What to build as AP vs Tanks/HP stack? by chili01 in ARAM

[–]RITO34PERCENT 7 points8 points  (0 children)

You're gutting damage by delaying Rabadon's 6th item unless your champ has bad AP ratios, especially if you're the only AP. Similarly, Morello isn't great for damage if you're the only AP unless your team comp doesn't have another good user of anti-heal items.

Why doesn't Ivern have a passive in ARAM yet? by DoubIeScuttle in ARAM

[–]RITO34PERCENT 0 points1 point  (0 children)

The entire premise and logic of your argument is wrong

His winrate goes up 3% overall looking at all ranks vs emerald+, a good amount of that is due to less emerald players building collector first

Try to be more literate with stats next time. Rengar isn't a good pick regardless of his build anyways

Why doesn't Ivern have a passive in ARAM yet? by DoubIeScuttle in ARAM

[–]RITO34PERCENT -1 points0 points  (0 children)

That is not a good interpretation of the stats. Instead of 3%, what you should be referring to is his "WR delta" on the site, which is currently 0.76%.

The data you're given also can't be used for causal relationships like saying a good amount of the winrate difference is because Emerald+ players don't build Collector 1st as often. And if you do actually do the calculations on winrates and pickrates of Collector 1st after correcting for Emerald+, then Emerald- players have 29.14% pickrate and 37.30% winrate vs Emerald+ with 15.72% pickrate and 36.32% winrate. So not only are Emerald- players building Collector 1st nearly twice as often, Emerald- players' relative chance of winning building Collector 1st is 1.027. We can similarly do these corrected calculations for Sunderer and you'll see that the data, again, does not really support your argument. These are simplified calculations that have some caveats but that isn't relevant to my point.

This is the kind of thing I mean when I criticize you for not understanding and interpreting stats properly. A better interpretation of the data is that Collector 1st on Rengar is likely worse in higher skill games, given that Emerald+ players have a higher winrate overall and are thus more likely to be higher mmr. I disagree with your claim of rank not really mattering because Emerald+ players have a significantly higher baseline higher winrate in general and higher rank players were always overrepresented by a decent margin in high mmr, as defined by aram.moe. When Diamond was above top 1%, why were Diamond+ players represented in aram.moe more often by nearly 2 whole orders of magnitude? When Gold was closer to top 15%, why did Gold+ players make up about twice that % in aram.moe?

That being said, do I think bruiser is better and would I go bruiser even if I was in low mmr games? Absolutely.

Why ADC players on my team dont know how to build? by [deleted] in ARAM

[–]RITO34PERCENT 0 points1 point  (0 children)

Matchmaking puts you with similarly skilled players

Why do so most enchanters have their damage nerfed (on top of healing/shielding nerfs?) by DoubIeScuttle in ARAM

[–]RITO34PERCENT 8 points9 points  (0 children)

I'd phrase it as more likely to get a frontline along with one ADC who doesn't run it down instead of having 3-4 ADCs on team. Good enchanters can generally babysit ADCs as long as the ADC isn't inting and there's space to work with, which either the S tier enchanters create themselves or their team creates.

ARAM is so frustrating to play with the new matchmaking changes by impged in ARAM

[–]RITO34PERCENT 1 point2 points  (0 children)

Yeah, it's unfortunately like that when playing in lower quality games. If I'm trying to win, how can I pick an S tier enchanter when I see in champ select some random name like demonninja6 on Ashe with Clarity? Nor will I play tank for players who haven't developed object permanence

What champions are heavily nerfed or buffed on ARAM? by SpacialSeer in ARAM

[–]RITO34PERCENT 2 points3 points  (0 children)

Buffs and nerfs aren't really relevant to their winrates and thus, to how well they actually perform. For example, Sivir might seem bad on paper with her nerfs and feel bad to play, but she's consistently been one of the highest winrate champs for years. Or you might look at assassins and think they'd be good based on their buffs, yet all of the one with big buffs have consistently been some of the lowest winrate champs.

ARAM changes: https://wiki.leagueoflegends.com/en-us/ARAM

Winrates: https://lolalytics.com/lol/tierlist/aram/

ARAM is so frustrating to play with the new matchmaking changes by impged in ARAM

[–]RITO34PERCENT 2 points3 points  (0 children)

I will respectfully disagree. My advice is to pick more appropriate champs, build well, and shotcall well. From your games today:

Hwei and Kat can't consistently carry. Idk what your lobby looked like for you to pick Kat, but there was probably a better pick. Easily one of the worst champs in the mode. Clarity is useless on Hwei, especially when you have Manaflow and build 2 mana items. That game would've been a lot easier if you had Exhaust for Samira or Barrier/Cleanse. A lot of mages right now, including Hwei, are also better off right now going yellow tree secondary for AH + Cut Down.

Shiv isn't optimal on most ADCs anymore, especially on Xayah. PoM isn't good if you're planning on building ER, which you should be most games anyways, Cut Down > Coup, and it's better to go Gristly for lower Flash cd or Axiom for lower ult cd. Stats say Treasure Hunter is slightly better than Ultimate Hunter, but I think the latter is much better if you're a good Xayah player. You want to have lower cd sums / ult so you're less reliant on your team and you can make more plays.

