing dumb shit is how you get to where you roughly should be while by yoloing it up you improve faster. it really depends if one of your main problems is doing dumb shit (which unless you're in masters it probably is) then trying to not do dumb shit until it becomes 2nd nature is the best way to improve imo. ^^ So often I have games where if only I hadn't died that 1 time we would have won. Like, really really often. Especially with junglers highly reliant on exp/gold like Olaf. | ||
Fildun
Netherlands4118 Posts
On October 16 2015 22:03 nafta wrote: Well I guess my usage of dumb shit is bad here and should use "force yourself to do plays which you would usually think are too risky to do". For me the biggest improvement in my play was realizing a death or 2 really don't matter all that much and to be more realistic with how important me living is. Yeah as long as you can still farm and your death didn't cause that much of a snowball it doesn't really matter. Bonus points if your death gives your team an advantage in some other way. | ||
nafta
Bulgaria18893 Posts
On October 16 2015 22:04 Scip wrote: it really depends if one of your main problems is doing dumb shit (which unless you're in masters it probably is) then trying to not do dumb shit until it becomes 2nd nature is the best way to improve imo. ^^ So often I have games where if only I hadn't died that 1 time we would have won. Like, really really often. Especially with junglers highly reliant on exp/gold like Olaf. Maybe this is cuz you play only jungle and play everything but jungle. I honestly can't really recall many games where it matters all that much unless everyone but me is feeding. But then again if everyone is feeding how can you compensate by just playing safe? Just because you died a few times trying to make a play but failed doesn't just remove the times it does work though. It is pretty hard to learn that something is a bad decision unless someone better than you explains it or you try it enough times to understand why it doesn't. | ||
MooMooMugi
United States10531 Posts
Patience tweaked finally after all the complaints. | ||
Celial
2602 Posts
On October 16 2015 22:04 Scip wrote: it really depends if one of your main problems is doing dumb shit (which unless you're in masters it probably is) then trying to not do dumb shit until it becomes 2nd nature is the best way to improve imo. ^^ So often I have games where if only I hadn't died that 1 time we would have won. Like, really really often. Especially with junglers highly reliant on exp/gold like Olaf. When watching streams, I noticed that up until the highest levels of play you basically learn more and more and better and better what NOT to do. And only at the highest levels the question then becomes what CAN I do. But 99.9999999999999% is "I should not do this". | ||
Sufficiency
Canada23833 Posts
http://www.manaless.com/2015/10/one-for-all-statistics-2015.html | ||
iCanada
Canada10660 Posts
On October 17 2015 04:00 MooMooMugi wrote: Damn I like that Mundo buff, his E always felt super underwhelming but now it seems pretty strong. Patience tweaked finally after all the complaints. His E was always super strong. Mundo with just a Phantom Dancer could unleash some real auto attack beatings. Like 600 damage crits kind of real damage. | ||
Amui
Canada10558 Posts
On October 17 2015 10:16 Sufficiency wrote: Something something everyone's playing Kindred (and do badly) in One For All. http://www.manaless.com/2015/10/one-for-all-statistics-2015.html Bard 4.79% 18.07% Well...I am the 18.07% Seems like only Azir is worse. As for the winningest champs, it seems they all share the quality apart from MF of being able to pick a direction and kill whatever is in that direction, supported by mass AoE/burst/CC. | ||
OhTwoMise
United States164 Posts
On October 15 2015 15:14 Goumindong wrote: You shouldn't be able to queue anything in this way to get it past CC. What matters is when the animation starts not the action queue. Unless you're in an ability which queues an action as part of its animation. Because then the entire thing is basically one animation. Basically, if you start an animation and get hit with a CC that does not interrupt animations (like a stun or a root) then the animation continues. Rengar is getting his jump+q in because fear doesn't move block and his Q doesn't have an animation. He has probably pressed Q before he gets feared and so lands with a single auto attack Q. Then the fear hits. It's more universal than that. The vast (vast, vast) majority of spells in League of Legends are not interruptible at all, including via stuns and suppression. Or rather, the windup animations of spells are not interruptible; if the spell has an actual animation to it (generally dashes), that part is interruptible. I don't know why Riot coded the game this way. It's contrary to 100% of other games I've played with similar features. But it's been this way since pre-season 1 and probably somewhere around once a month when I'm actively reading this thread, someone pops in with a new "bug" that is the CC-windup-animation-interaction working as intended. On October 16 2015 20:01 nafta wrote: If you wanna play mid viktor/lulu/karthus(don't blind pick kart though) are the easiest to play and easy to be useful with. I think Lulu is a lot like Caitlyn in the sense that she gives the illusion of being easy because of her relative safety early game and the way they often feel like they're contributing a lot even if they aren't really doing anything. For instance, it's good enough in a lot of games to just E+W your AD on cooldown, but it's certainly not optimal in all of them, and it's sometimes actively bad. And I think a lot of people fall into the trap of running the same baseline strategy on Lulu every game (whether it's buffbot or something else) and sort of throwing up their hands and saying they were destined to lose in the games where it doesn't work. But Lulu's true strength is her versatility. Her decision tree is among the largest in the game. She's excellent at teamfighting, split-pushing, and skirmishing, but building for one of these aspects makes her substantially worse at the others. All of her spells are modal; in any given teamfight, you have more options than probably anyone else in the game, and though multiple paths might lead to a win, only one is optimal. | ||
Sufficiency
Canada23833 Posts
One of the reasons why animations shouldn't be interrupted is because the animations are usually 0.1-0.2 seconds long; it's not actually possible for a player to react to an ANIMATION to interrupt. So if it is allowed you end up in a situation where you can randomly get interrupted because someone just happened to have thrown something at you while you are casting an ability. | ||
iCanada
Canada10660 Posts
Kindred hurts. I just seen a two item one (devourer-BtorK) melee a Jax (Triforce, BtorK, Wardens mail) to death. Things I thought I'd never see. | ||
Celial
2602 Posts
Since I got Kindred I feel like I'm "working" so much in the game, trying to do so much, farming ganking, watching lanes for opportunities, invading, etc etc. And then I have 25 cs at minute 10 and zero kills. And then I watch some Asian replay vods of Kindred. Yeah, to me it seems like I'm being busy. But I'm not. It is a revelation, like the MSL show where they were showing first person vods from pro games from BW. I watch a lot of jungle streamers, and I felt like there is not that much difference how they spend their time between me and them. They were just overall "better", or making better decisions. But really, watching replays was the first time I noticed just how much more high level players do in the game. 50 cs at ten minutes, plus immense lane pressure, plus a few kills, plus some counter jungling. And they keep that pace, doubling their stats by minute 20. And when I look at worlds, or high level streams in general, then that's just the absolute basic foundation. Thats just the expected bare minimum. Specifically talking about these two, especially the second one really let the realization sink in: | ||
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