: ***
here's a better tip. Use lockscreen, because this is a guide of getting out of bronze, not getting out of gold. If you want to climb past gold, learning to rapidly unlock/relock your screen, by flicking between f2, f3, f4, f5 to centre the screen on your teamates is 99999% more valuable than struggling to quickly fix your window in the middle of a teamfight and thinking that you've mastered map awareness, when in actual fact you're still only focusing on your champion. Flicking your screen to a teammate with these keys takes less than a tenth of a second, strafing your screen to another lane takes about 2s, this method is easier and faster. If you watch high elo Korean/Chinese players, they don't use unlocked screen, they use the f1-5 keys and 'toggle lock' their screens and click the minimap in the very few cases when they have to look at something that doesn't involve a teammate. But once again, there are more important things to work on in Bronze. Correct itemisation, basics of minion waves and positioning, basic shotcalling, not dying 10+ times.
: > I don't think there is much wrong with sona as a support. I agree, but I was remarking about OP, not the champion in general. Sona is quite strong in the game right now and has the ability to beat most other supports. She is outclassed by Blitzcrank right now, purely due to the fact that if he lands a pull, she is dead. However, Nami, Brand, Morgana, Lux, and Zyra are all far better choices. > she's higher skill base than other options like Leona, Soraka or Karma, since management of her passive, spellthiefs and auto procs as poke is critical to making her work in laning phase, and so alot of knowledge on minion wave control, trading and positioning is needed to make best use of her. No. All of that applies to other champions, too. Sona is legit spam spells until her passive is up then poke an enemy with her Q + auto. OP can barely play Sona and you want him to play Fiddle? Jesus man.
Sona needs to auto attack to get decent poke and her only hard cc is her ult (which she should basically only be using as peel), whereas fiddles uses e bounces for range, and if things get hairy, he can use q to disengage the enemy adc or jungler, and can retreat back, he doesn't need to auto attack, and if he decides to, he can e-auto-q-auto-auto-retreat, and get a decent amount of poke off. FIddle jungle is complicated, fiddle support is much easier. Also soraka often needs to build situationally, and move alot in a teamfight, fiddle just needs to get a nice disruptive start to the fight, zhonias and wait for it to boil over. My favourite suggestion for a low elo support though is definitely e-max offtank soraka. Take q lvl1, e lvl2, w lvl3. You use q to zone the enemy out of cs, and when it looks like they're going to move up to engage, throw out e and retreat. Don't spam w, only use it to try to equalise your HP with your adc if they look like they're getting a bit low, and you have hp to spare.
: Alright. I have looked at your op.gg (did not watch any games as I do not have the time for thaty and you better pay me for coaching if I did) and I have a few comments for you. I will address them later as I want to address your post beforehand. > I was on a winning streak in bronze and then all of a sudden I've started to play really badly and have been on a losing, (partially I know cuz im bad) and i actually got demoted from B3 to B4. Win streaks often enough end up into a massive loss streak because, in all sense, you jump massively ahead in MMR. However, instead of looking at it negatively, you need to look at the positive: you had a killer win streak going. There are a few things that you can do to offset the losing streak, each of them differs for each person and may not be for you. 1) You can go and unwind on another game 2) You can play another game, hoping for a win 3) You can go and play some normal games 4) You can call it a night I do not recommend playing ranked if you have lost three or more games in a row. > I never tilt in games or anything but I don't really think that helps if (but still I never tilt, its never gonna help to tilt XD) Cute, but you do get tilted. Everyone tilts. > I main usually jungle, ADC and top Wow, a low elo player that can play more than one role. Nice. However, I suggest picking one and ‘maining’ it and using the others as backups. Remember, you could always just play an AP mage as a support and carry that way, if you so desire. > I want to learn things like how to properly farm and CS Okay. I want you to make a custom game and pick any champ from any role, one you want to improve on (not a support) and get into a game with no one but you. Do not add bots. I then want you to go to your lane and practice last hitting. Your bare minimum goal is 60 CS before 10 minutes. There is no excuse for being any lower than that. I want you to do this until you can hit 80 CS with ease. When you achieve this, exit and re-do this, but with a beginner bot added. If you are playing a top champion, add a bot you would see in top lane, et cetera. Try and keep the ranges fair, so no ranged into melee. Now, I want you to hit 80cs while trading with this bot. Do not go for kills, just poke him out of lane while farming. When you can hit 80 CS like this, up the bot to intermediate. Also, watch this video: https://youtu.be/zd0boZQkyuo Also, quit playing Sona. She is a subpar support that has zero carry potential. In bronze, you can only rely on yourself to win games. Hitting that five-man stun means nothing if your team has no idea what they are doing. I suggest buying Annie and using her until you reach gold. She has easy farming, great zone and trading, and an all-in that beats most other midlaners. She can also go top and be played support.
I don't think there is much wrong with sona as a support. With the right build and playstyle she can carry the crap out of most games, but I do think despite appearing 'easy', she's higher skill base than other options like Leona, Soraka or Karma, since management of her passive, spellthiefs and auto procs as poke is critical to making her work in laning phase, and so alot of knowledge on minion wave control, trading and positioning is needed to make best use of her. Annie support is actually alot worse than it sounds, since her base damages have been peeling back over seasons, she's quite squishy, and her target access is bad, so if her tanks aren't willing to engage (or there is a sheer lack of them on her team) she has trouble pressing a lead. So as supports go, she is very reliant on getting a lead in lane. Something I'd suggest instead is Fiddlesticks support, with aftershock, max q into e, it's alot easier to play, your role is primarily disengage and poke, but thanks to aftershock resistances it's alot more forgiving if you get caught out. Fiddlesticks support with aftershock has been nerfed, and your lategame is inferior compared to other AP support options. However your ability to carry teamfights and make plays with a lead is significantly higher, and the earlygame is still extremely strong. Earlygame it's about getting some magic pen, so finish your support item, then getting sorc boots and oblivion orb, finish your Morrellos, pick up stopwatch, get a rylias for catch potential earlymidgame, build zhonias for survival in latemidgameand then liandries if you haven't managed to end already for a bit more teamfight impact in the lategame. Fiddlesticks support is extremely good in low elo at ending games pre-40min. Just remember to go aftershock and not try taking him into another role because Riot has screwed fiddle up so bad, he is now very bad outside of the support role.
: There definitely shouldn't be a surrender vote in ranked. Quite simply, you go to ranked to win. If you're not prepared to try your hardest to win, even in a bad situation, then you don't really deserve to climb. You don't see the All Blacks just walk off the field at half time and go down to the pub because the game is looking like they won't win. The whole argument of "Oh well its so I can get into another game and not waste my time in a game thats already lost." is just an excuse for people not willing to try. I have won countless games where it looked absolutely impossible to win. Theres always a chance _(hey, the enemy might even disconnect for some reason, it's all happened before)_. Playing into a losing game isn't fun, if you don't want to do that, fair enough, the game is supposed to be fun, if you're not having it, stop playing, I won't fault you for that. But, if you want fun, play normals. If you want to do the absolute best you can to win, then play ranked, but don't give up as soon as shit hits the fan. Quite frankly, I don't give a f*ck what dodging or surrendering strategy the challengers/pros do. Name one, just one, sport on the international stage, where quitting halfway through a game is an acceptable thing. You play a game to the bitter end, whatever the outcome. Out of respect for your team, the enemy team, and yourself. If league wants to be a game where dodging and surrendering is an acceptable strategy to climb the ranks. Then maybe it doesn't deserve to be on the world stage. Think about that next time you press that button. My friend and I almost never surrender. And because theres two of us, no one else can pass the vote. And we win SO MANY games that are 'certain' losses. Because we don't quit when everyone else does, we have so much experience playing uber defensively, we know _**exactly**_ how our champs feel when behind and under-farmed/fed, we know how they will perform, and when they will spike again. And we manage to pull games back quite often. If I actually played ranked, then we would probably win a solid 30/40% more 'lost' games than most people we play with. You always see that one Zed that is 0/9 and leaps into battle in exactly the same way as if he was 9/0. Thats what you become when you don't play out your losses. You get really really good at playing well when you're winning. But don't know **** about how to play when you're behind. Don't be that guy. _______________ To look at it from the other side. Yes I can appreciate that statistically in terms of pure numbers, I can see why it's appealing to cut losses and begin the next game. League is a coin flip, most of the time its a 50/50 chance wether you win or lose. If you see the coin about to land on tails, catch it and throw it again right? No need to suffer through the process of having it land and everyone look at your defeat. It makes sense, you can fit more games into less time, more chances to win _(although people don't realise that you have equal chance of losing again as well, in which case you have crammed in more losing games by surrendering)_. But you really have to decide what you play ranked for. Do you play ranked to see the best you yourself can achieve, and be proud of? Or do you just want a shiner border than everyone else? It doesn't matter how. Another of my friends was boosted, he has a far shiner border than the rest of us, but you know what. It doesn't mean anything. Because we know he didn't get it, and he knows he didn't get it. It's not an accurate representation of his skill. But he does have a nice shiny profile and a nice flash skin to keep, no denying that. A skin that I will never have now, and he always will. And it doesn't matter how he got those things, he has them and I don't. **So if it's purely the outcome that you want, then by all means do whatever you can to achieve that. Dodge and surrender and play only the most broken and in meta champs. But don't you dare say that it was you and your hard work that achieved that reward. You exploited the system and thats how you got your edge.** If you quit when things look rough, you're not playing to the best of your ability, whatever rank you achieve, isn't the rank you deserve. Maybe you deserve higher, maybe lower. You may have the rewards, but can you look at them and think _"I sweat and bled for this!"_ I you can, good for you. But don't ruin other people's games just because you can't be bothered trying when things get difficult. This is all just my opinion of course, But I don't believe in the mindset of: _"Oh I'm losing, this one doesn't count! The next one counts!"_ If you don't accept and play out your losses, then your wins are meaningless too.
