I've locked/archived this thread/blog and have started a new discussion over here: http://forums.demigodthegame.com/454943/
Please join me if you like.
Am I streaming?
Well, I started a thread back in August (https://forums.joeuser.com/411269/) that's seen a lot of activity and actually had quite a few good bits of information for new and old players alike. I figure it's time to start a new thread and perhaps keep the OP up-to-date with useful information, etc. Feel free to use this post for any LoL discussion, etc.
Super fast background: I played a lot of Demigod as pacov/cheesuscrust. Back in August 2011 or so, I started getting heavily involved in LoL and folks have been kind enough to chime in with tips and links to various sites that have been quite useful to me. In addition, I've been able to keep up with folks that I've played Demigod with in the past and meet some new folks that play LoL and frequent these message boards.
Here's some of the things I've learned in the previous thread:
New Player tips
Great site I visit every day for LoL related news - http://www.reddit.com/r/leagueoflegends
pacov's misc info
Here's a guide I made
pacov's Guide to Improving at League of Legends and Moving Up in Elo
k - so I'm just going to put down some of my thoughts. I'm not amazing at this game, but I do certain things that improve my odds of winning in ranked and so far its panning out just fine (bronze 5 to gold 5 in about a month or so). We all have varied skill levels, so some of this might be useful and some not. Caveat complete.
Prerequisite- you need to know how to play every single role. You don't have to be a god at every single role (more power to you if you are - I'm certainly not). You need to be able to play at a serviceable level in every single role and excel at least at 1 role (preferably 2). In my case, I'm good at support and adc. I'm not great, but have serviceable mids and jungles and so so tops. Knowing what you are good at and bad at is very important. If you don't know, I can probably tell you - but you really should know... Anyway, you need to have enough champs to make solid picks in any role and you need to be able to cover any role if it comes down to it. I'll talk about how to get better at specific roles in a bit.
Champ select advice - Don't be the "fill" guy unless you really feel like you are awesome in all roles. Call your preferred role immediately when you hit the lobby. Say "adc pref." Do this as soon as you hit the lobby. Some people believe that if you call a role you magically get it. This is stupid, but if you call something out, folks will often accomodate your request. If you are feeling wishy washy for whatever reason, call out multiple roles in order of what you want to play - "adc/mid pref." In my experience, you generally do not want to call support. It's a very important role, but you want to be in a position to carry every single game if possible. If you aren't calling out a role, you are hoping that other players can carry you. If you are hoping that folks will carry you, you don't deserve to win. You need to know your best roles and you absolutely should request them.
Solo or duo in ranked? - Well, my 1st thought here is that you should solo. If you solo, you have to rely on yourself. IMO - its a much bigger test of skill to play solo and win than to duo. Do you want someone to carry you or do you really want to know that you are actually good? That said, provided you have the right duo partner, you can increase your odds of winning quite a bit. The simple math is that instead of having 4 teammates as unknown quantities, you only have 3. If you have a good duo teammate, you know what you can expect. When you duo, you get the most bang for your buck by having complimentary roles. Support/adc is good; jungle/mid also works. Even if you don't have direct symmetry in roles, if you are an amazing mid and I'm an amazing adc, our odds go up quite a bit if we both get those roles. Our odds go way down if we can't get those roles and are forced to play out of positions that we are weaker. For example, Bryff is a good mid. If he duo's up with me, the only way he will get to play that role is for me to call mid, take it myself, and then put myself into a position like support where I can't carry out of (I'm always 1st pick, Bryff is always last pick when we duo)... that and I have to show the mid I'm picking at the start which means Bryff gets hard countered. In short, we can expect that we will be a disadvantage when duo queuing. Now, if Bryff queued up with someone at a lower elo than himself that was solid, he'd likely be 1st pick and be able to get mid and have a better chance of carrying the game. Anyway, you need to keep in mind where you end up in pick order when duoing if you aren't looking to go adc/support. If you want that, you can usually get it.
