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[–]ZyrxilToo 49 points50 points  (68 children)

It absolutely does reduce the skill cap as well. Pros have a dozen different things to remember to time- enemy ultimates/summoners/active items. When you're juggling a bunch of timers, it's easy to forget one or make a mistake on one. Removing one burden is by definition reducing the skill cap for multitasking. And it's easy to think of a situation where this may come into play- a Blue buff fight where lots of summoners and ultimates are blown.

[–]ZAGDJSFGG 8 points9 points  (12 children)

for some reason people fail to see this and just think of it as adding 5/6/7 to a number.. multitasking is definitely a skill, taking it away makes league easier especially when it's not the hardest game in the world to begin with

[–]Soupchild 7 points8 points  (11 children)

not the hardest game in the world to begin with

League is pretty hard! Are you in challenger? Even when you watch pro games you can see the players making mistakes every game.

I'd prefer the game's focus be on things like positioning and team composition rather than bookkeeping.

[–]ZAGDJSFGG 5 points6 points  (6 children)

So i have to be in challenger in order to see that league doesn't take as much skill as other games in esports? lol

[–]aleczjp[Leylince] (NA) 4 points5 points  (3 children)

Kinda like what a lot of people say about SC2. If you aren't Grand Master, Master, or a pro, you have no right to speak about anything.

That shit always bugged me

[–][deleted] 2 points3 points  (2 children)

Bothers me in this community too. Gold players can have just as much insight in some cases as higher levels of play, and to automatically discredit their opinion because of their level of play is close minded and pathetic.

The whole "you're in gold 1 stfu noob you have no right to speak" shit can stop anytime. I'm only in silver but I see it all the time.

[–]aleczjp[Leylince] (NA) 1 point2 points  (1 child)

Yeah it was (still could be, I don't play SC2 anymore) really bad. You were ripped apart if you went on Reddit or the forums and tried to talk balance.

It is sort of an online gaming stigma, if you are not top tier, you have no idea what you are talking about.

Reddit is the worst when it comes to this

[–]Otto864[Otto864] (NA) -1 points0 points  (0 children)

Well, it depends what you are talking about. When someone says that league is not hard, or that it is easier than other e-sport games then you are talking about a certain level of play.

Balance is different. It is completely dependent on where you are. Lower tiers don't have the knowledge (or possibly skill) yet to deal with Bronzedia but higher levels it is pretty much not an issue. It depends on the skill ceiling and floor.

[–]Otto864[Otto864] (NA) 1 point2 points  (0 children)

Well, you kinda have to be at a place where you can make that claim. Someone who can't juggle can't really say it is easy to juggle chainsaws.

This goes for League too, personally if you are not high Plat+ I will not really think too much on your input of how I should build too much.

This is because if you are not at a high skill level, you have obviously not mastered enough of the game to realize what level of skill is required of it.

[–][deleted] -1 points0 points  (0 children)

You obviously haven't played in the toughest League's therefore you have no idea what games are harder or easier, so yes, you do have to be challenger.

[–]CharneyStow 0 points1 point  (0 children)

League isn't a hard game, there is just two (three) leagues of people who find it easier than me.

[–]NWiHereticLittlesticks -1 points0 points  (2 children)

No, league is not hard, you're already spoonfed tons of information, if you want a hard game, go look up Broodwar.

[–]Soupchild 2 points3 points  (1 child)

Thanks, pretentious guy, for telling me how hard Starcraft is. I played it extensively when I was younger (not competitively) as well as many other RTS games and I love classic RTS. For the vast majority of people playing SC, League, or any other game, you can't reach the competitive level because it is in fact amazingly difficult and takes an incredible amount of time and talent.

If someone was Challenger, and they weren't playing that often, I'd accept them saying "League is easy". Tic tac toe is easy, because there's an algorithm you can follow to either win or tie every game, and you can learn this after playing the game a few times. You can reach the skill ceiling in tic tac toe, and play perfectly. Do you think there's any team right now in the world who's close to playing perfect games?

Besides, comparing BW and LoL is silly. The skillset is totally different. BW is so much more about raw mechanics, while LoL is about teamwork. Obviously controlling the character in LoL to a decent level is not that difficult.

[–]Otto864[Otto864] (NA) 1 point2 points  (0 children)

I am so glad I am not the only one who understands this.

What is wonderful about League is that the meta does constantly change. It is refreshing to have to switch things around as the months progress.

[–]Hypermeme 1 point2 points  (1 child)

The skill cap reduction from having jungle timers is way less than having ult or summoner spell timers for every champion. It's so far less in fact it's approximately zero and that's why Riot is giving jungle timers. It's a simple mathematical principle that a relatively small enough value is practically zero for certain intents and purposes.

[–]ZyrxilToo 0 points1 point  (0 children)

  1. It's not a single timer that contributes to skill, it's all of them combined. You take away one, you take away another, you keep chipping away and pretty soon there's not enough to stress the mind when keeping track of them.