the surrender feature is there just incase, 4 players dc for instance, but the other team doesn't want to end and holds you hostage, or there is a bug that makes the game unwinnable, the immortal nexus. Unfortunately, you have to leave a way out just incase.
: I want to know how to get better and get out of bronze, any good tips?
focus on not dying, and doing 2 things right per game at most. Top? don't die, have more cs than opponent, perma push (footnote1). Mid? don't die, cs and shove to visit bot when you have ult/flash. JG? don't die, learn your standard camp rotation (footnote2) and ignore/mute chat. ADC? don't die, cs (footnote3) and attack whoever is closest to you whilst staying out of melee/spells. SUP? pick only obviously good engages and get your adc to stay mid with you lategame. footnote1: if you start losing 1v1s post 15min in toplane, just group. footnote2: the standard rotation is infallible below high gold/low plat, learn to kite your camps, do standard ganks, the standard rotation is your bible, and is still viable at high elo. footnote3: Csing is a hell of alot easier if you build the ad part of your build before the atkspeed part. Don't copy pros, they can cs with a zeal/runnans rush and make full use of the extra attackspeed in early trades, you cannot. Buy the BF sword first, then get the zeal, for a caster maybe even just buy the Infinity edge or Essence reaver.
: who has the most cc?
my votes go to Nautilus for most versatile immobilising cc, with his passive root (1.5s), q knockup(0.9s)/root(0.1s), his e 50% slow (1.5s) and his ult knockup(1s)/stun(2s). Grand total is 7s which is a lot of epic league fun time to be held down for. 5.5s of which will not allow any kind of mobility. That said, once he uses the rotation, he can't do much to cc you till his cooldowns come back up, which gives you about 6s breathing room, even at max cdr. runner up though, cdr Zilean with his e-q-w-q-e combo, which features a total of 5s of the most fun slow in the game 99%, a 1.5s AoE stun, for a total of 6.5s of epic league fun times, which thanks to 45% cdr, can be even more epic league fun time, because he can repeat the combo all over again after only a short 1.75s. If you want to be even more super fun, take glacial augment and weave an auto in there for a 2s 40% slow to cover the offtime between your hyper cc combo and to screw with anyone thinking they can bypass your funness with a qss. with Brittle, theoretically Ornn has a bit more cc, but because of the nature of his kit, only a small part is guaranteed without supplementary cc from teammates, but theoretically with a 2s 40% slow, 3x1s brittle stun, 1s knockup, 2s 10% slow and 1s knockup, allowing him to supply a total of 10.8s of cc in optimal conditions. Not sure this is a fair comparison though, since I'm not sure a 10% slow is comparable to a 40%, 50% or 99% slow. whilst cdr Morgana can almost chain cc her q-r-q for 7.5s, there is infact a 0.45s gap where an enemy can but probably won't flash way. Leona's stun chain combo (q-e-r-q) only sums up to 3.5s of stun and 0.5s of root, but it feels much worse because she does alot of damage and engages frequently and aggressively. In summary, Nautilus get's 1st place with the strongest and most versatile overall cc, Zilean get's 2nd place because he has the most practical CC chain since he doesn't rely on ults and can have you either stunned or 99% slowed 78.8% of the time or until his mana pool runs out, which can be super infuriating for melee toplaners without dashes like Nasus or Darius. Morgana comes 3rd thanks to the high range catch potential but is reliant on her ult for her combo. Ornn would be the clear winner if we ignored practicality and just wanted to know the duration of debuffs.
Nightjar (OCE)
: both teams get idiots, every player has their fair share of bad teammates. What matters most in this elo is you. How consistently can you crush your lane opponent, regardless of how much better they are than you? Do you know the lane matchup and powerspikes, do you know how to control the lane? Are you making sure to deny cs and xp? How big is your gold and xp lead, did you manage to get a few kills and a big cs advantage? Did you manage to make your opposing laner afk or just leave their lane and remain poor and underlevelled? How many times can you win the 1v2 when the enemy jungler or mid tries to gank you, how much map pressure can you generate top without dying? How well are you holding your own in your lane, and how often are you blaming the result on other teammates who aren't responsible for your lane? Are you warding and denying wards well? Are you roaming and impacting the game, or are you staying in lane too much? How well are you transitioning your lead into midgame rotations and objectives? Are you building correctly and managing your minion waves? Should you be setting up a wide net of vision control around your lane and splitpushing? Should you be lane swapping or setting up nets of vision to deny the enemy jungler his jungle camps? Are your teammates running around like headless chickens, would ARAMing it be a good idea, or should you try to 1man gates? How well are you handling lategame scenarios? Optimally, you want to have solocarried and ended before lategame, but anyway, are you controlling objective vision and making good picks? Do you know how to play the teamfight? When and who to peel or engage on, who needs to be focused, what ults and big abilities do you need to be careful of and position around? You can't control what teammates you get, but you can control how much you can battle through and steal a victory.
Alternatively, you can play for fun and just do something meme like, like Critical Conqueror Rammus mid or Onhit Predator Janna jungle or Praise the Sun Leona top, or Nuclear Ammumu support
TankerInc (OCE)
: > [{quoted}](name=TheRaka,realm=EUW,application-id=FjGAIbRv,discussion-id=qqroxlaQ,comment-id=,timestamp=2019-02-24T11:35:10.170+0000) > > Hey! Started my climb in the new season a few weeks ago and just looking for some tips again to help me progress, currently in s2 and struggling to maintain it, if I'm shifting the blame I get a lot of afks etc speriodically with the odd idiot whos decided to play ranked with a champion theyve got 200 points on but without shifting the blame I'm sure there's a lot of room for me to improve. > > Would be appreciated if someone could let me know what they think I'm lacking in that's stopping me from winning, I know it's kinda hard to judge just based off match history but any and all feedback is appreciated and valued! I main support zyra and soraka and ended last season in silver 1. Also if anyone wants to duo let let know :) For starters.. WHO CARES IF THEY HAVE 200 POINTS! For all you know it might be another account they have. If you want to climb.. Start to think " What am I doing wrong " Not " They only have 200 points and play in rank WTF " Always look at your self and how you play. Make another account and get it into bronze or iron. Something that is completely easy to play in. Then watch how you play vsing them and how you play vsing higher skill and learn from it. More relaxed you are. Easier it is to climb. Also stay away from OPGG per match or any other sites like that. If you see you are vsing gold 1 with a team of iron players. You will think " GG I lose " instead of thinking in game " What do I need to do to win " When you own your own mind and the way you think. You will win more.
both teams get idiots, every player has their fair share of bad teammates. What matters most in this elo is you. How consistently can you crush your lane opponent, regardless of how much better they are than you? Do you know the lane matchup and powerspikes, do you know how to control the lane? Are you making sure to deny cs and xp? How big is your gold and xp lead, did you manage to get a few kills and a big cs advantage? Did you manage to make your opposing laner afk or just leave their lane and remain poor and underlevelled? How many times can you win the 1v2 when the enemy jungler or mid tries to gank you, how much map pressure can you generate top without dying? How well are you holding your own in your lane, and how often are you blaming the result on other teammates who aren't responsible for your lane? Are you warding and denying wards well? Are you roaming and impacting the game, or are you staying in lane too much? How well are you transitioning your lead into midgame rotations and objectives? Are you building correctly and managing your minion waves? Should you be setting up a wide net of vision control around your lane and splitpushing? Should you be lane swapping or setting up nets of vision to deny the enemy jungler his jungle camps? Are your teammates running around like headless chickens, would ARAMing it be a good idea, or should you try to 1man gates? How well are you handling lategame scenarios? Optimally, you want to have solocarried and ended before lategame, but anyway, are you controlling objective vision and making good picks? Do you know how to play the teamfight? When and who to peel or engage on, who needs to be focused, what ults and big abilities do you need to be careful of and position around? You can't control what teammates you get, but you can control how much you can battle through and steal a victory.