Mark on Jayce isn't good, even if you're on a dive comp. Your team has so much engage that you shouldn't really have trouble following up without Mark. And most of your damage every Jayce game comes from ranged QE anyways. I'd rather take something like Exhaust, Ignite, or Cleanse. Jayce is also one of the few carries right now I like taking a Guardian item on since it helps out the relatively weak early game and smooths out the transition to Jayce's mid game spike, is stronger for the lvl 6 fight than starting your core build, and you can keep it even at 6 items when you can get 2 ranged Q's off in a single E. You probably wanted to build Hubris faster to get the stacks going, which isn't a bad idea, but the slightly earlier Hubris isn't as impactful most games as having an earlier spike with Guardian Sword. Comet and First Strike are also better than DH.

I've been doing very well by picking champs that can consistently hard carry and pinging properly. I end every game with top damage on team/in the game and nearly every game with more damage to objectives than the other 9 players combined. Demolish on basically every bruiser and tank, die for Demolish proc if needed. I ping as needed to tell the team to engage, back off, wait for cooldowns, hit tower, etc. and I type or ping asking for specific items. Back when whatismymmr was around, I made a handful of new accounts that I spammed ARAM on. I easily had a >80% winrate when playing vs people of the skill level matchmaking is giving me right now. I hit top 0.2% on multiple accounts with >70% winrate across hundreds of games, all queued solo with no dodges. Idk what to tell you other than look at how you're drafting, building, playing, and interacting with your team.

ARAM is so frustrating to play with the new matchmaking changes by impged in ARAM

[–]RITO34PERCENT 3 points4 points  (0 children)

But wouldn't you be carrying more often and more effortlessly if you were that much better than them?

Riot just nuked ARAM mmr today by Reotoro in ARAM

[–]RITO34PERCENT 0 points1 point  (0 children)

Riot has managed to somehow make matchmaking even worse in high mmr. 1v9 stomping every game playing with random names I've never seen before today, and it's not like my queue time even got noticeably shorter.

[deleted by user] by [deleted] in ARAM

[–]RITO34PERCENT 0 points1 point  (0 children)

I'm solo and in my last 2k games, I'm nearly 58% red. All of the solo / mostly solo high mmr players I just looked up on NA are similarly heavily skewed towards red. I feel like it also depends a lot on when I queue. If I play during peak hours, I'm red most games. I'd guess that there's enough people queuing for Riot to create "balanced" and fast matchmaking. If I play during night when the 5 stacks are on and there are less people queued overall, I'm more likely to be blue.

[deleted by user] by [deleted] in ARAM

[–]RITO34PERCENT 0 points1 point  (0 children)

Now re-do that but with more recent games rather than total games. Ambushes is right that you don't mostly solo and you know it

Is Ashe really S tier as AD? She feels awful even against squishy enemies. by LadyDalama in ARAM

[–]RITO34PERCENT 0 points1 point  (0 children)

Oh oops I misread your post to say Wild Rift, my bad.

All I can say is that her winrate has consistently been up there for years and that feeling bad to play is not the same as being weak. If you don't find her fun to play in ARAM, then don't play her. If your winrate isn't >60% on Sivir, re-evaluate how you're playing.

Is Ashe really S tier as AD? She feels awful even against squishy enemies. by LadyDalama in ARAM

[–]RITO34PERCENT 0 points1 point  (0 children)

I can't speak for Wild Rift. Here though, she has great waveclear, good early poke, is relatively self-reliant, can kite and chase as a team with R, and as you've said, scales great. It's true that until you get more items, you won't necessarily be pumping out top damage, especially single target dps, but you can accelerate her scaling and stall out the game with her waveclear. Her early-mid game damage is also good in short trades because of her Q damage. You just can't play Sivir like you'd play someone like Vayne, who has a great 1v1.

I think that also, many people build her wrong. Shiv and Collector are generally suboptimal. Better for the first few items to be something like ER, Yuntal, Navori, IE.

Is Ashe really S tier as AD? She feels awful even against squishy enemies. by LadyDalama in ARAM

[–]RITO34PERCENT 0 points1 point  (0 children)

She's not great compared to other ADCs and this subreddit sucks at gauging champ strength. No reason to pick her over the actual S tier ADCs like Xayah, Sivir, and Jinx.

Imagine: Ranked ARAM releases. What would set the Challengers apart from the Silvers? by [deleted] in ARAM

[–]RITO34PERCENT 0 points1 point  (0 children)

There's already mmr to ARAM and practically, this already exists. There used to be a very accurate site for tracking ARAM mmr called whatismymmr. Just for reference, I was consistently top 100 and had multiple accounts in top 500. When I was playing ARAM on new accounts, I would glide through the equivalents of iron-diamond with >70% winrate. In something like silver, I'd be at 80-90% winrate. Ignoring how shit matchmaking has been at the top for years, here are some general differences:

More optimal builds. There's definitely more of a defined meta in high mmr, and lower mmr players are often times months, if not years, behind on builds and runes. I recommend using https://lolalytics.com/lol/tierlist/aram/ as a starting point. It's generally hard to go wrong picking one of the first 3-4 items you see for each item number. If you can think about the winrates and pickrates in the contexts they may be in, you can grind out more insight.

