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
Xerath and Nocturne are free right now; two champs I've had on my try list for a while...
Now I only have Kog'Maw and Malzahar left to try, and they will round out my obsession with the Void.
Haven't played in a bit, but I think I'll be popping back in as soon as this new patch goes live. Jax sounds like he'll be alot of fun.
Yeah, I'm probably going back to a mix of LoL and TOR. I have only played one game recently to prevent my ranked ELO from decaying.
Also, the new champ is a tank, and I like tanks, so I'll probably buy her right away. Hopefully she actually fits into the meta unlike Leona. Leona is fun to play but just isn't usable in ranked really.
i'm going to try to do it as well. TOR has been eating my time like a hungry banshee (I'm told they are dead and hungry)
Lol, they nerfed WW's early game AGAIN. He is unusable in ranked now, I will need to work on a new main since my previous mains either suck now (WW) or got too popular (Rammus).
Sejuani is a beast!
she can deal out far more damage than you would expect early game...
Also, just got out of a NORMAL game with a WW jungler...
He had to wait until 6 to gank and he died and fed like crazy, and it was because WW didn't have as much damage as he had thought he would have...
We lost...
My current skills:
Cho'Gath: AP
Cho'Gath: tank
Cho'Gath: jungler
Veigar: AP
I LOVE VEIGAR SO MUCH!!! HE CAN NUKE FOR SO MUCH DAMAGE!!!!
I don't really see why Sejuani would get played over Amumu. Very similar skill sets, but Amumu is a superior jungler and I like his CC better (stuns and snares over slows every day of the week).
Haven't seen Sejuani in action yet. Been taking a few days off LOL and stuck on Kings Bounty: Armored Princess. I'm also moving soon and hoping to have a better internet situation.
new patch is live - downloading now - might hop on for a few games tonight... we see if TOR overrules me.
Amumu misses his Q rather often, but Sejuani's Q has a larger hit range. It can also help her get more autoattacks in than Amumu's Q because of all of her slows. As soon as someone gets out of Amumu's stun, they can flash out and get away, but when hit by Sejuani's slow, she can catch up to them again after their flash.
Her ult is better, IMO. I've seen multiple games where she stunned an entire team that was fleeing and they got an ace. (though I have also seen games where Amumu got the 5 stuns for the win...)
They are different, in spite of their similarities...
Amumu's jungle ganks are better, I believe, but Sejuani has more consistent damage, and easier skillshots, which are useful for noobs.
She should totally be a 1350 IP champ. It fits her. The fact that she costs 6300 is rather painful.
---------
Triple kill with Veigar...
Best yet!
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Anyone play Galio?
I'm trying to decide if I should get him...
He's a fun tank and can deal out a bit of damage as well.
Pacov, what champion roughly corresponds to Sedna/Omniknight? Soraka, I think?
yup - roughly ofc.
Not to nitpick, but Amumu's ult doesn't stun. It's a snare that prevents autoattacks and any movement related abilities (dash, flash, riftwalk)
Snares stop everything EXCEPT Jarvan IV's Dragon Strike + Demacian Standard.
something I find hilarious.
Yeah, I know, Amumu is a good Teamfighter, I was aware that Amumu's ult snared instead of stunned, but unfortunately
knockups/Stuns > snares > slows
But...
slows often last longer and can help you get more damage in than a snare or a stun. It all depends on how bursty you are...
Like Cho!
Sweet
That settles it; I'll get him when I have the IP necessary to make such an expenditure... (after I get my runes, of course.)
Amumu's Q crushes Sejuani's Q. The only reason that Amumu might miss more is because his Q has MUCH greater range (1100 vs 700), which means that it often gets used at a distance that Sejuani can't even attempt. Amumu's Q also does more damage and has a shorter cooldown. Plus I'd rather have a 1 second stun than a 10% slow. One of Sejuani's big problems is her inability to interrupt champs except with her ult, but Amumu can do it with his Q.
Amumu's ult is also better simply because its more reliable. IF you hit with Sejuani's ult they are about equal, but if you miss, you are screwed. Amumu doesn't miss. Having the absolute key tanking ability in a teamfight tied to a skilshot makes me very nervous - one well timed flash and your skillshot misses, meaning you lose the teamfight pretty much.
To put it bluntly, Amumu jungles much better, initiates much better, counter initiates much better (on the counter initiate you don't want an ult that can be blocked from hitting the squishies), and is a bit tankier due to his E. Sejuani auto attacks a bit better, which is not a relevant factor for a tank.
Knockups are better than stuns. You can cleanse a stun, not so with a KU.
Sejuani lanes better than Amumu, IMO...
and I feel that her ganks are a tad better, but that's probably because I like playing ranged tanks like Cho'Gath...
Amumu is VERY strong in the hands of a good player, and wins teamfights without question...
I am also sure that Sejuani is a far easier champ to master than Amumu, which is a slight advantage.
Amumu should really only be played in the jungle. I play him fairly often and although not my best champ, with a half decent team you will win most of your games. I have to get better at initiating with bandage toss though.
I decided I would start practicing with a support, and I have added to my roster:
AP Carry: Cho'Gath
Tank: Cho'Gath
Jungler: Cho'Gath
AP Carry/Assassin: Kassadin
AP Carry: Veigar
Support: Karma
AP Carry: Karma
Tank: Karma
Karma is a boss
she has probably the highest level one damage output of ANY champ, and if I'm laning mid, then I can get first blood before they know what hit them.