: > [{quoted}](name=BarryButcher,realm=OCE,application-id=Ntey9fRZ,discussion-id=YEgEwpdn,comment-id=0000,timestamp=2019-02-05T02:13:11.792+0000) > > Everyone wants this, but why would Riot do it? It does the opposite of what they want and takes away potential money for them. > > Even if you say, well atleast let us refund things bought with Essence. Again, the reason champions cost what they do in terms of Essence, is to make it "rewarding to unlock" but also, if you get sick and tired of grinding, here comes $5 so you can finally unlock Zed. How come you have distinguished member and I don't. you're a no name.
it's because he was neutral (boring) good, but you are lawful evil, and I'm chaotic neutral. {{sticker:sg-kiko}}
: Why is iron lower than bronze?
I feel like they put Iron below Bronze because it'd be too hard to tell the difference between Iron and Silver. I feel like 'Trainee' or 'Apprentice' would have been a better name for the Iron rank.
Deft (OCE)
: Best atomic bomb malphite build and runes?
for atomic bomb malphite I have 3 suggestions; lategame full ap top/mid: {{item:3285}} {{item:3907}} {{item:3041}} {{item:3089}} {{item:3165}} {{item:3020}} {{item:2139}} {{item:3363}} taking domination electrocute-suddenimpact-eyeballcollec-ultimatehunter and precision presenceofmind-coupde'grace adaptivedmg-adaptivedmg-armour flash-ignite max r-q-e-w you might think voidstaff would be a good pickup, but since you're primarily an assassin with this build, your targets won't have much magic resist, you won't 1shot tanks anyway with this lategame oriented style. You want to pick a time when you can ult the backline but not get caught by the tanks or bruisers and killed, since you'll want to preserve your mejais stacks. If Mejais isn't working, a GLP-800 can add some extra AoE burst and utility, and also can help guarantee your escape. lethality malphite jungle: {{item:3147}} {{item:3078}} {{item:3142}} {{item:3074}} {{item:3036}} {{item:3812}} {{item:2140}} {{item:3364}} taking sorcery arcanecomet-nimbuscloak-gatheringstorm and domination suddenimpact-ravenoushunter atkspeed-adaptivedamage-armour flash-smite max r-e-q-w the harder way to play atomic malphite, but in the right hands, no less potent, and far more unexpected. With the removal of stormrazor staticshiv memes, this build has weakened, but with the correct use of auto resets you will still be able to clap people. Using the high base damage on malphites abilities, and capatilising on his auto resets and the brief moment after an ult where you can auto attack a knocked up enemy, this build sets itself apart as a more versatile atomic malphite, that isn't afraid of dueling when his ults down or picking a fight with a tank or bruiser mano e mano with your innate tankiness and massive lifesteal. Try to make sure you're ulting from out of vision, and you'll be relying on your lifesteal to survive the aftermath as you lay the final slap on your foes. You sell the hunter's machete last. practical jungle malphite: {{item:1402}} {{item:3020}} {{item:3041}} {{item:3916}} -> {{item:3907}} {{item:3089}} {{item:3165}} {{item:2139}} {{item:2057}} taking domination predator-suddenimpact-eyeballcollection-ultimatehunter and precision presenceofmind-coupde'grace atkspeed-adaptive-armour flash smite max r-q-e-w the more practical way to play atomic malphite, the aim is to stay atomic by snowballing and staying ahead of enemy magic resist, much more macro, but you'll get alot more deletions this way and is a better way to play if you're taking this into ranked.
Nightjar (OCE)
: if you're really good, i don't think that's true, also you are equally likely to obtain a braindead support as your opponent, sometimes both teams at the same time, which means the support leo who can salvage the matchup, be it, through thornmail+sunfire+iceborn builds or synergising with the jungler or roaming, or even just playing safe and spam pinging the adc to play safe will win slightly more games on average. Also alot of the time, players approaching the middling elos like silver and gold, can stagnate because they don't realise how much small detail and potential they are missing. A Silver Adc and a Diamond Support will usually beat 2 Gold players during laning phase in botlane. As the game goes on, the Silver adc will start to make mistakes, get caught out and fall off, but the point still stands that the better player stood out and is more likely to win in an evenish game, regardless of whether they're playing a tank, a mage, or even a shield/heal support.
you will still lose games, sometimes go on unbelievable losing streaks sometimes, even smurfs can lose games in a row, but over the large course of games, it all evens out.
: i feel ike it doesnt work for the leo example cuz if ur adc doesnt know how to follow up cuz he is new or something u will still lose
if you're really good, i don't think that's true, also you are equally likely to obtain a braindead support as your opponent, sometimes both teams at the same time, which means the support leo who can salvage the matchup, be it, through thornmail+sunfire+iceborn builds or synergising with the jungler or roaming, or even just playing safe and spam pinging the adc to play safe will win slightly more games on average. Also alot of the time, players approaching the middling elos like silver and gold, can stagnate because they don't realise how much small detail and potential they are missing. A Silver Adc and a Diamond Support will usually beat 2 Gold players during laning phase in botlane. As the game goes on, the Silver adc will start to make mistakes, get caught out and fall off, but the point still stands that the better player stood out and is more likely to win in an evenish game, regardless of whether they're playing a tank, a mage, or even a shield/heal support.
: > [{quoted}](name=Broken Scripts,realm=OCE,application-id=Ntey9fRZ,discussion-id=YFQyfF10,comment-id=,timestamp=2019-02-09T02:41:16.093+0000) > Where are the Urgot nerfs? Urgot is destroying toplane with almost zero counters. What do you mean almost 0 counters - Ranged Top laners - Nasus - Illaoi - Jax - Lee Sin (If you're decent at him) - The list goes on, Yes Urgot needs nerfs, but he's not "destroying top lane" i would only rank him as A tier tbh
yeah nah I am not going to play Nasus into Urgot, f*ck that, maybe Yorrick, Darius, Kled, Vladimir sure, but Nasus? btw besides Vayne and Gnar with their %damage, mobility and dueling potental, Urgot tends to win against ranged toplaners. Urgot's statistically worst matchup atm is actually Yasou and Olaf. Yasou because Yasou does alot of damage and can be super sticky but also hard to stick to (seems to be the trend of Urgot's bad matchups, sticky mobile champions) and that Yasou can windwall Urgot's poke or ult, and Olaf because Olaf is sticky as hell and doesn't really mind getting into a stand and fight duel with urgot, and post6, Urgot can't really do much about the angry viking.
Kakoda (OCE)
: RIOT DATABASE LEAK SECURITY BREACH!!! BE WARNED!!!
i mean, sure maybe you could get my email address from my league name, but how are they supposed to have my passwords? that makes no sense, riot doesn't even know those. also if you aren't using a 'limited balance' transfers account for your online purchases, you're certainly taking a risk. all in all this post doesn't seem to make much sense. still kinda strange, that even for someone with low security, to simply run into another player who'd bother searching and posting those things.
: PSA: If you are incapable of hitting 85 CS in 10 minutes, you are not ready for ranked.
I think 60cs at 10min is a bit fairer. Sure it's not great, and ideally you'll want like 90cs at 10min, but every game is different. In alot of cases in botlane if I'm playing aggressively against even slightly less competent players with a good partner to back me up, if the enemy jungler does provide some serious pressure, I can generally zone the enemy adc hard. This can be even worse in somewhere like midlane, where a fed LB can blink in, half health you, and blink out with barely any window to react, or toplane, where if your jungler inted them an early redbuff and gave the enemy jungle and toplane a small lead, they can very likely poke you down and dive you from more than half hp, if your jungler doesn't match that pressure. Csing is a basic skill, but assuming that every game the teams will be perfectly matched is a bad assumption. A team of 1 diamond and 4 silvers vs 5 gold players is quite possible, the Gold player who inted into the Diamond player isn't necessarily bad, but the game does hinge on how well he can hold ground against that diamond player. Every game is different, and also lategame in low elo games, it can be hard to pick up farm, especially as an adc. You'll have players bouncing or not bouncing waves at bad times, players at full build still eating waves in midlane forcing the adc with their newest most expensive crit builds this patch to try to pick up side waves and push risky depths putting them at risk of being abused by an assassin. There are so many things to consider.