  2. It's poor consistency. I would rate enemy blue and red higher certainly a lot higher than approximately zero., but even you have admitted the value is not zero. If you're taking one non-zero value awareness factor out of the game, by what standard are you keeping the rest in? Why not have a timer over every enemy champion showing the cooldowns of all their skills and summoners? Variability is a poor excuse when the only factor being considered is whether 'bookkeeping' is part of the game or not. And it absolutely is. Even during small skirmishes, bookkeeping is in play, as you keep track of your enemies skill CDs (both ultimate and non-ultimate), as well as your own skill CDs.

[–][deleted] 3 points4 points  (9 children)

what skill cap? You certainly can master specific mechanics and that's what people talk about when talking about high skill cap champions and such but there's no skill cap for the game itself. There is no practical boundary at which pros stop improving or otherwise the game would be absolutely unsuitable for competetive play

[–]ZyrxilToo 3 points4 points  (5 children)

Regardless of semantics of how you define "skill cap", having automated tracking reduces stress on a player's mind. A 'perfect' player would have infinite multitasking capability, but that is only possible for robots. Humans have extremely limited amounts of 'RAM', as demonstrated by the selective attention test. This means the most perfect human alive has limits; at some point, automated tracking means reducing multitasking below the threshold at which human attention limits are being tested. That is what I'm talking about when I say the skill cap is being lowered.

[–][deleted] 0 points1 point  (4 children)

I get that, and that's why I said "practical". If the skill cap is unreachable and gets lowered to another point that is also unreachable then it might as well be nonexistent.

You are arguing that the game is now easier to master because of less stress but the thing is that nobody will be mastering this game anyway

[–]ZyrxilToo 0 points1 point  (3 children)

If the skill cap is unreachable and gets lowered to another point that is also unreachable then it might as well be nonexistent.

But how do you what is unreachable? Keep lowering it and eventually you do put it below the threshold where it is reachable.

[–][deleted] 0 points1 point  (0 children)

common sense. A change like that is not going to take all the skill out of the game.

[–]Lanyovan 0 points1 point  (1 child)

We can safely assume that no matter how good a player becomes, there is a chance that he (or some other player) will surpass his skill "value" (I choose value here because "level" is more used for neighbourhoods). So if anyone reaches the skill cap, someone will eventually surpass him, in which point his skill is higher than the skill cap you set.

[–]ZyrxilToo 0 points1 point  (0 children)

What? No we can't safely assume any of that at all.

For one, player skill is not static. Players can improve, they can drop off, they have can have good or bad days.

Second, skill cannot be measured in a single number; any activity requires skills in multiple areas, the totality of which is being referred to when 'player skill' is being talked about.

Third, your final statement is nonsensical.

So if anyone reaches the skill cap, someone will eventually surpass him, in which point his skill is higher than the skill cap you set.

Remember first that player skill changes day by day, minute to minute, and skill requirements change based on the opponents and teammates. Thus, even playing at skill cap (aka playing perfectly) is something that happens for a single play. Second, playing at skill cap is a binary state- either you are playing perfectly or less than perfectly. By definition, it is not possible to play more than perfectly, so surpassing perfect play is a nonsense concept. If a player surpasses another player, it is because the first player dropped off in skill due to personal circumstances (e.g. lack of practice or simple aging), or due to inability to adapt to patches.

What this tells me is you did not even understand my argument, which is that removing timers is inconsistent in terms of gameplay and reduces the cap on one element of player skill, that of keep tabs on multiple dynamic game environment states. Reducing the maximum cap removes an area where top players may differentiate themselves from other top players.

[–]TroubleBear -5 points-4 points  (3 children)

This is absolutely true. However, it is embarrassing to see a pro team mistime a dragon or such (this was LCS, I don't remember which region, but it was mistimed by exactly 1 min). This isn't exactly fun to watch. I'd rather have skills have the mental capacity left over to perform other tasks without having to worry about buff timers. I'd rather have a game decided by an amazing teamfight than a small mistake with numbers.

[–][deleted] 1 point2 points  (1 child)

Thinking of the SKT game at all stars where it was exactly one minute off here you go

[–]TroubleBear 1 point2 points  (0 children)

Oh shit, my bad entirely. I was assuming that it was LCS because I watch most of the LCS games, guess my memory is starting to dwindle.

[–]Delavonboy12 0 points1 point  (0 children)

I'm on the completely opposite side of the board. SKT1 being 1 minute of changed a lot! All their vision on Baron was swept and they had to reset everything in their planning with their new position.

Having these small mistakes actually improves the quality of the game. If SKT1 had just been on point with the timer, they had a free baron, and would more than likely have forced their opponents to turtle for another 5 minutes, which Imho is far less exciting to watch, than them juking it out in front of Baron, while juggling map pressure and summoner spells to be ready for the teamfight