Though I have lost every normal game I've played so far with Karma because I'm level 15 and for some reason the matchmaking system has decided that I should play with level 20 players...
Maybe it's because of my 7-win streak with Veigar... >.>
Anyhow, most of these losses aren't my fault, (I once went bot with Ashe and got pwned by an Alistar and just fed a Caitlyn) but rather the fault of my teammates, as I heal and shield and kill and slow and speed and heal and heal and heal they just die and die and die...
I tried to help...
But they were so bad that they thought it was cool to go and farm minions while I engaged in a teamfight... Wow.
Oh well
Karma:
3/6/8 loss
4/10/12 loss
3/6/5 loss
Brings me down to earth after:
Veigar:
25/6/13 win - first game I've EVER gotten full build (It took like 1 hour and 24 minutes), and I had a hard time with a Vayne who kept on trading kills... I would die at the exact same time she did, so we made teamfights rather funny because each team's primary damage source was missing...
(BTW, this game was hilarious! They just kept on coming in for ganks at mid and they ALL died! I LAUGHED SO HARD, I died 0 times in mid, as I was laning versus a Vayne... I killed their Ryze like 6 times with 1 shot each and he ragequitted at about 1:04, and that pretty much wrapped up the game.)
updated ai - supposedly smarter... coming in upcoming patch
apparently adding 40 bots total and adding ai for dominion.
And an announcement for Ziggs, the Hexplosives Expert, who will be released next patch.
Way beyond disbelief right now...
I've bee duo queuing with a level 30 all morning, and I did a game where we had 2 AFKs. Unbelievable win. WHOAAAAAA! They focused me in every teamfight and I died a lot, but my friend, a Vayne, cleaned up, ending with 47/5/12.
Nice!
Here's some more info on some changes coming up:
In the next patch you’ll be seeing a new aura item making its way into the item shop on the Fields of Justice alongside with a couple of remakes for old classics. In addition to a new spin on Emblem of Valor and Stark’s Fervor, you’ll now have the option to purchase the Locket of the Iron Solari to round out your arsenal. These remade aura items, along with the new one, should bring you more options throughout the early and mid game.
The Item Formerly Known as Stark’s Fervor
The base stats of Stark’s Fervor grant a substantial Attack Speed bonus, a stat that primarily benefits a team’s Attack Damage carry. In addition to its base stats, however, Stark’s Fervor also grants additional Attack Speed and Lifesteal as an aura. And while these stats are shared to the rest of the team, the primary beneficiary is still the Attack Damage carry.
To combat this, we decided to rebuild Stark’s Fervor into an item that would be more beneficial to a champion who would typically purchase an aura item, such as a tank or support. Since these champions usually aren’t the ones you typically see racking up gold, however, an expensive component item like the Recurve Bow needed to be removed from the recipe. Moreover, champions in these roles benefit much more from Cooldown Reduction and durability stats than they do from an aggressive stat like Lifesteal or Attack Speed. In the end, we decided to change the root item to Kindle Gem, letting the aura carry the aggressive bonuses.
These new base stats make Stark’s Fervor a much more viable purchase for any tank or support player looking to give Attack Damage champions a boost while still enhancing their own effectiveness and survivability.
Also, while we were revisiting this item, we wanted to take the opportunity to honor one of the top contributors to our Refer-a-Friend program. So we decided to rename the new Stark’s Fervor to Zeke’s Herald in honor of the efforts of this summoner. Congratulations Zeke, and thank you for introducing more players to League of Legends!
Emblem of Valor Now a More Viable Option
Another item that we wanted to revisit was the Emblem of Valor. In its initial incarnation, this item offered players two disparate methods of restoring health: Health Regen and Lifesteal. While both of these are viable methods of keeping your champion healthy, Lifesteal is most effective on hard-hitting champions like Attack Damage carries, while Health Regen is a more effective choice for a fighter or tank that can absorb a ton of damage on his own.
Rather than splitting the utility between these two demographics, we decided to remake Emblem of Valor as an item with higher utility for players in either a support or tank role. Since these roles tend toward cost-effective durability items early, we changed Emblem of Valor to build from both Cloth Armor and Rejuvenation Bead, providing both Health Regen and Armor as base stats and maintaining its standard Health Regeneration aura. This both re-focused the statistics provided by Emblem of Valor and gave players in the support and tank role an additional upgrade option from the popular Cloth Armor.
Introducing the Locket of the Iron Solari
Naturally, with Stark’s Fervor now building from the Kindle Gem, we wanted to create a new mid game upgrade for the Emblem of Valor. Since we had just remade this item with support and tank champions in mind, we also wanted to make sure this new item was tailored to these roles. Thus, the Locket of the Iron Solari was born.
For the components of this new item we selected the Emblem of Valor along with another durability item popular amongst tank and support champions: the Heart of Gold. Providing additional Health, Armor and Health Regen along with an upgraded Health Regeneration aura, the Locket of the Iron Solari is a cost-effective way to keep your Emblem of Valor viable as the game wears on. And to top it all off, you’ll also be able to activate the item to give your team a brief damage shield nearby allies under attack by area of effect damage!
The Bottom Line
These new upgrade options for the popular early game items Cloth Armor, Heart of Gold and Kindle Gem should provide those of you in the support or tank roles with more options. With these new aura items, we hope to see players employing even more diverse builds through the early and mid game.
Yeah they look great.
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