: Everyone wants this, but why would Riot do it? It does the opposite of what they want and takes away potential money for them. Even if you say, well atleast let us refund things bought with Essence. Again, the reason champions cost what they do in terms of Essence, is to make it "rewarding to unlock" but also, if you get sick and tired of grinding, here comes $5 so you can finally unlock Zed.
here's an idea, what about 1 every 100 account levels, instead of 3 per account lifetime. So for most people, that'd be 2-3, for some hardcore players, that'd be like 5, and for some super maniacs, I think they truly deserve their 15 refunds, because they've honestly been playing more than anybody else. https://lolnames.gg/en/highscores/
: Is it normal to be placed a lot lower than where you were placed last season?
not really, but possible. My main (this account was Gold 5 last season) started provisionals in Iron 3, and finished Silver 2 (went 7-3). My alt (was gold 4 last season), started provisionals at Iron 4, and finished Iron 1 (went 6-4).
: when to buy a ward
I don't know what elo you are, but this a bad guide. You buy a control ward whenever you can spare 75g after an item powerspike and can make use of the control ward. If you are losing lane but your jungler will be pressuring your mapside by the time you reach lane in their rotation, and you can use this to hold a freeze, you won't need a control ward, since you won't be pushing up. You buy a control ward when you are winning lane and can afford to defend a control ward in exchange for the map vision and pressure it gives you, i.e. a midlaner getting control wards in river bush or the bush on topside of red in order to control the middle paths of the map, or as a jungler who needs information on enemy jungler rotations for an objective play or dive you might ward a bush near a camp or for a longer term investment, the bush opposite the redbuff gives alot of information and is rarely checked. As a support in a winning botlane with jungle pressure, who wants to amp up their ward efficiency and expand their warding range to protect from long range roams from mid or tps and wants to make it easier for their jungler to threaten a gank through denial of vision. If you can defend them properly through good recall timing, the opposing river or tribush in botlane is a great investment that will surely give your opposing botlane anxiety. there are just a few examples. It's not really about how much gold you have or gold efficiency, it's more how much opportunity and safety the control ward gives you for the low low price of 75g. Also as a jungler, the 75g control ward can work as an excellent substitute for a red trinket if you're like me and forget to upgrade or accidentally waste the cd sweeping a lane bush, and now have to take an objective like dragon or baron.
: lEt'S cAmP yAsUo
we camp Yasou because on average a Yasou player is more likely to be tryhard and get toxic if we do it enough. Eventually either the Yasou or one of his teammates will afk because he is toxic, and arrogant, unlike other champions in this situation, he will still be pushing up and not playing safe, making it easy to just keep camping him.
Gehirn (OCE)
: You're playing on a smurf. You're getting matched with other smurfs. Until your MMR and the MMR of other smurfs adjusts, as DarkShade said this is a good learning opportunity as you're coming up against a wide range players with various skill levels that you wouldn't normally get the opportunity to face on a level 30 account where your MMR is more likely to be where it is supposed to be at and matches you with players more around your level.
'matches with the same skill level' I call bs on that. Even on a lvl100+ account, OCE is such a small region that if you decide to play at like 1am and put up with a 20min queue time, you can eventually end up in a game with challenger players as a Silver/Gold. And here's a quick rundown of how that game will play out, one team has 3 challenger players, a diamond and a gold player, one team has 2 challenger, 1 diamond, 1 plat and a silver player. The winning team will be the one with 3 challenger players, and anyone who wasn't at least diamond will be near useless and have 0 game impact. The Gold and Silver players would be benefiting their team more if they simply afk'd, and we learnt nothing except that we are bad and don't understand pathing/rotations. It wasn't a fun night for either of us.
jadelink (OCE)
: League still has a good decade or more of life left in it (unless bad management screws it over). Battle royals will never appeal to a game audience that prefers strategy games. I would suspect in a decade its audience will be older (many having played for 10-20 years). MOBAs are also very time investment heavy to get into, meaning the current audience is fairly dedicated, unlike an FPS, where its very easy to pick up a new game once you have the core skills. MOBAs that have features better designed to avoid raging and encourage teamwork (like absence of kill/assist distinctions) are likely to take more of the market as time goes on, especially of new players entering the field. Usually, when players say a game is dying, they simply mean their friends are now playing something else, even if the games numbers have doubled. League is a mature game, it wont grow much, but is likely to have decent queue times and playerbase in a decade, even if its half the size it is now (which seems likely).
you get that the sheer population is actually shrinking right? people constantly make new accounts and smurfs, so the gross number of 'players' seems higher, but the net population isn't what it used to be.
lycheelol (OCE)
: Will LOL die in the next 10-15 years?
league is already slightly beyond it's peak, and so in short yes. League will probably be dead in 10 years, or a relic of the past with a small nostalgic community, like TF2. Despite visual and gameplay overhauls, as games and gaming culture evolve and move forward, league will slowly become a dated game. We're getting less new players into the community, more players are leaving, Riot is beginning to pump out new skins at a massively accelerated rate to try to earn money whilst it's still very profitable, we're also seeing league comics as a way for the League of Legends universe to try to branch out and immortalize itself. The boards are dying, the league reddits, whilst still massively populated, are slowing down compared to a few years ago at their peak. We're seeing less new league content creators and streamers, with their communities shrinking. However, whilst league is dying, if I had to put it in the terms of a human, League would be in it's 40s. The peak has passed and the decline has begun to set in, but League of Legends isn't isn't quite yet out of tricks, and it may yet surprise us for a while longer. Whilst some of our friendlists have become more sparse with frequent players, and we begin sorting friends who've been afk for months into cemetery folders, there are still many friends, both old and new, who are still raring to go for the climb each new season.
: to be fair to him though. looking at that stats page everyone had worse than he did and i still see neeko got an S-.
stats are also somewhat based on champion performance averages in the roles. Now I can't really work out who goes where without the replay because this game is messed up, and tbh I feel the Riot engine might be having the same problem, but Brand probably got assigned mid or support, and Neeko looks like she was assigned as the support role, which means CS doesn't matter as much for them. This is yet another highlight as to why a grade based ranked system would be an absolute disaster, because it's clear Vlad did play better.
AlexHD (EUNE)
: Ranked system is goddamn awful
over a large enough amount of games, ranked puts you were you belong. Some games you'll have a team with perfect synergy, some games you'll have 4 monkeys one of which will be lobotomized, some games will be decided by which team has a smurf, some games you'll fuck up earlygame and try your best to still be useful, some games you will legit solo carry and some games will be a coin toss on which team throws harder in the lategame. Ranked is a plethora of experiences, and through all these many experiences, the game gauges how consistently and effectively you can push your team to victory, through means of a raw %winrate. You might think that it's unfair you're in bronze or iron, but a player who is managed to reach and earn Gold would be able to enter that hellhole of tilt, and within a hundred games be moving through high silver. They might not even be playing a carry champion, they could just be a rammus who is so fed he refuses to take damage and barrels through the enemy team, or a Leona who knows how to position and crushes botlane so bad the enemy team always ffs, or a Janna who harasses and shields so effectively she can solo zone out botlane and make it impervious to ganks and make it seem like that Iron adc is a higher elo smurf. Now true, a Gold player, even in Iron, might not be able to win 100%, but they'd be able to push the team to victory and win consistently enough to make a fairly rapid climb.
AgiDeath (OCE)
: Stealth Champs and their kit
i mean eve has the choice of whether to reveal her presence in exchange for cc and and damage, Khazix only has short bursts of stealth, Talon has those daggers shoot out, and you can kinda guess where he might be based on his movespeed and the start point. Twitch doesn't have alot of bursty and kinda relies on coming out of stealth at both the right time and positioning. Also rengo has plenty of damage to make up for his presence being indicated. If you compare base damage, ratios and the auto resets, Rengar is one of the scariest assassins.
Nightjar (OCE)
: haha same on both my alt and now my main. Gold 4 about 80lp in both flex queue and soloq, with my alt being gold 4 0lp after being bumped up from gold 5. My alt has placed Iron 2 after losing only my 7 and 8th ranked games, 8/10 wins in games full of previously gold ranked players. So obviously I should be placed in Iron 2. My main hasn't quite completed my placements, but unless I go on a massive winstreak, I'm probably only going to start a few ranks above Iron 3. Riot has uncovered that I'm secretly an Iron tier player that just so happens to be very good at carrying in Gold games. The geniuses.
on the plus side, since I'm going to be Iron, it's definitely going to be fair when I play renekton top and have plenty of fun with 'similar' skill level players who totally won't feed me plenty of kills and then be hopelessly overwhelmed. Nah it's going to very even and fair, because I'll be an Iron player y'know? Not like last season I completely demolished people in Bronze who couldn't deal with a snowballing Crocodile, because this season Riot has finally worked out my true elo.
highcal47 (OCE)
: dude i won 6 and lost 4 = iron 4 join the club
haha same on both my alt and now my main. Gold 4 about 80lp in both flex queue and soloq, with my alt being gold 4 0lp after being bumped up from gold 5. My alt has placed Iron 2 after losing only my 7 and 8th ranked games, 8/10 wins in games full of previously gold ranked players. So obviously I should be placed in Iron 2. My main hasn't quite completed my placements, but unless I go on a massive winstreak, I'm probably only going to start a few ranks above Iron 3. Riot has uncovered that I'm secretly an Iron tier player that just so happens to be very good at carrying in Gold games. The geniuses.