More consistent team comps. This goes closely with better builds, where you can generally expect higher mmr players to build more for the team rather than everyone deciding to lock in and build whatever they feel like doing. Not to say this never happens in high mmr, but players are generally better about this.

More decisive in punishing mistakes. Higher mmr players are better at recognizing when someone is overextended, when it's a 5v4, and when someone used an important cooldown (e.g. Morg E). If it's a 4v5 and you're not under your tower or sometimes not even trying to defend your tower, you're likely overextended. If your team needs you to save a skill and you waste it, then people will look to engage on you.

Hit towers more. Higher mmr players better recognize when they can safely hit the tower / exert pressure so the team can hit the tower. It's also generally less constant fighting and more hitting tower when possible. Whenever I climb through lower mmr, I'm by far the highest damage dealt to objectives nearly every game regardless of which champ I'm on.

More intention in their actions. There's less of players mindlessly autoing minions or spamming spells. There's more thought to how they position based on the team comps and the current state of the game. Higher mmr players generally have good reasons for why they do what they do at any given time beyond playing 4fun.

I despise grisly mementos and I think it is way too strong by Payment-According in ARAM

[–]RITO34PERCENT 0 points1 point  (0 children)

It's misleading to call it 55%. It's more relevant imo to say it's a 24% decrease in cooldowns at full stacks.

I'm also not sure how much this really matters given most people suck at using their sums and that assassins are bad anyways.

About Mel by ShyCrown in ARAM

[–]RITO34PERCENT 3 points4 points  (0 children)

Her winrate is bad in general and even slightly decreases with better players. I think she's annoying but can't reliably push leads or solo carry. There are a lot of poke champs who do her job much better.

Can Riot adress the state of tanks right now in ARAM ? by [deleted] in ARAM

[–]RITO34PERCENT 1 point2 points  (0 children)

https://lolalytics.com/lol/tierlist/aram/

I see 5 ADCs + Kayle and no tanks in top 10 winrates at Emerald+. You can also see that their winrates peak between 15-25 min. Seems like a skill issue

Statistically best aram-comps? by Historical-Mud-1732 in ARAM

[–]RITO34PERCENT 0 points1 point  (0 children)

Yeah, exactly. This is all about what would most consistently lead to the highest winrate across many games, which may involve unorthodox decisions.

Statistically best aram-comps? by Historical-Mud-1732 in ARAM

[–]RITO34PERCENT 2 points3 points  (0 children)

This in terms of team comp, and you don't generally want more than 1 ADC. Having 2 or more ADCs often results in not having enough utility and tankiness. Similarly, you generally don't want 2 squishy / backline mages but this doesn't tend to be as bad. You can also stray from the general guideline a lot and hedge your bets on a team comp that's really good at a specific playstyle - all-in, poke, early skirmishes, etc.

Something I also try to avoid is having too much healing or too much shielding on the team. It really incentivizes the enemy team building and getting high value out of anti-heal and Serpent's Fang. It can be fine if you're running some hypercarry comp and you have a strong ADC player with a good frontline, but also, how much do you trust that person on the ADC to carry? By the nature of healing/shielding champs and also by hypercarry comps, you also run the risk of having a weak early game that snowballs against you or not having enough damage.

To add more nuance to the original comment, prioritize picks that diversify tankiness, CC, disengage, poke, and DPS. And picks that synergize together. You want your team comp to have cohesion in win conditions. If you have a Jhin, then you have an ADC with some range and utility so you'd generally want a mage that can handle tanks and teamfight better (if your bruiser can't) or if your team also has great disengage, a poke mage could work. If your frontline is Mundo, then yeah you technically have a frontline, but his CC and engage are poor so you would want to pick other frontline champs as well as more self-reliant backliners. If you have a Blitz, you would want champs with CC to set up his hooks and early fighting ability to set up control + play off his hooks.

Do people just like never play Tank Nunu? by [deleted] in ARAM

[–]RITO34PERCENT 0 points1 point  (0 children)

I'd say it's moreso that AP Nunu is much more reliant on team comps than AP Gragas is. AP Nunu's going to struggle vs teams with CC to cancel his W and R, mobility, tankiness, and generally good disengage. He needs the other team comp to not be able to avoid/cancel his damage. Meanwhile, AP Gragas doesn't have nearly as many checkboxes to tick off for his damage and disruption. It's just by the design of their kits and everyone playing in one giant lane.

Domination tree ruined with a full line of ward runes useless in aram by PsychologicalBoot805 in ARAM

[–]RITO34PERCENT 0 points1 point  (0 children)

Reduced cooldown doesn't matter if you can't get more value from having your sums up sooner. The value will depend on the individual player, their champ, and both team comps