How do you get better in roles that you are not good at? - Well, here's what I do. And this is really what I do on a regular basis. I think about what I'm good at and what I'm not good at. For instance, I realized that I don't play any hyper carry ads. So, I read up on hyper carries like vayne and kog maw. I look for guides on how to build them (most adcs are the same btw ), I look for vids on how people play them (eg how do I all in with a specific champ - is there a combo - when do I all in - what's the best way for me to burst - how should I behave in lane with this champ). Then, I fire up a custom game and try out the mechanics of whatever champ vs AI. Usually I learn a few tricks during that custom on how to position myself, etc. Then, I'm off to normal games where I'll request the role or character I'm trying out. Now, people still report your for being awful in normals, but it really is where you need to try out characters to see if you are any good or not as the bots are useless for proving your skill level to yourself. So, fire up that normal and ask to play a role (again - after you've tried out the champ against bots). If you don't know anyone you are with and you are quite awful, I suggest muting everyone at the start of the game. Then, do your best. Continue with this until you feel like you have a serviceable skill level in whatever role. And keep in mind what you need to work on. For me, I noticed I didn't really have alot of mids for ranked, so I started practicing some with gragas against and karth. That way, I'll be able to get the job done if I need to play mid. The next thing I need to do is put more time into being better top lane. Again, because while I prefer adc/support, I might need to play top for the team. So, best to be ready for it. Put your time in and practice roles.
One last thought - there are certain things you can generally expect in ranked. 1 - if you are 1st pick, you generally can call whatever you want. Common knowledge, I'm sure - but I'll add - CALL WHATEVER YOU WANT. 2 - if you duo queue, you generally can lock down both adc and support. It works best if your adc is 1st pick, ofc. I've bumped into like 10 random dedicated supports in all of my games of LoL. People generally aren't going to call support. So, if you are 1st pick and duo'd, just call adc and then your duo partner can almost always get support.
Lol King profiles for ranked tracking
I'm not going to update this regularly, so just consider it a snapshot (I'll add a date when I update them). Anyway, I enjoy seeing folks progress through ranked and keeping tabs on that sort of thing from time to time.
Snapshot updated 05/28/2014
Character guides
Yup. Imagine what happens when we don't win 100% of the games we play together.
Karl - I don't think we are going to cover any new information here and neither of us appear all that interested in listening to the other.
Are you playing her much on SR or are you mostly doing Dom games now, bryff? I'm actually a bit surprised that she would be a good pick on dom.
Back to my exciting ash crit rune jibber jabber - so, the crit dmg % is actually 38% + 5% from masteries - so a total of 43% additional crit dmg. The rune page setup I'm using is 38% crit dmg + 13 armor. The lack of scaling MR was actually a bit of a bitch in 1 game. I was hit with an ez ult that normally would not have killed me and I thought I would be safe, but it hit like more of a truck without those scaling mr runes... so, another fall back to running the crit dmg setup. Now, if I substitute the crit blues for scaling mr, I end up with 33% crit dmg, 13 arm, 24 mr at level 18. That seems to make decent sense, but I'm not sure yet. It's only a loss of 5% crit dmg. so (skipping armor mitigation and including the 5% from masteries), if I do 200 base damage, with no crit runes, I'd do 600 dmg. With 38% crit, I'd do 676. With 43%, I'd do 686. Based on that, its likely better to sub in the scaling mr. 300 dmg w/ 38% crit = 1014 dmg. 300 dmg w/43% = 1029. So, not a big enough difference to justify...
Now... some math with ie. This gives me 250% crit dmg + whatever crit dmg additions. So, 200 dmg + 255% crit (no runes - just masteries) = 710 dmg. 200 dmg + 288% crit = 776. 200 dmg + 293% crit = 786.
Last set - 300 dmg + 255% crit = 1065. 300 dmg + 288% crit = 1164. 300 dmg + 293% = 1179.
Conclusion - the dmg % gain at having blues as crit runes is not exceedingly worth it. If I had 100% crit rate and 100% armor pen, I'd only be doing an extra 10 or so dmg per hit. While scaling mr might actually have a real impact on keeping me alive..
OK... so I continue my exciting analysis. What if I used just crit dmg % reds and built everyone else normal style - eg yellow arm, scaling mr blue, ad quints, and red crit dmg %. This results in a 20% crit dmg increase (+5% for masteries, so 25%). So, at 200 dmg with no crit bonus, I'd do 600 dmg. At 200 dmg w/ 25% crit bonus, I'd do 650. with 38%, it was 676, and 43% it was 686.
