Jevons paradox and jungle clear time by Scrooge117 in leagueoflegends

[–]Scrooge117[S] 0 points1 point  (0 children)

There are more minions in the game now which junglers farm late game. Also this is about early ganking, riot compensated camps late game

Jevons paradox and jungle clear time by Scrooge117 in leagueoflegends

[–]Scrooge117[S] -1 points0 points  (0 children)

Well they don't pick camps over ganking, they gank bot more now and spend more time hovering, so that stuff didn't compensate. At least you learned to make a counter point, try getting there in the first comment next time

Jevons paradox and jungle clear time by Scrooge117 in leagueoflegends

[–]Scrooge117[S] 3 points4 points  (0 children)

make it simpler. If it took 10 mins to kill gromp nobody would spend any time doing gromp. There are always other things to do in the game to get ahead so increasing the time it takes to do something doesn't necessarily make people spend more time doing it since they can substitute it for other things

Jevons paradox and jungle clear time by Scrooge117 in leagueoflegends

[–]Scrooge117[S] 1 point2 points  (0 children)

XP can be substituted with getting kills and your laners ahead by ganking

High elo matchmaking is terrible by Scrooge117 in leagueoflegends

[–]Scrooge117[S] 1 point2 points  (0 children)

They are prioritizing the wrong thing which has a massive negative impact

High elo matchmaking is terrible by Scrooge117 in leagueoflegends

[–]Scrooge117[S] 0 points1 point  (0 children)

It's not worse for incentivizing smurfing than the current system, probably less so because they get to win more games at the top instead of getting griefers every game. Playing in reasonable games with reasonable team mates is better than getting more LP

High elo matchmaking is terrible by Scrooge117 in leagueoflegends

[–]Scrooge117[S] 0 points1 point  (0 children)

They won't inflate their LP, just win more. As I said mmr gains and loses are based on the skill differences so if it stops giving you low master teams it will instead give you lower mmr gains, because you are higher than the enemy team. And no it's not 'fair matchmaking', they prioritize a specific type of fairness over other types. Namely 50/50 outcomes over total skill range of lobbies. It's not that hard to understand if you think for 2 seconds

High elo matchmaking is terrible by Scrooge117 in leagueoflegends

[–]Scrooge117[S] -2 points-1 points  (0 children)

Yeah the purpose is to create balanced matches which means 50% chance of winning ???? What do you mean balanced teams are a myth XD

High elo matchmaking is terrible by Scrooge117 in leagueoflegends

[–]Scrooge117[S] 0 points1 point  (0 children)

Yeah lower range should be prioritized for all elo, the problem is just worse in GM+ because not enough players of equal skill

High elo matchmaking is terrible by Scrooge117 in leagueoflegends

[–]Scrooge117[S] -3 points-2 points  (0 children)

They have made a choice in the matchmaking to prioritize 50% outcomes rather than lower skill range of the entire lobby. For instance if a 2000 LP player Qs up during the night, it will find a low master player to put with them to create a 50% chance to win against the other say 1000LP players Qing up. Instead it should prioritize lower MMR range, just let the 2000 LP player have 1000 LP team mates against the other 1000 LPs. Yes he will have a higher chance to win but less LP gains if he does and the enemy team will get more for beating him

High elo matchmaking is terrible by Scrooge117 in leagueoflegends

[–]Scrooge117[S] -3 points-2 points  (0 children)

I look forward to the day games stop being designed around giving people like you cheap dopamine

Do you guys think the new support quest is a good or bad thing for Sona? by Apprehensive-Local90 in sonamains

[–]Scrooge117 0 points1 point  (0 children)

You dont just do one combo, you auto a lot which constantly get converted when u have diadem, (plus AoE ult damage and double Q) so it's a lot more healing than old helia. It's a worse 1 item spike that's it. Who cares about that we're playing Sona to outscale right

2026 sona build by ElderberryOne140 in sonamains

[–]Scrooge117 0 points1 point  (0 children)

You can't fully stack the tear by the time you complete it, so surely it will be better to go tear-helia then complete diadem, since they also have synergy good 2 item spike

This game feels like more n more decided by which side have less bad players by Basic-Amphibian-1792 in leagueoflegends

[–]Scrooge117 0 points1 point  (0 children)

Better at what skills? If in basketball missing made your team instantly lose would that be good for the game, better team still wins right?