Nightjar (OCE)
: yeah, I was gold, but it looks like I'll be placing mid iron on my main this season. At least I'll have a fun climb pubstomping the iron players matchmaking pairs me with, I'll probably be going full ad renekton top and 1v5ing again, because matchmaking is fair and balanced and perfect. People who complain about being placed low, don't really get that, regardless of where you get placed, it still takes about the same amount of time to reach a comfortable rank, since we no longer have to suffer mmr clamping.
also ranked reset is a good chance for iron players to learn how to play against higher elo players like golds and plats and sometimes diamonds, since only playing against iron players isn't a good learning experience. I have a diamond friend who fucked up his placements and got Iron 1, he's a little salty but at least he's going to help the community.
OCEshots (OCE)
: You shouldn't expect your first provisional to be S4 if you were S4 yesterday. its a rank reset like they keep warning us every year
yeah, I was gold, but it looks like I'll be placing mid iron on my main this season. At least I'll have a fun climb pubstomping the iron players matchmaking pairs me with, I'll probably be going full ad renekton top and 1v5ing again, because matchmaking is fair and balanced and perfect. People who complain about being placed low, don't really get that, regardless of where you get placed, it still takes about the same amount of time to reach a comfortable rank, since we no longer have to suffer mmr clamping.
ThatsBS (OCE)
: Your cs, your wards and ward placment, your assistace in objectives such as drag, baron and towers and inhibs... plus alot more... not just your kda...
realistically though, the largest factors there was 83cs in 24min game is around 3.5cs per minute, only about 45% kill participation, and only like 400 gold per minute. The big 5 points to focus on in Hextech box score whoring are: - Kills/Assists (depends on your role, assists have different value, except for support, where they pretty much have 1:1 point value with a kill) - Cs per minute (ties into gold per minute, but is also a factor, low value for supports, medium value for mids but high value for adc/jg/top) - Gold per minute (also percentage of team gold is a factor, so steal as much as possible) - Kill participation (riot basically divides your kills participation by total team kills and gives you a value) - reducing the number of deaths to increase the KDA (each KDA is assigned a value) these 5 factors are worth the most points, and are really the only ones worth focusing on if you're trying to point farm. Also counter intuitively, damage is worth minimal points, and so it's possible to get an S with less than 10k total damage in a 40min game, as any champ. Riot then tabulates these values (and a few others like vision, objective damage, towers taken) and compares your total value to a bellcurve of performance of other players, and assigns you a grade depending on your z-score. If you want more information, join a hextech farming discord, they've basically refined the art of grade farming.
fum422 (OCE)
: i have cancer
play safe, start doran's shield, learn to manage a minion wave and control a freeze, get better at csing, rush a righteous glory, if you aren't making good use of tp, consider going flash-ghost.
: new player from Dota 2... dissapointed
part of it's depth is in the simplicity, much like the chinese puzzle game GO. There is also the fact that league is a fundementally different, more casual and typically a faster game than DOTA2. In League lvl12-14 around 22min is about where a high rank game is going to end. Creeps being easy to kill, opens up the possibly of eating a minion wave with a few spells and roaming, in exchange for mana and not pressuring your opponent when they cs, in League you get much more opportunity to try to impact another lane if you time when you crash your minion wave well. Whilst last hitting is much easier and there are less denial mechanics, it does encourage developing the ability to control a minion wave to become an essential skill at lower skill levels. In DOTA 2, let's be honest, even 500+ hour players won't be comfortable with denial, staggering and timing the build up of a minion wave to push, they may not even be aware of it's effectiveness. Whereas in League, because of the much simpler csing mechanics, a good player can pick up and begin to learn about the basics of a minion wave easily within 300 hours. In league since it's harder to 'deny' a player, it's also harder to completely shut out an opponent from the game which is a bit fairer considering how much weaker league towers are, how easy it is to snowball and turn an individual advantage into a teamwide lead, and how much quicker you can close out a game of league of legends. League isn't actually that bursty, depending on your characters, even compared to DOTA, but again, it's a faster game pace, and you'll often find that your tanky character might not be on even footing to that assassin. I'd be willing to bet that you underestimated how much of a powerspike that Zed had on your darius. In DOTA gold gives you more options and build customization, which allows more flexibility and more diverse lategame options, but in League, alot of what we spend our gold on is alot of raw stats, and so any advantage gained in lane shows more visibly, especially at 1-2 item powerspikes. Also since we choose to buy into stats more than actives and extra abilities, alot of our heroes/champions at early levels have very similar balances of tankiness to damage, which means falling behind can make it feel like you're insufficient at either. If you came into LoL expecting a DOTA2 clone, you'd only be half right. League is faster, more casual, and easier to learn than DOTA, but there isn't a lack of strategic depth. Because the entry floor and basics are simpler, optimization and understanding of the game becomes more important at lower ranks, even in the average rank, knowing how to move around the map, take camps, cs, objective rotations, watching professional players and understanding item choices begins to start showing up and becoming important at lower skill levels. Also if League ticks you off so much, try Heroes of the Storm. Imagine the difference of moving from DOTA to League, and then triple that dumb down feeling.
: It's a known issue that should be fixed next patch cycle. Basically anyone who had an artificially increased (Div 5 to 4) rank as their highest are having display issues with those highest ranks, and it's showing whatever other rank you have instead. They would have had to take down ranked mode to fix it so given it was only a cosmetic bug they made the decision to wait.
i mean, next patch cycle (in 4 days I think), we'll be in Season 9, and with the live ranked border update we won't have ranked borders from the last season anyway. So technically it'll never get fixed, they'll just brush over it.
GamexOver (OCE)
: > [{quoted}](name=Nightjar,realm=OCE,application-id=ATM3HYki,discussion-id=HHL68ceN,comment-id=00010000,timestamp=2019-01-20T11:58:09.104+0000) > > thanks captain obvious, it's not like there is a big text on the screen telling you, that you aren't logged in if you do that. > > No there is really a bug with some people's watch reward quests that causes them not to complete. I got it... It is region locked.... I played OCE ones on mute in the back ground while I played another game altogether. I got it done fast.
i watched an OPL vod, and it didn't work for me. {{sticker:zombie-nunu-tears}}
: Were you logged in when you watched them, it won't credit it to you unless you were logged in with the account that you want the quest to complete on
thanks captain obvious, it's not like there is a big text on the screen telling you, that you aren't logged in if you do that. No there is really a bug with some people's watch reward quests that causes them not to complete.
: Watched 2 live games and still no reward ??
VoDs don't work either. It's great.
GamexOver (OCE)
: Quest wont complete!
doesn't matter if you watch OPL or not, no matter which series you watch or which VoDs you go over, some people's Watch Missions have bugged out, and will not complete. On the plus side, the watch reward emotes this time are a bit unexciting.
: Learn More: OPL Split 1 Watch Missions
considering that this feature sometimes bugs out and doesn't acknowledge a game set you've sat there and watched for hours, despite being logged in, I'm kinda glad the watch rewards this time aren't too amazing.