And the 300 dmg output deal with no ie - 0% crit = 900 dmg. 25% = 975; 38%= 1014, 43% = 1029. So, the difference here between 20% and 38% is 54 dmg. Nothing insanely substantial. 300 dmg + ie and 25% bonus = 1125
2nd conclusion - The crit dmg difference becomes much more apparent once IE is factored in. with ie, no crit runes, and 300 dmg, thats 1065 per crit. With the max based on my setup, I'd have done 300 dmg + 293% crit, its 1179. A gain of 114 dmg per crit.
All of this points me to another thought which seems pretty obvious, but crit damage is incredibly strong. I'd normally be hitting for 300 dmg a shot. 1 crit and I could instantly do 1179 to character that typically has around 2300 hp. A high crit rate with that level of dmg output is sick.
All that jibba jabber aside, I think I'm going to swap in blue scaling mr. 25% crit rate still seems like it might be acceptable, but not sure.
Current setup after math = 33% crit dmg, 24 mr at 18, + 13 armr
The reason I went troll items in that raka game was because of our hecarim/diana. They fed so horribly bad it was pathetic. Running into 3v1's and 4v2's thinking they could accomplish something was just pathetic. Kog was so behind in the beginning and only really got farm after we had lost bot and caitlyn was fed off hec/diana. To adapt to this meta you have to play with a mentality of getting kills right now. The meta in gold throws farming out the window and focuses on roaming and dominating your lane with Red pot all-ins. I hate this meta and see it as the easy way out. I hate playing champions that have an I-WIN button built into there kit (Zed-ult, ahri-ult). These champions counter how I like to play, which is farm for a while, group, and win team fights. More about caitlyn. I wish you could see more of my past game history. So many of those games have had caityln on the other team and I don't think ONCE did my ADC win the lane vs her. She has a stupidly strong lane phase and trades off basically nothing for it. Her late and mid game are both very strong. Most champions that are similar to her have some kind of trade off. Varus has long range poke but his auto attack isn't the as long as caitlyns. Kog'maw only gets his long range from a skill that has a cool down and he has NO ESCAPE ABILITY, he also had a skill shot ult that has a very small hit box unlike caityln's harass skill that has a hit box that is basically half a lane wide. IMO she has a very low skill cap to play well. Other champions played at a higher skill level out shine her but in gold players of that caliber do not exist. RE: About my runes. It has been a long while sense I have looked at my runes I have been in the habit of buying champions. Many of the runes I have collected are from when I was new to level 30. I should probably consider getting more runes before I get new champions and fix up my pages. Thanks for bring my attention to this hedgie but in all seriousness I don't know if swapping out a few runes will make my chances of beating some of these match-ups all that much higher. The champs I like are just rough to play in this meta.
@crit runes:
Are you sure those numbers are correct?
Let me math this out for you:
+33% Crit damage versus 15 AD (pure crit reds + quints versus pure AD reds + quints)
Base Case (no runes at all):
300 damage + 255% crit == 765 (it is 300 * 2.55, not 300 * 3.55)
Crit Runes:
300 damage + 288% crit == 864 (~100 damage gained per crit)
AD Runes:
315 damage + 255% crit == 803 (~38 damage per crit, +15 damage per normal)
At this (rather arbitrary) damage point, if you have a crit chance of > 25%, you'll do more damage (4 normals @+15 ~= 1 crit @+60).
