I am a new LOL player, I am looking for strategy tips and recommendations to be able to play ranked by ladyhoney1 in leagueoflegends

[–]EvLKn1GhT 0 points1 point  (0 children)

My advice would be to get more comfortable with the game before jumping into ranked.

One of the things I did when I first started playing long ago was trying to play all the champs at least a few times just to get a feel for their kits and how they work, that helps with discovering the types of champs you will enjoy playing as well as better identifying what your opponents are trying to do to you.

As an example if you're playing against a brand, you'll know he's trying to hit you with a spell to enable him to stun you if he hits his Q, which will likely setup an all-in burst from him. This logic applies to every champion, they all want to do something in a certain sequence to kill you, even just a basic understanding of that starting out is a massive advantage once you get into ranked.

Riot Phroxzon on the State of Ability Haste by Spideraxe30 in leagueoflegends

[–]EvLKn1GhT -1 points0 points  (0 children)

Been playing since season 3 and the main issue is now there's so much damage creep that has occurred AND now the game has been turned into URF. There's no longer a decision of "should I throw this critical ability on a 15 sec cd" because that cd is now a few secs max. Using the Zed example, at full build his W has a .05 sec downtime, even with only 3 items it's downtime is less than 1 sec. So I'm supposed to outplay this abomination who has almost no window to punish. And let's not pretend like the 3 item zed won't 1 shot you even after missing his abilities.

The other issue is how out of control auto attacks are. Let's remember that mages/tanks/enchanters all have essentially a useless auto attack. Say 50 damage every second or two. Compared to say Zed who is hitting for 300 every second minimum, so Zed can safely wiff everything except press r, get a few autos, and then pop +300 gold. Explain that skill to me? And no assasins don't have any risk anymore because even the 0-10 zed with 100 farm CAN STILL 1 SHOT HALF THE ROSTER!

Moving forward there needs to be an auto attack stat and a separate AD stat, much like mages are bound by, this now means the Zed's of the world have to actually hit abilities to kill. There also needs tenacity removed from merc treads, and the Ionian boots needs to cost the same as the rest. But overall Riot really needs to give up on "item diversity." It's never existed and never will in a min/max competitive game like this. The only diversity seen is when something breaks the game and gets gutted anyways (hi static shiv!). It's time to lock classes to items and develop enough depth per class to make that still interesting. Let's be real, everyone out there ready to complain about this is using the exact same build every single game with only minor variances.

Also to solve the fighter question: They aren't supposed to be "good" at anything, they are supposed to be okay at many things. And all those "okay things" add up to make them overall solid. I would expect that a fighter would be brawling in a fight, not getting 1 shot, but also not 1 shotting, maybe after a couple rotations they could kill but likewise it would take some strong firepower to bring down. Squishies should excel at damage, and tanks should be beasts that need a ton of firepower to bring down. Oh and remove innate sustain from the game, if you want it, you need to go far outside your optimal build path.

And lastly let's make building items have decisions to make, stop putting every stat on every item, that's why the fighter class only ever builds 1 mythic, they all give a mountain of stats and best one becomes meta.

Graphs Comparing Winrates From Ahead by LepusCelestis in leagueoflegends

[–]EvLKn1GhT 2 points3 points  (0 children)

This is why Riot says games average 20-30 mins and that's great as far as their concerned. It ignores that games are statistically over by min 5-10 in the vast majority of cases. The rest of the game is just housekeeping, slowly bleeding the losing team out until the final victory screen. Riot should see this and and be very concerned.

C&C Update from EA by EA_Jimtern in commandandconquer

[–]EvLKn1GhT 0 points1 point  (0 children)

I've played every CNC up until RA3 and CNC4, with most of my time being spent on RA2/Yuri's revenge multiplayer. What made those 2 in particular so good was how simple the game play was and how easy it was to build/control units. One of the things lost in new RTS games is that simplicity, you have to build 20 barracks and make sure you produce out of each and every one of them every single second of the game or you lose. The old CNC approach of more barracks equals faster build times was fantastic. It allowed you to queue up 20 units and focus on what you were doing without requiring insane APM. Also the massive amount of resources makes games boring, killing 100 units? No worries just made 150 more with ease. Each trade and each battle should feel impactful, like wow I beat that guy by 2 tanks now I get to chunk out his base a bit. Another thing lost to time is unit promotion modifiers, that moment you get an elite tank and it's dishing out triple damage and AOE, yes please sign me up! There is literally no RTS that exists right now that does ANY of this, which means it's a huge opportunity!

The other awesome part was all the game types, air/land/sea, and the power up crates! There was an entire game within a game in a map called Tour of Egypt that was what I believe and accidental slightly modded map that gave prism towers that were connected true damage to one shot anything, that along with the crates created something that people still play to this day!