: I mean, that was kinda a joke. Yea, thats the same reason why I don't like Yasuo. I like Variety, and Yasuo/Lee etc remove variety from the game. You'll notice that I don't complain about champs like Urgot much, even though they are overturned, I really don't care because I see one maybe once a week, so the way I see it, they don't really affect the game as a whole much. However, I deal with Yasuo on a face to face basis multiple times a day, every day. So every little thing he does that steps even a nanometer out of line, pisses me the fuck off, because I have to deal with that in my face every single day. Its like that saying how you start to hate even your best friend if you cant get away from them _(people on treks in Antarctica or shipwrecks etc)_. Yasuo was once my main, now I despise him. Lux's Q moves at the same speed as Zoe's Q, _(is Zoe's Q not poke?)_ Also she only has to position around half of the minion wave, as her Q goes through the first thing it hits. _(Zoe's Q doesn't go through anything.)_ Her Q is faster than Twisted Fate's Q, i don't think there's many people who wouldn't classify that ability as good poke. But like I said, she doesn't even need to hit, it just needs to keep you dodging and scared, waste your time, and keep you away from CSing easily. Sometimes knowing it **_can_** hit, and knowing she can use it anytime, is more scary than it actually being thrown at you. Look at Karthus, he doesn't need to hit you with his Q, he just needs to keep you running in circles unable to stand still long enough to do anything. > any other reasonably ranged mage is going to abuse her so hard She outranges almost every mage in the game. So unless she's a cabbage, she's got a pretty good chance of not being bullied too hard. Both of her abilities are longer than everything Syndra has. Certainly longer than Azir's _(and unlike the Shuriman shuffler, she doesn't have to stand still for most of the time when using it)_, her range is comfortably longer than Karthus' Q. She outranges Brand/Taliyah/Neeko/Karma/Veigar/Viktor/Cassiopia/Orianna etc. So i'm not exactly sure who these 'reasonably ranged' mages are? Including the hitbox, Zilean's Q range is still shorter than both of Lux's spells. So i'm not quite sure how she's getting out-poked by him either? Admittedly if I have ever had a Lux/Zilean matchup in mid lane, it was so long ago I cant remember it, but it doesn't sound like a common problem. ZIlean is a pain, always has been, probably always will be. But he suffers the opposite affliction to Yasuo. Turns out being a wind samurai is just a bit cooler than being a crusty old man with 5 voice over lines _(bad voice over lines at that)_. To map it out, both Lux and Zilean have 550 AA range. Lux's Q has a range of 1100 (including the hitbox, her E is longer still), which means if they are both attacking the melee minions from max range, she can still potentially hit him with both spells, but he cant hit her with anything without moving forward. It doesn't matter how slow or fast either of them are, it is **impossible** for his spells to hit from that range, but not impossible for hers. So as long as she maintains the range (which is where the skill comes in), he can never touch her, but she can touch him, even if she has to throw out 100 spells to do it. But even if Zilean does out-poke Lux somehow, thats not really a big thing. A champ tons of people play, gets poked by a champ no one plays, (and even fewer people play well). Hardly an issue for her. Maybe it'll affect mid lane Lux in 1 out of 300 games? Thats being generous, I cant even remember the last time I saw a Zilean in mid. Support Lux maybe is affected slightly more, but then the dynamic is so different in bot lane, that you cant know who has the upper hand without knowing what ADC's they are paired with.
i mean, Zilean bombs, if you include their generous latch range have around the same range as lux's spells, gotta remember that it's 900 range+100latch range and 300 explosion radius, and upto approx 125 latch range if you juggle the latch with the targeting bug, and if you're using the triplecast dbl bomb combo on a minion and if you use the edge of the explosion to clip an enemy, Zilean's maximum effective range is between 1300-1325 range, over the top of a minion wave, with a very short cast time. This sounds very complicated, but since Q is Zilean's only damage spell, Zilean mains get pretty good at this gimmick within a few hundred games of practice. For the most part, this becomes a braindead habit, which is rarely punishing since it also hard shoves the wave and can zone the enemy away from your backline cs. Admittedly it can expend a bit of mana if the Zilean start's carelessly using this combo all the time, but Zilean's tend to opt for items like Ludens/RoA/Seraphs naturally anyway. Lux q has 1175 range and her e zone has an an absolute maximum 1310 range. So I'm not sure what you mean by Zilean having to move up or being outranged? The range difference is basically nothing, and since Zilean can already have increased movespeed from e, and cast whilst moving if he cancels the wind down from his q cast with a move command, it's much harder for the Lux to anticipate and reposition, dodge and capitalize on this very brief window when both champions are mutually in range. Also Zilean has dumb auto attack animation, since the windup for his projectile is very short and all his other spells can be used during the wind down, so it's often not safe to assume you can harass him when he's last hitting a melee creep. Since he may very well be eyeing one of your backline casters, to get his damage off on you, whilst eating the caster creeps and still not missing the melee last hit. Also TF q is nice poke if it lands, but otherwise it's good waveclear, he can use it for both simultaneously, so the acceptable projectile speed and damage is lower. It's a good bonus side effect, if it didn't damage minions or was blocked by minions or only did a small AoE splash damage on impact, it'd be alot worse of an ability. Zoe can be creative on how she wields her q, if she isn't trying to get a massive windup, it can be pretty difficult to dodge. The massive windup is really only when you have other cc on your target such as sleep or Nautilus. Not to mention the psuedo blink adds alot to the surprise factor of Zoe. I personally consider her more of an artillery assassin than a true poke mage. Viktor laser range is 1125, but again, it can be used for both waveclear and poke, at the same time and has a faster travel time, since whilst 1350 speed sounds slower, it's 1350 travelling down 500 units, rather than 1200 travelling down 1175, and once upgraded the repeat damage is a good zoning tool. And I guess I'll correct myself, Lux is pretty long range, but she's sort of a member of the 'annoying range' club than a true poke mage, especially since her spell travel times, mean that opponents will often move back, and make her range sometimes feel shorter (against a 600+ movespeed Zilean, you will definitely feel your spell's travel times being sluggish).
: I wouldn't say her CC sucks, but its certainly not as game-changing as a morg Q or a Zoe E, that's for sure. Her Q may or may not _technically_ be poke, but it doesn't cost her much to throw it out _(considering it doesn't leave her completely defenceless)_ and the payoff if you do hit it, is massive. So Lux tends to throw it out a lot more than other mages would with their CC. So regardless of wether its poke or not, it's still something you have to be dodging relatively often. Ahri isn't a poke mage, she technically qualifies as an assassin, but that Q is still flying back and forth like no ones business. Yea its not a Zigg's or Xerath poke, but it's still annoying as hell to have to keep dodging. The 1k argument definitely holds. Lux's Q has a longer range than Vel'koz's Q, and her E has a smaller range by 50, but because the range is until the centre of the AoE, not the tip, her E ends up having the longer range by 105. Lux is classed as an 'Artillery champion' under Riot's released sub-class regime Which's direct description is: > Artillery Mages are the masters of range, and they leverage that advantage to whittle down their opponents over time from great distances. the artillery champions are: {{champion:126}} (hybrid skirmisher) {{champion:99}} (hybrid burst) {{champion:110}} (hybrid marksman) {{champion:161}} {{champion:101}} {{champion:115}} {{champion:142}} Even Azir, and Syndra don't make that list. So she is a poke mage, I don't really think thats up for debate. We can disagree with it if we want, _(and I gotta say, labelling all the champs like that seems a little fruitless, considering the vast variety of niches)_ but thats what Riot has classified her as. > I hate people complaining about easy vs hard to play champions. Im not complaining about easy vs hard. I'm pointing out that champions who put little effort in _(doesn't necessarily mean they are easy champs)_, and require a lot of effort to VS, leads to frustration. Garen is a relatively easy champ who requires little effort. Azir is a relatively difficult champ who requires a lot of effort. Zoe is a relatively easy champ to play, but she has to put a lot of effort in to land her abilities. Katarina is a relatively difficult champion to play, who doesn't put much effort in to land her abilities. **Input > output**, doesn't necessarily mean "Hard to play", and **Input < output**, doesn't necessarily "Easy to play". > You decide what champions you play. Some people like easy to play champions so they can focus on playing around their opponent's champions, other people like to put it all on the line and believe they are mechanically superior. League caters to a wider audience, you aren't better simply because your champion is hard to play. I totally agree with this. We all pick the champions that suit us. For example Aurelion Sol is easier for me to play than Master Yi. Despite Yi being the training wheels champ, he just jarrs with my style of playing. I click with Sol, I don't click with Yi. So despite his drawbacks, I genuinely find Sol easier to play, (hella frustrating at times) but still easier. That doesn't mean I'm better than Yi players. My champion is simply different to theirs, and my brain is simply wired differently to theirs. In a fight between Sol and Yi, Yi will almost certainly win, but that doesn't make Yi players better than me either. Eventually players try out all champions, and we stick with the ones that click. Thats all that matters. _(but that doesn't mean we cant still hate on Yasuo players)_
I don't actually hate Yasou players, it's just a little unexciting when every 2nd game you'll see a Yasou in it. On the yearly review he is very likely the most common 'most killed and most killed by' champion for most people. Also Lux's q isn't as long range as it seems because it moves slowly. Again, it's not reliable poke because it moves slowly and needs to be positioned to avoid the minion wave. Also in practice, she's not really a poke mage, because any other reasonably ranged mage is going to abuse her so hard. Zilean isn't classified as a poke mage, but Lux will get poked way harder in this matchup.