Here is your more basic formula for the average base damage of an autoattack (so we are ignoring ArP, AS, etc) - and frenzy
Base AD + (Base AD * (2 + (crit damage)) * crit %)
For example, 100 base AD with a 10% chance to crit and only the crit mastery:
100 + (100 * 2.05 * 0.10) == 120.5 average
DPS gained from crit runes
ad + (ad * (2.05 + 0.33) * crit %) w/o IE -> ad (2.38 * crit % + 1) if you simplify
ad + (ad * (2.55 + 0.33) * crit %) w/ IE
DPS gained from AD runes
(ad + 15) + ( (ad+15) * (2.05) * crit %) w/o IE
(ad + 15) + ( (ad+15) * (2.55) * crit %) w/ IE
Break even point (0 <= y <= 1) - assuming no auto-crit for your first autoattack
x ( 2.38y + 1) == (x+15)(2.05y + 1)
x ( 2.88y + 1) == (x+15)(2.55y + 1)
Your item thresholds:
63 (+15 for runes) - level 1, Dorans, +3 AD mastery
76.4 (+15 for runes) - level 6, Dorans, +3 AD
135.7 (+15 for runes) - level 11, Dorans, BFS, Zeal/PD, +3 AD mastery
175 (+15 for runes) - level 16, Dorans, IE, PD, +3 AD mastery
221 (+15 for runes) - level 18, Dorans, IE, PD, LW, +3 AD mastery
236 (+15 for runes) - level 18, IE, PD, LW, BotRK, +3 AD mastery
Other stuff:
AD buff from Sona (+4 - +20)
AD buff from Baron (+40 @ 18)
AD buff from Red Pot (+15)
Before IE:
If you solve for the inequality (so that crit runes are better than AD) - again, assuming no auto-crit for your first autoattack:
1- it is always worse at AD levels lower than 138 (even with 100% crit rate)
2- After 138 AD, the amount of crit you need to break even starts dropping very quickly, then rounds off
@150 you "only" need 80% crit
@175 you only need 55% crit
@200 you only need 42% crit
@250 you only need 30% crit
After IE:
1- it is always worse at AD levels lower than 161 (even with 100% crit rate)
2- After 161 AD, the amount of crit you need to break even starts dropping very quickly, then rounds off
@175 you "only" need 77% crit
@200 you only need 54% crit
@250 you only need 34% crit
That said, everyone knows AD runes fall off, they are for last hitting. If you want scaling runes, you go ArP - and not going to do that calculation because that is freaking hard. So it isn't a surprise that crit % outscale AD.
Now what about the first auto-crit? This makes the formula somewhat more complicated:
x*(critdamage) + (number of shots)*(old formula)
1- It is always worse at AD levels lower than 93 (2.38x > 2.05(x+15))
2- After 93 AD, it is always better with 1 shot.
3- How about multiple shots?
General rules (since this is a complex multi-variate and difficult to see trends):
less shots -> favors crit since the upfront burst is higher and the flat AD has to "catch up" with non-crits
more AD -> favors crit, since the initial crit is larger and adding 15 to 200 is less significant than adding 15 to 100.
more crit -> favors crit (obviously), since more crit -> more crit damage
2 shots:
@100: Always worse
@150: Always better
@200: Always better
3 shots:
@150: must have 30% crit (kind of random though because 2 shots with 33% crit can still not-crit then you're behind)
5 shots:
@150: must have 55% crit (less random because with 4 shots and 55% crit you'll probably crit twice)
@200: must have 18% crit
10 shots:
@150: must have 69% crit
@200: must have 31% crit
1- It is always worse at AD levels lower than 116 (2.88x > 2.55(x+15))
2- After 116 AD, it is always better with 1 shot
@150: must have 33% crit
@250: Always better
@150: must have 83% crit
@200: must have 4% crit
@150: Always worse
@200: must have 29% crit
@250: must have 9% crit
@200: must have 43% crit
@250: must have 23% crit
Evaluation:
Though, predictably, they scale better than AD reds, your midgame is very badly hurt if you don't rush IE first, and your level 1 is not as good as you think it is.
Also, IE + PD/SS completely neglects LS, and you have no LS in your quints. So if you do have a bad trade...
hedgie - I'll do some testing after working tomorrow... BUT - if you get a chance, would you do a quick screenshot of ash with no bonus crit dmg criting at level 1. My understanding is that a crit is equal to 200% + your base dmg. So, if you have 100 base, you would crit for 100 + dbl that value = 300. From what I viewed, I had slightly less than that value and I assumed that accounted for armor. Eg I'd expect to see like 270-380 dmg on an adc. If you don't get a chance, I'll just run a custom after work.
if its just 100% bonus dmg, I'd expect to see someone dealing 200 base to do 400 as a crit. If its 200% bonus, then I'd expect to see 600 dmg. My math, btw, is literally (base dmg * % crit dmg) + base dmg. I start % crit dmg at 200%.
I also know that if I did 50 dmg and it was a 100% bonus, my total dmg would be 100 dmg.
fug it - i did the test - here's the ss. I ran support runes/masteries, so no crit bonus of any sort. My base dmg is 59. So, if its just a flat 100% bonus, then I'd expect to see 118 dmg. If its 200%, then I'd expect to see 59+59+59 = 177. Both numbers would be a little lower due to armor mitigation. For instance, my build takes 22% less dmg from aa.... hmm...
actually smeh.... I did 105 dmg on a creep taking 11% less dmg. That number backs up the flat 100% dmg bonus... not sure how I got mixed up.
anyway, proper math is, AFAIK (base dmg x 100% crit). So, you'd just dbl your base normally (50 + 50 = 100 dmg). Working formula is (base dmg x (100% base crit + bonus crit dmg %)) + base dmg.
yeah you just normally double the base without any crit increase... that's the normal thing.
