Saturday, January 10, 2015

Introduction

Ever since Robert Morris University became the first university to offer scholarships to League of Legends players as a varsity sport, debate has erupted through America as to what constitutes a sport, with people vehemently taking sides.

Meanwhile, the count has officially become two with University of Pikeville as the second school to offer scholarships for the game we all cherish.

Thoughts on Scholarships

Until larger, more prominent universities begin accepting League of Legends professionals as a viable career path, it's hard to say whether or not schools that crop up with scholarships are merely doing it for the publicity and recognition. However, it does have to start somewhere...

I think that the major reason most schools aren't establishing scholarships just yet is because as a game, League of Legends is prone to "fad" status, as all games historically are. With a standard college degree taking four years, and League of Legends merely around for 5 years as of today, it's no wonder that colleges aren't exactly jumping at the chance to recruit players for 4 year programs.

Parting Thoughts

League is likely a game that looks like it's gonna be around for a long time. I think that with time we'll see even more opportunities open up for scholarships. Who knows maybe even your future kids will still be raving about it.
 
 
Sport [noun] - An activity involving physical exertion and skill in which an individual or team competes against another or others for entertainment.



Monday, January 5, 2015

Laning Basics

Laning Phase Basics

To break down the laning phase, there are a couple issues to address:
  • When and how do I TP back to base?
  • When do I roam?
  • When/How do I all-in my lane opponent?
  • When/how do I harass?
  • When do I push?
  • Last-hitting
Let's do them in backwards order.

Last-Hitting

Last hitting is what you'll spend most of your time doing during the laning phase. Every 15 cs is about equal to a kill, so it's a much safer bet to farm, rather than to risk dying to a jungle gank and lose all your CS to turret.

Note that there's a difference between simply last-hitting, and getting the last hit on a minion. Generally speaking, you'll want to wait until the last moment when when a minion is about to die before killing it, or else you'll push the lane. However, you should also note the position of the enemy champions, and if they happen to be farther away it's worth killing a minion before they get in range to harass.

ManaI see a lot of people trying to be frugal with their mana and save it instead of using it to secure last hits at turret. Don't do this. Make sure you get all the last hits. Yes, even use your net if you need to.

Pushing

Pushing a lane should be done to relieve jungle pressure from other lanes, but you should also do it only in situations where:

1. You're relatively sure that your jungle is close enough to help;
2. Their jungle is going to be out of position; or
3. You think you can get away safely. 

It allows you to force your opponents to waste mana last-hitting under tower (they're dumb if they choose to just miss the minions), which can give you a slight edge. If you're able to harass them under turret as well, it will give you a medium level of advantage.

Harassing

Harassing can be done one of three ways:

1. When they're last hitting

While you're in lane, the minions generally die at a similar time and thus it's difficult to find a time where you can hit them and they can't hit you unless you're playing the support role. If you desync your minions though (which often happens after a few waves), then harassing them when they go in for a last hit is viable.

2. At their turret

At their turret they're very concentrated on last-hitting, whereas you're just waiting for your minions to die. This results in the perfect time for ranged harass. See link for maximizing harass range.

3. Wing it

Naturally, there's also the random nonsense harass that tends to happen. If you see this, just hit them back. Your minions will likely hit them harder.

All-in

After harassing, there's always the all-in in which you (and maybe your partner) try their best to kill one of the enemy champion(s). In a both lanes, there's always the ability to outplay skillshots (generally via flash). However in a duo lane, it's important that the person who's NOT getting targeted put as much damage as possible on their highest damage dealer to try and force them to back off.

Example: If Thresh hooks onto your Leona, this is a GOOD thing if there's no jungle gank incoming (otherwise run). If you're playing AD carry, this is the point where you dash in on their AD carry and burst as much as possible, since their support just used their main CC and half their damage on your support. If you run away, then they just put out free damage and you'll likely lose the lane. 

Always be aware of the following:

1. The number of minions nearby
2. Level advantage
3. Summoners that are up (or down).
4. Possible jungle assistance

These are generally the biggest reasons for success or failure, with "sick plays" trailing behind.

Keep Calm and Play On

Many times in league we all want to explode on our teammates and tell them how bad they are. However in order to succeed at league you need to be calm and keep your composure. Its a difficult task to accomplish but it is one that is key to succeeding in league.

One thing that can help you accomplish this is to mute and toxic or rude players. In addition to this you can change the interface to make the chat smaller so you don't focus on it as much. Being able to keep your composure and keep working with your team no matter what is one key aspect that every player needs. So don't be like Dyrus and make sure to keep calm and play on.





Ranked Solo Queue

Ranked Solo Queue



Many players have dealt with the problem of solo queue. Some say that its all about luck and doesn't involve any skill. I along with many pros would have to disagree with this statement. League is all about doing your job to the best of your ability. You can't change what your teammates decide to do but you can decide what you choose to do.

Each player has a different take on solo queue, and some have more to say about it than others. I'll arrange them from the shortest on top to the longest on the bottom just to hold your attention.


Importance of Early Game Autoattacking

Earlier today while playing on a smurf account at gold level, I found something very interesting. While marksmen players tend to understand that their main goal is to auto-attack as much as possible, it seemed like a lot of other players rarely, if ever, auto attacked (even when they were in range to do so).


The worst offenders by far appeared to be AP casters, who seemed to rely solely on their spells for harass, even during laning phase. Although this may be the safest route during teamfighting in order to stay out of harm’s way, during laning phase it's a massive damage increase that often becomes the difference between victory and defeat in a 1v1 battle.

Let's check out the top two worst offenders, AP mids and melee supports:

Strength of Autoattacks

AP Mids
Let’s take a simple example. Level 1 Syndra has a base damage of 54  whereas her level 1 nuke deals 70 + 60% of AP in damage (estimated 88 with 30 AP to start). This means that magic resistance and armor aside, every TWO auto attacks effectively deals MORE damage than a single nuke.

Now think about how many nukes you miss in lane trying to harass…wouldn't it be easier to just land two autos instead?

Melee Supports
Meanwhile, let's take Taric for a melee example, as I see a lot of melee supports also fail to put in as many auto attacks as they should.
Level 1 Dazzle40 damage
Level 1 Shatter40 damage
Level 1 Auto58 damage

Every auto-attack you do does MORE than a single shatter! Not only that, but Taric's passive also gives his next attack 20% of his armor in damage! (about 64 total at level 1)

Even the armor reduction isn't enough to make up for that, which equates to about 4% more damage taken from autos (about 3~4 more damage from an average ADC auto). Of course, if you can get in 3~4 autos between you and your ADC then of course feel free. But if given the choice between only a shatter and an auto, the auto actually does more.

Best Time To Autoattack

So you're convinced that you need to auto attack more. Do you just do it willy-nilly? Of course not, there's always times that are better than others to throw an extra auto in.

The optimal time to auto-attack is always when the enemy laner has just performed an auto-attack themselves. The reason why? Because there is a time delay between one auto and the next.

This means there are two times when you should auto:

1. Right when your opponent is about to CS
2. Right after your opponent has harassed you.

Never take harass unless you at least get CS or a chunk of the enemy's health for compensation!

Conclusions

Auto-attacks are much more valuable than many players believe, especially early in the game. Even if they don't "feel" very effective, they stack up quickly and are often the difference between winning and losing an early skirmish.