: I seem to have hit a nerve here regarding Lux. Sorry about that. But I disagree with some of what you say, she can definitely poke/harass effectively. > 1 long range spell does not qualify a poke mage I mean, she doesn't have a single ability under 1000 range, that's hardly "1 long range spell". Secondly, you're ignoring her free Lich bane passive, which gives her a hell of a lot of harass and followup on her poke _(not to mention the actual lich bane that she also buys)_. And her AA range is second only to Annie and Anivia in mid lane. _(neither of whom actually use autos to fight or harass)_. > and isn't nearly as easy to land as you make it out to be I have never had issues landing it, and I'm on a permanent 220+ ping in Japan, so if I don't have a problem using it, its definitely not hard. Try landing all your stars in a fight without missing any, as Sol against champs with today's level of movement speed and mobility, then tell me how hard Lux's shit is. Lux's E is exactly the same speed as Zoe's Q. Yet Lux's is a very decent sized AoE, and goes through minions. Zoe's also has 80% damage reduction on enemies beyond the first _(in the tiny area that it hits)_. I don't see the same penalty on Lux's? So if Lux's is so easy to avoid, why do so many people seem to have such issues with Zoe? But it doesnt even matter if her abilities hit or not, it's not relevant to what im saying. Unless she's a complete cabbage and is throwing them behind her or into the river, you still have to dodge it. Which is draining, and takes up lots of time. > Lux needs to be very aware of her own positioning and her opponents positioning to land her poke You've just described 90% of mages. How is this somehow _special_ counterplay for Lux? _"Being out of position is bad for your health. and It's easier for you to hit people when they are out of position."_ That sounds like pretty standard gameplay for all champions. Lux doesn't have an escape, many mages don't. But her ult is the only ability she has that doesn't have a defensive capability. Most immobile mages can DEFINITELY not say the same. So its not like she's constantly at the mercy of the world around her. Yea if she blows all her spells and misses, she's probably gunna die, and deserves to, just like any other mage does. However because of the order of her kit, she never **_needs_** to throw out all her spells, unless she **_knows_** they won't miss. If she misses Q, she's still got a hefty shield and slow to get her out of scrapes, and obviously if she misses Q, she's not just going to willy-nilly chuck out E. But if she does hit Q, she just dumps everything on the victim for a kill. _(I.e. punishing to VS, less punishing to play.)_ If she misses E, it's not like she's forced to use her other abilities, she's still got a multi-target 2 second snare, and a shield as a crutch. So she can always throw out relatively aggressive spells, without compromising her whole defence. Yea she has tradeoffs like bad wave clear, _(still better than Zoe though, who everyone keeps telling me is an awful champion)_. But wave clear isn't really an issue in lane, which is where she is the most annoying to vs. Her last hitting is easy, especially if she uses her E to poke, because it gives her a lich bane on half the minions in the wave, as a side bonus after damaging and getting a lich bane on you. But ill say again, I still don't think Lux is a problem champ, she's just more frustrating than some. Yea I play Azir, and yea id rather not vs Lux when I do. But it doesnt mean Im completely ignorant about her (hell, I play her often enough). But it gets real old real fast, when you're playing someone who requires as much concentration as he does, and are VSing someone who literally is just chucking AoE/multi-target crap at you 24/7 _(from a relatively safe distance)_ just to upgrade forms faster. I still beat Lux as Azir on a relatively regular basis. But do I enjoy trying? No. _________________________ But despite all this, this post isn't even about Lux, she was just the example. Change it to whoever you want, if you must. The point was that some champions require less skill to play than they do to vs, and this is the element that causes frustration, not actually how strong or weak a champion is.
tbh I don't even like Lux, can't really play her well but I can play against her fairly easily. As much as I've been pointing out her weaknesses, she's one of my least favourite examples of kit recovery since her base damages are too high and whilst her cc sucks, if paired with any other cc, it becomes oppressive, and lategame Lux is always useful regardless of the competence of the player. Even then, there are plenty of mages who are less interactive to face, Zilean, Orianna, Syndra, Veigar, Ziggs, ect... Also with higher skillcap champions, you trade off ease to play, with flexibility, the ability to outplay, make big turn arounds through sheer mechanics and generally slightly higher innate 'kit power', as a trade off for this difficulty. Also to your 1k range arguement, firstly, her w isn't poke, so the range doesn't matter. Ults generally don't matter in early laning, and because of it's charge time, is only a finisher to be paired with her q or other hard lockdown cc, so again not poke. Her q moves slowly, and so is about as valid as poke as a Morgana q (which btw has a similar range, and isn't poke). Her auto attack range is 550, which is pretty good but not that unheard of for a mage, most mages have 550 auto range, and if you're walking up to let lux get her passive procs on you, you deserve to lose lane. It's an annoying zoning tool, but again that's why most midlaners either have ranged spells or mobility and alot of burst. I hate people complaining about easy vs hard to play champions. You decide what champions you play. Some people like easy to play champions so they can focus on playing around their opponent's champions, other people like to put it all on the line and believe they are mechanically superior. League caters to a wider audience, you aren't better simply because your champion is hard to play.
00shots00 (OCE)
: OK! Is riot going to update their MMR system properly or am dreaming again?
it's preseason, ranks is always screwed up in preseason. Last season I had diamond players and bronze players in a promo game from silver 4->3. This season, I've had Plat and Iron 4 players in the same ranked games as I screw around in low gold. Preseason ranked is always a mess.
: I agree, she has lots of other tradeoffs like you mentioned when it comes to winning the game in general. But most of these tradeoffs aren't felt when you're actually fighting her. Im not saying she is OP, or at all unhealthy in terms of winning/losing a game. I'm not saying she's impossible to fight, far from it, i'm just saying, it doesn't take much effort for her to throw shit at you, but it takes a lot of effort to dodge that stuff, and it is really punishing when you don't manage to dodge it. That kind of gameplay isn't fun. Id say that Kog'maw is far unhealthier for the game than Lux, but the effort input needed to play Kog'Maw is relatively the same as the effort input needed to fight Kog'maw, so he doesn't feel frustrating and groan-worthy to fight. Unless you're someone like Zed who can magically hop over all her stuff while simultaneously taking her out, Lux is draining to fight. Also she's hardly mid-range, Viktor is mid range, Malzahar is mid range, Karthus is mid range, Azir is mid verging on long range, and Lux outclasses even his range. Lux is in the weight with Xerath and Vel'Koz. She doesn't have a single ability under 1000 range, and all of them are muti-target/AoE.
no you don't get it, every champion has weaknesses, and sometimes it's not obvious in their kits. Lux suffers from short range in the lategame, and her poke isn't nearly enough to put her in the poke mage category since she has 1 spell for poke, which also serves as her primary source of waveclear (which is a very distinct weakness Lux has), and isn't nearly as easy to land as you make it out to be. Nor does it combo into the potential for alot of damage like true poke mages, since at maximum range it's hard for lux to follow up on the poke landing. Her ranges seem high, but her projectiles aren't especially fast, and she needs to position aside from the minion wave to land her abilities, since it is very hard for Lux to weave a q through a minion wave. Lux needs to be very aware of her own positioning and her opponents positioning to land her poke (unless her opponent is a moron who stands immediately within the caster minions and forgets that into mage matchups this is the worst place to position). 1 long range spell does not qualify a poke mage. Sion is not a poke mage, Morgana is not a poke mage. Zilean bombs have the same range as Lux e, alot more damage, and he has 2 of them, but he's not a poke mage (although his poke is absolutely more oppressive, he's still a midrange utility mage).
Nightjar (OCE)
: Lux has exploitable weaknesses, understand them and she's easy to play against, and it becomes far more mentally draining for the lux player. For instance, my old favourite meme Zilean. On paper Lux wins the 1v1, she seems to have a range advantage, but in reality, Zilean just bombs the wave constantly, shoves Lux in, and never really fights her to begin with. It's now upto the Lux to play risky, move up and try to catch the Zilean out in the very small window where he bombs the wave, and hopes that the jungler isn't going to murder her for overextending, or that zilean isn't going to dodge or she misses. In this matchup Lux has to play proactively, and if she makes a mistake she gets punished. Zilean on the other hand can mentally flatline. Another good matchup is Annie, where it's very necessary for Lux to play around the range of Annie's flash-stun, protobelt-stun, and the importance of using her q bind premptively as soon as it looks like Annie is about to charge her stun and walk up, because it's travel time means, that if Annie moves up and Lux uses her q as a reaction to this aggressive movement, it is already too late, and Lux will get full combo'd before the bind allows her to disengage. Another fun matchup is Karma, who similar to Zilean will just eat the wave, shove it in, and roam. You've also got Yasou, who can windwall everything and weave through minions to close the gap. This matchup is alot more stressful for the Lux player than the Yasou player. You've also got Ap Malphite mid, in high elo KR, this matchup devolves into pre-6, Malphite has to dodge everything, and post-6, if Malphite has ult, Lux has to leave. You've also got Fizz, the more reliable version of Ap Malphite.
basically I feel like you just don't know how to abuse Lux's weaknesses and you main Azir, possibly the worst matchup into Lux. Also Kindred is not hard to play, coordinating with your team and not getting bullied by mean counterjungling menaces like shaco is hard.
