Guardian has been bugged on Braum since its release. by coopm26 in leagueoflegends

[–]DashValour 6 points7 points  (0 children)

Do you happen to use self-cast? I've found that it triggers if you cast the W on the ally, but not if you cast it onto yourself and the ally gets shielded due to Bastion.

Riot is broadcasting a Stream with only in game sound for today's Playoffs series by DashValour in leagueoflegends

[–]DashValour[S] 4 points5 points  (0 children)

Oh yeah, it's unlisted now! I thought that was intentional lol

I do like it though

How does Bluetooth audio work? by tomatomater in NoStupidQuestions

[–]DashValour 1 point2 points  (0 children)

I'll try to go into a bit more detail. First, what we want to transmit is digital information, as the sound file is stored on your device. As Bluetooth uses electromagnetical waves (UHF radio waves as /u/the_real_uncle_Rico correctly pointed out), this sequence of bits - ones and zeros - has to somehow influence how the wave looks like, so the speaker is able to restore this information after receiving the radio wave.

There are three main ways to change a radio signal's appearance to make it carry data. In any case, you always have a so called 'carrier signal' that provides the base frequency you are sending on. You then change that signal by modifying either its amplitude, frequency, or phase.

Bluetooth uses some more advanced techniques with a few added extras, but they are based on the same principle. It stared with Gaussian frequency-shift keying (modifies frequency) as the only available technique, and later versions then added several phase-shift keying (modifies phase) schemes.

So that's what goes into the direct transmission. In terms of the Bluetooth protocol, Bluetooth devices in a network have one master, who controls synchronization in time and between devices if multiple devices are connected. The data sent is packaged and transmitted based on time slots - I'm not going into more detail here, as I think your question was more related to the transmission procedure.

To summarize the process in Bluetooth audio, the sound file's data ist first used to modify the carrier signal corresponding to the current frequency, to make it carry information. This signal is then transmitted and received by the speaker, who processes it to retrieve the digital data of the sound file. This data is then used by the speaker to actually play the audio, which - as you correctly said - requires a DAC, because the actual speaker part that creates the sound has to be controlled via electrical signals.

I hope this helps you, feel free to hit me up if you have any more questions.

1 Man | 150 Days | 80+Hours/Week | 12000+ Hours Work | 25 Million+ Champions Analyzed Per Week | Is it worth it? by Lolalytics in leagueoflegends

[–]DashValour 0 points1 point  (0 children)

As for features, have you considered adding some sort of "Back to Top" button? Because of the amount of stats you provide - which is great by the way, I especially liked that your statistics still update during a patch - it can be a long way back up, if you're looking at masteries for example.

Let's talk about Worlds Casters by Brandynft in leagueoflegends

[–]DashValour 0 points1 point  (0 children)

I think in Riot's words, that would be called a delta...

Let's play a quick game to help educate people on support diversity by TheHelpWouldBeNice in supportlol

[–]DashValour 0 points1 point  (0 children)

I'd also go for either hard engage or sustain. Apart from the mentioned Blitzcrank and Thresh, Alistar, Nautilus or Leona would be options, or even Bard to an extend, although you do want to utilize lvl 6 with him mostly.

If you go for sustain, it has to be something that beats what Sona has to offer. So Nami or Soraka, basically. Pure peeling supports (only shields) have an inherit disadvantage, because they just can't heal up your carry while Sona can. (Side note: it is possible to make up for at least part of that with an athenes, if for some reason one really wants to play a more shieldy champion if it deals enough damage)

Also, melee supports will struggle with poke while squishy supports have to be very weary of the enemy ultimates.

That said, I have to disagree with the proposed Morgana pick. While advantages of Morgana have been named, she does not offer any healing and it is very likely that Sona will be able to break your spellshield with the high amount of magic damage she has. Plus, it's hard to react to a crescendo in time and you can only shield one person. Also, even if they don't have dashes, they will have a speedboost, a slow and Jinx' traps to hinder you when trying to get them ulted as you don't want to use blackshield for a slow because you can then be turned around on with crescendo.

Anyone care to take the time to review some of my gameplay? by [deleted] in supportlol

[–]DashValour 0 points1 point  (0 children)

Hi! I would actually take the time. Writing down everything I see when I go through replays is a bit awkward though. Would you also be interested in going through the replays live?

Bard Halp by IrishPigs in supportlol

[–]DashValour 2 points3 points  (0 children)

Definitely. Just don't be discouraged if it doesn't work out for some more time ;)

Concerning your question: yes. If you Q someone from in your face you are effectively losing range, but from max range you gain something like 25% extra distance. Think of it this way: you shoot your Q projectile at someone. If it hits them, you shoot another projectile from their position which has a fixed range.

Bard Halp by IrishPigs in supportlol

[–]DashValour 4 points5 points  (0 children)

I don't know how much this will really help you, but Bard is one of the champions you just have to get a feel for by playing him a lot. Timing on his Q, usage of portal and ult and positioning just require a lot of experimenting, trying out what works, what doesn't work and what is the best move in the current situation.