Otherwise it is (2+crit bonus)*AD.
Your very formula is just a more complex form of that that isn't simplified:
x * (1+crit bonus) + x
x (1 + crit bonus + 1)
(2 + crit bonus)*x
So that's the formula for the damage a crit does. Pretty straightforward. Average DPS is a different formula since you aren't critting all the time.
though you should totally try out Sword of the Divine. Zeal > IE > SotD. Might work with your build. 4 crits all in a row.
And Volley lets you keep up your DPS a bit more.
Mayhaps. Definitely some potential there, but also feels crazy. current ashe build is doran's blade/zeal/boot of swift/pd/ie/lw/botrk. I still need to swap in SS over pd and see how that plays. I just think its a smeh idea as the ash setup is a kiting build. Not a heck of a lot of kiting to do when I've got them under the tower due to the extra push caused by SS. Still going to try it though.
reading over your math after determining the proper crit dmg formula.
Well, I don't think that my level 1 (outside of level 1 teamfight, mind you) is really all that amazing. An ash running to try to land that guaranteed crit is usually pretty easy to dodge at the start of laning. And if you are on blue side, well, you are likely at a very low crit rate after doing dbl golums, so no guaranteed bonus damage. Mid/Late game, imo, is where her passive currently shines. Eg I have a base crit chance of 55% or so, that quickly rises to 100%. Or I'm guaranteed to return to lane with 100% crit chance. That said, I oddly find it fairly easy to last hit with her on this setup.
I'm still sticking with completing pd or perhaps ss and then going for ie. I actually think the lower damage is just fine with the kiting potential being there... and the higher mobility from boots of swiftness + pd/ss. You might be spot on and that I should just get the zeal + boots and rush IE at that point. Once that IE is finished, I'm pretty well melting the enemy adc. Prior to ie, my burst damage is a complete joke and its just about kiting and sustained dmg. Nice if I hit a crit, ofc, but not terrifying unless I hit like 2-3 crits in a row. I think the build really shines at mid game where I can kite and completely out damage the enemy.
Anyway, even with ashe, crit rune dmg is rot early and then very strong mid and late. Another thought - there's only 1 item that you can buy that increases crit dmg. But there are a few options for increasing armor pen. As long as you are going an adc that will be working on crit chance and sustained ad, it still seems semi viable.
I've been getting botrk as a last item and tossing a vamp scepter into my build as needed. Not having lifesteal until late is a problem with the build, but I'm always picking up a few red pots when I shop for sustain to handle any bad trade. Also of note, even on a bad trade, I'm still effectively trading most of the time due to the slows/kiting.
I think I will do this. I'll prob try in a bot match to get a feel for the activation of sotd.
I'm not sure if Irelia is good on dominion, but since pretty much anyone can be built for dominion (just build tanky) it doesn't matter too much. I think I currently have 50% or so win rate with her. But I did learn to play her some more, being as I did 2 games in a row in which I did bot lane against the same person, same champ and got destroyed game 1, and I pwned the other dude game 2.
Are attack speed/LS marks quints a good setup on Irelia?
regarding the new Hunter's Machete (since everyone seems to think it is a nerf???)
They are changing the 10 true damage on autoattack to 10 magic damage.
This is a buff, not a nerf. True damage is not affected by % damage increases (Havoc, Executioner). Magic damage is. So the +10% damage passive on Machete will also apply to that 10 magic damage.
In addition, jungle monsters don't have MR, and some actually have negative MR.
So they are increasing it to like 11-12 magic damage per auto.
The only time it is a "nerf" is against epic monsters like Dragon and Baron who actually have MR. Which is mostly irrelevant because you should have more than a Machete by then.
And, they also may be trying to nerf level 3/4 dragons by Nasus/Vi/Nunu by making the machete do a little less damage anyway.
no idea on ire, tbh. I think LS quints should get more and more play and I'd think we will see that happen. Pretty useful for extra sustain.