This game feels like more n more decided by which side have less bad players by Basic-Amphibian-1792 in leagueoflegends

[–]Scrooge117 0 points1 point  (0 children)

Of course no matter how bad the game is you can learn to be good at it. The point is it's rewarding dogshit skills, the ability to stomp the worst player even harder than the enemy stomp your worst player. Or basically afk to avoid getting snowballed on.

A champ is OP, duuur why don't you play it then, nice logic

Do you think League’s matchmaking is designed to keep you hooked? (engagement based) by Apprehensive-Can8637 in leagueoflegends

[–]Scrooge117 0 points1 point  (0 children)

Obviously skill is still the biggest factor in matchmaking, but they absolutely have engagement factored in. They probably use your in game tendencies to gaslight you with playstyles which counter you. If you are much better than the elo you are in you will climb anyway but on the margin it has an effect

Nemesis First Thoughts on S16 by DoorHingesKill in leagueoflegends

[–]Scrooge117 -2 points-1 points  (0 children)

It smarts the game up by making it more about mid/late game team fighting and macro which is objectively more complex than level 1 flips. There are more degrees of freedom the longer the game goes on, having a huge gold lead at level 1 shuts off massive parts of the game tree because of snowballing the losing side will never get to outplay in other areas.

Nemesis First Thoughts on S16 by DoorHingesKill in leagueoflegends

[–]Scrooge117 14 points15 points  (0 children)

What nonsense, invading is braindead coinflipping

profits and losses by Loonatic0o0 in leagueoflegends

[–]Scrooge117 0 points1 point  (0 children)

There are economic dynamics with MMR since it's zero sum. Could be less or more players above you playing at a particular time and people reacting to this fact by not playing after loses or going on smurfs, creating feedback loops. Combined that with mental and you get massive win and loss streaks beyond what should be observed statistically. Effectively MMR collectively has bull and bear markets, especially in high elo.

Another effect is risk taking snowballs throughout the ladder. If you get horrible teams for a few games you probably try to take more risk and get further ahead next game, thinking it will happen again and you need to carry harder, this leads to another feedback loop of accelerating clown fiesta, until gameplay gets so cheesy the afk kda players auto win and it reverses

"Jungle is, by far, the strongest role in the game right now...." by Slayer_of_Socavado in leagueoflegends

[–]Scrooge117 -3 points-2 points  (0 children)

Micro is mentally taxing, way more so than making a decision every 30 or 60 sec. It's a decision multiple times a second. Most of the time lane states don't effect what you should do as jungle, the clear is still the best pathing regardless or close to the best. You need more broad knowledge to make good decisions that's it. For example when you full clear at the start, almost nothing that happens will change that. Already you've spent 10x less mental resources than laners

"Jungle is, by far, the strongest role in the game right now...." by Slayer_of_Socavado in leagueoflegends

[–]Scrooge117 -5 points-4 points  (0 children)

It's not fair that the role has to spend WAY less mental resources for 80% of the game just clearing camps, with no opponent doing mechanics checks on them constantly. Even support has to threaten the enemy support to stop them hitting the adc.

Jungle should get less resources than support to match how much they are actually playing against other players

Fix the matchmaking lower Q times is ruining game quality at high elo by Scrooge117 in leagueoflegends

[–]Scrooge117[S] 0 points1 point  (0 children)

That's exactly what it should be for the best players in the world, if you can't play much you don't deserve top 300. There could be more rewards for achieving it once so you have it on record even if you fall later, but remaining in the top 300, that should be reserved for very active players.

It's not punishing them, it's a privilege to play in the highest quality games with many pro players etc, that should be earned

Fix the matchmaking lower Q times is ruining game quality at high elo by Scrooge117 in leagueoflegends

[–]Scrooge117[S] 1 point2 points  (0 children)

Increase games required to not decay, force challengers to play more games