: I know how to vs Lux, but what I'm saying is that it takes so much more effort to vs her than it takes to play her, which leads to the frustration behind why players call "OP" rather than understanding what's actually happening. > Give me one mid lane champ that is not reliant on hitting one brainless ability and then collapsing. Aurelion Sol, (yes he has a collapse ability, but that is not what his play style revolves around), Azir, Karthus (mostly), Kassadin, Teemo, Ziggs, _(you can add Swain and Vlad as well depending on your definition)_. Not to mention the plethora of ADC's and fighters that people take mid nowadays. But mid laners are for the most part a glass cannon style, that's how they play. Pick a target, and throw everything at them. Most glass canons in most games rely on lockdown and burst. Its like saying _"Yea, well find me an ADC that doesn't use kiting." _ yea there are a couple, but essentially that's what the class is built around. If that's your complaint, might as well complain about tanks who have survivability spells. > You compared her to Zoe and you were right. Both of them throw out the same type of spell then blow their whole kit on it. Lux on her snare and Zoe on her sleep. But the way they do it is different, regardless of what people think of her, Zoe does need setup, and there is both room for her to screw up her combo, as well as time for you to reposition or use defences. Once you get hit by Lux, that's it, no second chances, and its virtually impossible for her to fuck up. There are so many ways to reduce Zoe's impact, _(the least of which being: Use the one and half seconds to walk behind minions)_ Once Lux hits you with Q, the rest of her kit stops for nothing. Maybe the windwall will do it, but if you had a windwall you wouldn't have been hit by the Q in the first place. And her kit's CD is shorter than Zhonyas. > You compared Lux to Zyra but the two are almost the exact same. No, that's the point, yes they can both achieve the same outcome, but Zyra can't achieve it after throwing out random E's, hoping they hit then dropping her combo on them, like Lux can with her Q, Zyra does need some degree of either setup or prediction. In lane, Zyra's E snares for half the time Lux's Q snares for, and she has twice as many spells to drop on you in that time. Zyra can hit you with her snare, then slap you with other spells, you're right, very few mid laners cant do that, but unlike Lux, Zyra cant maximise her damage by hitting snare first. If you want to maximise Zyra's damage, you have to place two seeds then land Q, THEN land snare, then ult. Otherwise the enemy spends less time immobile and thus less time getting hit by plants. > Who, in this game, actually takes effort to play? Aurelion Sol, Azir, Kindred, Kalista, just off the top of my head. Anyone who requires constant awareness and/or a decent amount of setup. > Zed, Yasuo, Yi, Tryndamere, Riven, Galio, Rengar, and Kha’zix are all champion that fit into your title with more accuracy than Lux. I 100% agree, but like I said in my post, Lux is the easiest to demonstrate it with. She's simple, you can easily analyse her kit without getting too deep. Try to analyse Yasuo without getting lost down the deep rabbit warren that is his fucked up existence. And i'm not going to talk about Yasuo if I can help it, it just drags the same people out of the woodwork and always ends in violence. I have almost nothing against Lux herself. Pretty much the only thing I don't like about her is how she (relatively) is Low risk high reward. I never said she was OP or was a problem for the game, like Nightjar said she has other tradeoffs that nullify her advantage over the game in general. Im just saying it takes effort to vs her, more so than it does to play her, and that style does not promote fun.
Lux has exploitable weaknesses, understand them and she's easy to play against, and it becomes far more mentally draining for the lux player. For instance, my old favourite meme Zilean. On paper Lux wins the 1v1, she seems to have a range advantage, but in reality, Zilean just bombs the wave constantly, shoves Lux in, and never really fights her to begin with. It's now upto the Lux to play risky, move up and try to catch the Zilean out in the very small window where he bombs the wave, and hopes that the jungler isn't going to murder her for overextending, or that zilean isn't going to dodge or she misses. In this matchup Lux has to play proactively, and if she makes a mistake she gets punished. Zilean on the other hand can mentally flatline. Another good matchup is Annie, where it's very necessary for Lux to play around the range of Annie's flash-stun, protobelt-stun, and the importance of using her q bind premptively as soon as it looks like Annie is about to charge her stun and walk up, because it's travel time means, that if Annie moves up and Lux uses her q as a reaction to this aggressive movement, it is already too late, and Lux will get full combo'd before the bind allows her to disengage. Another fun matchup is Karma, who similar to Zilean will just eat the wave, shove it in, and roam. You've also got Yasou, who can windwall everything and weave through minions to close the gap. This matchup is alot more stressful for the Lux player than the Yasou player. You've also got Ap Malphite mid, in high elo KR, this matchup devolves into pre-6, Malphite has to dodge everything, and post-6, if Malphite has ult, Lux has to leave. You've also got Fizz, the more reliable version of Ap Malphite.
Nightjar (OCE)
: Lux is relatively simple, but she also has things to consider. Her q is on a decent cooldown but if she wastes it, she generally doesn't have as many defensive options as other battle mages and she has no mobility similar to a poke mage, which can make her more vulnerable to sticky assassins compared to alot of other mages. Similar to most midrange battle mages, against competent players, poke mages tend to have an advantage in the matchup, and she has no fast CC that makes catching a fleeing enemy difficult. Lux also doesn't have good waveclear and next to no waveclear when forced to use her e as poke, and she cannot hardshove and instantly eat a wave like alot of other mages. Meaning often the way to win mid for some matchups, is just to perma shove mid and roam. She can't just willy nilly use her ult for bonus damage due to the long immobilizing and very obvious charge up, she needs to have landed her snare to make use of it, and lategame most of her damage gets loaded into her passive procs, which forces her to position closer than most mages in a lategame scenario to pump out acceptable damage. Lux is very much a basic champion with a very all around generalistic kit, she isn't an especially strong teamfighting playmaker, she doesn't have mobility, she doesn't have great range, whilst she has a strong combo, it requires her to use all her spells and does not hit many targets. She offers little in support besides a snare, a slow and a tiny shield, so she's mostly there for her high damage. Lux is probably slightly over tuned, as a beginner style champion, as is quite common in league, but she isn't really OP and even though it's often not really mechanics, she has alot of things to consider when being played properly.
it's also important to consider Lux in context and comparison to other champions in her role, to her own ilk, as a midlane Mage or mage support.
: Little effort to play, lots of effort to VS.
Lux is relatively simple, but she also has things to consider. Her q is on a decent cooldown but if she wastes it, she generally doesn't have as many defensive options as other battle mages and she has no mobility similar to a poke mage, which can make her more vulnerable to sticky assassins compared to alot of other mages. Similar to most midrange battle mages, against competent players, poke mages tend to have an advantage in the matchup, and she has no fast CC that makes catching a fleeing enemy difficult. Lux also doesn't have good waveclear and next to no waveclear when forced to use her e as poke, and she cannot hardshove and instantly eat a wave like alot of other mages. Meaning often the way to win mid for some matchups, is just to perma shove mid and roam. She can't just willy nilly use her ult for bonus damage due to the long immobilizing and very obvious charge up, she needs to have landed her snare to make use of it, and lategame most of her damage gets loaded into her passive procs, which forces her to position closer than most mages in a lategame scenario to pump out acceptable damage. Lux is very much a basic champion with a very all around generalistic kit, she isn't an especially strong teamfighting playmaker, she doesn't have mobility, she doesn't have great range, whilst she has a strong combo, it requires her to use all her spells and does not hit many targets. She offers little in support besides a snare, a slow and a tiny shield, so she's mostly there for her high damage. Lux is probably slightly over tuned, as a beginner style champion, as is quite common in league, but she isn't really OP and even though it's often not really mechanics, she has alot of things to consider when being played properly.
: It's a known issue with accounts that got their highest rank bumped up to div 4 with the new changes. Should be fixed next patch, as I understand it they didn't want to bring ranked queues down for what is basically a cosmetic bug.
except it says my highest rank was Gold 1, but I know for certain I've never bothered to try getting beyond gold 3. I mean if I got that far, I'd have probably pushed for Plat.
jadelink (OCE)
: Nasus sucks, when players learn to finish games, not mess around, when ADC's can actually kite and dont approach high damage low-mobility juggernauts alone (and know what Qss does), and when teams do not consist of 3 assassins, an adc and brand support. Still quite scary below somewhere in silver.
i mean, brand support is fuckin terrifying, the longer the game goes, the more chance he'll get a few items and reach the Brand %hp yolo damage, where he'll suddenly be the most dangerous enemy champion even though he's like 2-15-7. There is nothing quite so humiliating as the brand support who has done nothing but feed, get a pentakill from 3 landed spells at a crucial moment. And this is yet another reason, why it is necessary to press advantages and leads and close the game out as soon as possible. Also I'd argue that 3 assassins, for instance a Talon, a Leblanc, Leesin, with a Lucian adc and a Brand support, isn't a bad teamcomp if you can press the lead and end early. Nasus has bad innate tank scaling, so despite the seeming importance of 'stacks', he really needs to quickly get his tank items to scale, hence the saying a 'fed Nasus with 150stacks is scarier than a feeding Nasus with 300 stacks'.
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Nightjar

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