Well - I tried out ashe with swotd... just against bots mind... Not sure what I think of it. I mean, it makes sense for what I'm building, to be sure. But I'm already rocking a high crit % chance without the item. I guess I currently don't find it useful enough to justify. Still thinking through itemization, though. I also tried zeal straight into ie. Not digging that either. With just zeal, I'm sitting on a base of 10% chance to crit. I get pd and I'm at 30 and procing ashes passive off of that. I certainly FEEL like i'm getting more crits in more often rushing pd. I think its just the overall effect. You are in lane against ash. She's pecking away at you, but its not hurting that much - ocassionally it hits a smidge. She comes back to lane with pd and she's been very aggressive and now starting to chunk you a bit. It's like you don't think to buy armor if you are hardly taking any dmg. Ash just starts criting you like a beast.
Anyway, thanks for all the math fun. me likes
HP5 quints are better for Irelia
AD is probably better for marks.
AS is obviously going to be more damage assuming you get to stand on people and autoattack them (and Irelia does this better than other champs). But AD is still better burst and helps you with Bladesurge last-hitting.
there might be a small problem with the new champ... you should watch this short vid...
lol what?
he's bugged and has 6000% Spellvamp on PBE right now
congrats
photoshop.
Congrats! Can't seem to find my deathcap for cutie pie pic atm.
So... make with the basic blahblah? Did it take forever to go from gold 1 to plat? low lp? etc?
going to be trying out the new champ on pbe for a wee bit and streaming. Live in a couple min. Then I'll switch over to live for some games.
Promo Series/Gold I:
i won my promo into Gold I on Friday, so i got into Plat pretty quick. i really didn't have much clamping (my first 2 wins got me to 52 LP). i got into my first promo Saturday night, lost it, got back into Promo Sunday, then completed promo last night.
My LP gains were all in the mid 20s, except the last 3 wins on Saturday to get into my promo which were +15, +6, +7. Luckily i was only losing 5 - 7 LP a loss.
i went like 7W/2L Friday/Saturday so it wasn't too much of a struggle in terms of number of games played. That said, my games aren't exactly super easy. One of my games had 3 diamonds and 2 plats on the enemy team. Luckily, 2 of the Diamonds were awful. About 1/3rd of my games i was the only gold on both teams. This is probably what contributed to my fast-climb.
Climbing Gold:
My most difficult tier was getting into Gold I (it took 3 promos because i had a 4v5 disconnect every promo series on my way up). From Gold V to II i was gaining mostly +30-35, -12-15 LP a game so most my matches were promos.
The most frustrating tier to play in was definitely Gold I. People ARE REALLY REALLY ANGRY.
People will start a new game on-tilt, and whine about the previous game and start blaming people before the game starts. People get really pissed if you make any mistakes and it is generally pretty aggravating. Plats on the other team will talk in /all "stay in gold noobs" which makes sparks fly. The pressure in general really puts people off, and everyone thinks they are already plat and you are the noob taking their plat away.
i think the only tier that was like this was Silver II (Silver I wasn't so bad). Everyone there thinks they are tough shit and deserve to be gold and will AFK if you don't do what they want.
Observations:
ADCs get significantly better starting Gold III then at lower levels. Although the occasional weak ADC does show up, nearly every game you see high CS numbers and generally good farming ability and lane positioning. Though they are total douchebags, supporting usually isn't a "waste of talent".
Splitpushing is executed way better starting Gold II. i've won several games with pure split push - though sometimes people get really impatient and scream OMG LETS GROUP even when we'd lose teamfights. Tops that are merciless splitpushers are better team assets.
That said, people don't use Shen very well in my expierence (i went 7-0 against him in Gold). In Silver, Shen's sustain + shield makes him a brick in lane, but Gold seems better about punishing him early and preventing his teleports.
People actually call support a lot. Mid generally has 2-3 people wanting to play it (as normal).
Invasions are much more common, in particular double-golem invades (always explorer ward tri).
Assassins are OP in Silver and the best way to climb to Gold (though i used TF). Tanks are OP in Gold (Sej/Naut/Hec are permabanned 4 lyfe).
Even though people usually are stronger in lane, their teamfights are not always great and people misposition a lot and get caught. Baron is still a giant noob trap.
My game plan:
Most people generally agree that playing your best champ/role is the best way to climb. The problem is mid is a (very) popular lane, so it's difficult to get it more than 40% of the time. From what i've seen the least popular roles are Support, Jungle, ADC.