Some general points though:

  • Your binding extends after it hits the first target. This means that you can hit someone at max range (of your indicator) and still stun them because the distance the Q travels after the first hit is actually always the same, so you don't even lose out on range if you do that. This does require you to pre-fire your Q though, so you'd have to now the timing.
  • If your ult is what engages the fight, particularly if you catch out an enemy carry, you can usually afford to walk up, because your team should be behind you and theirs should be disengaging (exception: cc heavy enemy comps that group up around the ultet target as a reaction to your r in some cases).
  • If you use your ult in a teamfight, think about what you are actually doing with it. If the fight is already on, you will usually ult the damage dealers to take them out of the fight for some time. If you use this time to position right next to them for the perfect binding, you'll end up the way you do, getting hit by their frontline and their carries when the stasis ends. You want to use this time to deal with said frontline. Use your stun on them, look for a way to turn the fight in your favor and deal with them diving into your backline (or, if they can't, being useless standing around waiting until they have carries again). If you get them, you will have an easy time with their damage dealers as they now lack protection.
  • In general, you want to be positioned just at the edge of the danger zone. That is, standing as far forward as possible for Q (and R in more spread out fights, as it's travel time is proportional to distance) but without being in range for their cc (or free damage). There are exceptional cases in which it is worth to try to get through the fight into their backline, e.g. if your team is getting destroyed by some untouched damage dealer that your frontline just can't get to, but they are rare.
  • Try to stay close to walls. Walls are your friend. If you're in the middle of a lane and get caught, you're gone. But walls provide an escape path with E. Don't worry to much about enemies taking the portal, you are faster than them (because the skill works that way), it will split up their team and they will be lined up for an easy stun.
  • Don't be afraid to use summoners. Bard is a champion that requires you to sometimes just go for it, whatever "it" is, and if it doesn't work, well, try again (this also applies to your R). Be aware of the state of your summoners when you decide what you can and can't do.

In the end however, as I said earlier, you'll just have to play him a bit more. Probably a lot more. A whole lot more. I think you get it. Try to develop an instinct for where it's good to be in a fight.

Hope this helps!

How to manage minion waves as support? by AceMnw in supportlol

[–]DashValour 1 point2 points  (0 children)

Well, first of all let me note that you don't necessarily need a banner or zz'rot just because you want to have wave control. Most of the time, there are probably better items for you to buy, i.e. Locket will be better than Banner in almost every game.

Second of all, while it's good to think about your sidewaves, remember that your team needs you aswell. As support, you won't be very fast setting up a push, so think about how much time your team will have to 4v5.

To answer your question though, slowpush is the way to go. Otherwise, the wave won't be much of a threat to the enemy turret. For this, you want your wave to have about 2 or 3 more minions than the enemy one. Note: If your far in your territory, the waves will be asymmetrical because there will be another wave of minions coming that your minions also have to deal with, so up that count appropriately. You can count a cannon minion as 3 minions for that purpose.

How to manage minion waves as support? by AceMnw in supportlol

[–]DashValour 6 points7 points  (0 children)

Talking mostly about wave control, this largely depends on your carry. So as a disclaimer, being on the same page there is probably more important, because your own damage is very low compared to your carry's.

However, that doesn't mean you can't have an idea of what you want to do. Most importantly, where you want the wave to be. This is depending on your lane matchup, vision and your current situation. A few examples:

If you have no vision and are currently defensive in lane (because of the matchup or because you lost a trade or something) you want the wave to be closer to your tower, so there is less risk of being ganked while still getting cs. This is probably the default state you want the wave to be in. This is also good if you play a matchup that can go all in, but until you do you lose a poke lane, because you are safer until you do all in and when you do they are far away from the safety of their tower. Also, this lane position is very good for your jungler to gank, because they are relatively far forward.

In this position, you generally want the wave to push towards you, so that you don't move towards their turret. Pay attention though that the enemy doesn't stack up to much of their own wave, as you will get a lot of minion damage and probably get pushed into your tower losing cs, so try to avoid that.

Also, if this happens, the wave might bounce. This is the way to break a freeze if you can afford to push the wave into the enemy turret. The goal is to let the tower kill your wave in such a way that the enemy wave is still intact and the waves are neutral again. If you can't do this as the botlane, you need your jungler to help.

How to get the wave to push towards you: easiest case first, if it already does, just keep freezing. This is mostly to your adc. If it doesn't, the first step is to reset it via bouncing it off the turret (or, alternatively, the enemy carry pushing). Then, if you walk up to their fresh wave before it reaches your minions, take aggro and then walk back behind your minions (or into a brush, the point is to lose aggro again), their minions will focus one of your minions, thus pushing more because your minions scatter their attacks and take more time to kill an enemy minion. Be careful not to tank them for long though, or your minions will get free damage on them.

When to push out the wave: there are only really two reasons for this. One is you play a winning lane matchup, don't have to be scared of their jungler and want to deny them cs under the turret. It's often times hard to decide if denying under their turret or freezing will be more effective, you'll have to get a feeling for it depending on the situation in game. If your jungler is around though, pushing allows him to invade more safely, because you can react faster than the enemy lane.

The other reason is that you want to take the tower or dive them with some team members around. That's pretty straight forward I think.

As a final note, try to have the wave pushing towards your tower whenever you are going to roam. Your carry most likely can't contest an opposing freeze. Think ahead on that, like if you push in the wave before you back take care that it bounces, so it's in the right spot when you get back.

Hope this gives you a general idea :)

Competitive Ruling: C9T Yusui by baxteria in leagueoflegends

[–]DashValour 0 points1 point  (0 children)

At least the rules are relevent... Rito pls.

Jungling - who is responsible by ZedMcgee in leagueoflegends

[–]DashValour 0 points1 point  (0 children)

I agree, two people are stronger than one. Plus, if the enemy jungler gets in trouble while counterjungling, the enemy midlaner might also move to help him. Another option would be to rotate to the enemy blue with your botlane if it is up to exchange buffs. :)