Obviously, If you're playing champs that are frequently banned or contested picks, that reduces how often you can play them. The exception to this is if you've been playing someone for awhile and then they became ban-worthy.
So, my opinion is you should be playing T1.5 champs - the ones that are just barely unpopular enough that they aren't banned or picked very often but are still really strong. These champs are also sometimes really high skill cap champs (TF is pretty hard at higher Elos - he's ez pz at Silver because no one reacts).
But don't play "sleeper OP" champs that might be really strong but are so hipster that people don't know how to play with them. For example, Nami or Viktor.
Playing champs that are generally considered to be weak tend to lower team morale unless you have an awesome skin.
In Silver, my champs were Nocturne and TF.
Anyway, so i decided to play Anivia and Sona thru Gold.
Sona is super OP, everyone knows how to play with her, she wins lanes, and carries the shit out of everything. Never banned. (Though i stalled out with her in Gold I and think i 0-3'd with her - switched to Leona).
Anivia is super strong midgame, people know what she does, farms well, awesome teamfight and sieging. Never banned, never picked.
Alternates were Leona/Volibear/Renekton. All simple characters that are strong, since top in particular is a weak lane for me.
Supporting is fine after Gold III in particular. Just need to actually practice the role and be good with it. If supporting is your 2nd best role, you can play either your 1st or 2nd best roles like 80% of the time.
off to bed - will read all tomorrow hedgie - thx for taking the time for a longer post.
other things I'm interested in - hedgie says thunder has been playing a lot of ranked lately. Thunder - what up? How about a quick whatcha up to, motivations, experiences, etc.
Final thought of the night - I'm embarassed for us if we can't our pals to gold. Can we start making concerted efforts to get thunder/bryff/karl at least to gold? I think karl dropped off ranked for some time after getting super frustrated. He'll likely bitch me out if we lose, so its probably best if someone else can duo and encourage him. I could get him to gold though... I also think I could more easily (not skill - talking about grrrrrrrrrrrrrrrrrrr f u pacov factor) get thunder/bryff to gold. I think I could easily duo up with bryff and get that done with the least grrrrrrrrrr factor. Thunder I could hook up if we duo'd bot.
If we were actually making a plan to get folks to gold, I should pair off with bryff. Someone else should pair off with karl. And I think thunder might make it on his own, but would prob do best alternating between me and hedgie. NOTE - none of these guys expressed to me a personal interest in power leveling to gold - this is just crap I'm thinking about. I, personally, think its a fucking shame if we can't get these guys to gold though.
Mark it on your calendar folks... I shall be returning to regular people hours and League universe on June 1st. Hope to see y'all then.
So... my sad tale of ranked goes something like this:
I duo'd with a platinum level player (Hedgie of course) to get my gold border in S2, and duo'd with him in my placement matches to get put in Siliver I. After that, Hedgie was busy with real life for a while so I decided I'd play a few games on my own and see what would happen.
What happened is I found out I wasn't that good at this game on my own for a variety of reasons.
When you're used to playing with someone who calls the shots and is making great decisions 99% of the time, you don't learn to make those decisions on your own... and in fact are prone to listening to the idiots you get teamed up with in Solo Q, who think it's a fantastic idea to force Barons against a fed Lux. I played support and followed the plans imbeciles came up with all the way to Silver IV.
I'd been supporting quite a bit in all the normal games I'd been playing with friends so that was all I was really good at, and that's not a fun role when you've been bumped down to Silver IV. My jungling was very meh and I didn't understand any of the Krazikarl nuances of when to go for Dragon and when to steal and... yeah, my jungling knowledge consisted of "If the lane is pushed, gank." Solo lanes I was terrible in. All my old standby champs were gone and the style of having a safe laner that is hard to counter simply didn't work in the horrible, wretched world of Silver IV. It was never enough to just win my lane, not that I did every time... or even most times! I learned that I needed to annihilate my opponent and then go off and actually do shit with my CS and kills.
So yeah, I've been learning to call shots and analyze the games a little better and when I have to play a carry role, I've been making a mess of it less... and occasionally actually carrying the game. Back to Silver I and hopefully back to Gold someday!
tl;dr Thunder isn't that good at this game, but smart enough to hitch his wagon to The Platinum Hedgehog!
you should see his platinum ults. huehuehue
I enjoyed myself yelling platinum ult every time hedgie ulted I'll have you know.
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