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Post #490 (isolation #9) » Mon Jun 20, 2016 3:34 pm
Postby Iecerint »
In post 488, PJ. wrote:Wait....Gamplay Update for Warwick??!!! WTF...I just want him to not look like a grey blob. You fucks riot. You promise me WW VU 3 years ago and now you he's a complete rework??? You fucks. You ruin the best champ.
They've been talking about a complete rework for at least 2 years.
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Post #1104 (isolation #19) » Fri Aug 12, 2016 11:00 am
Postby Iecerint »
Part of the effect is probably correlational -- seriousness is generally correlated with using a wired connection in addition to a wired connection directly causing a stability advantage.
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Post #1615 (isolation #23) » Tue Sep 20, 2016 6:20 pm
Postby Iecerint »
In post 1609, mykonian wrote:You play for 4 hours at least, with a board that has too many pieces, too many rules, too many things to take care of, to then win or lose based on what cards get shuffled on top and what the dice roll.
I find you need really awesome people to keep playing that game..
I think it has a social element that makes it more than RNG and obvious optimal play.
The relevance of the social element depends on how many expansions are being used probably.
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Post #2097 (isolation #29) » Wed Nov 16, 2016 6:28 am
Postby Iecerint »
Also, anyone know if anyone's done the math on how many 4800 champs you need to have remaining when 1700 champ shards are a superior way to collect the remaining champions vs. buyin em directly with IP?
In post 2132, Iecerint wrote:(5100 IP for a champion + 3*chance[blue essence]) x n
vs
(4800 IP for a champion x a) + (6300 IP for a champion x b)
where
31 = 17 + 14
5100 x 31 = 158,100 IP + (some Blue Essence)
(4800 x 17) + (6300 x 14) = 169,800 IP
So I should be buying Shards with IP if I want champions?
Well.
The other possibility would be to buy a certain number of 4800s first, and then shift to shards when some critical value is reached.
4800 < 5100 < 6300, so you could get all 4800s and then switch to spend even less IP.
But the free blue essense complicates this logic. I think 1 blue essense is about 19 IP, but it depends on how you count. That would mean that it's worth it if average free blue essense is at least 15 or so.
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Post #2138 (isolation #34) » Thu Nov 17, 2016 11:18 am
Postby Iecerint »
Though I can't remember what that conversion factor comes from, and that conversion factor seems wrong, as an Alistar shard gives 195 blue essense, so that's 1700 IP for a relatively "cheap" shard, which would translate to 1700 IP for 3705 IP worth of blue essense, which can't be right.
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Post #2148 (isolation #35) » Fri Nov 18, 2016 9:39 am
Postby Iecerint »
In post 2141, Psyche wrote:apparently when ivern Es someone, the damage is treated by the game as committed
by
that person; this might be a bug
this leads to statistics sites underestimating his damage output on the one hand, but more concretely it means cs taken with ivern's E is granted not to him, but the teammate shielded, making his support game more effective
similarly (i haven't confirmed this in-game), it might mean kill gold from kills taken with his E is granted to the shielded player rather than Ivern himself
consequently inflating his assist count while deflating his kill count
really interesting stuff
The same thing happens with Janna's E and Nami's E to the best of my understanding.
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Post #2880 (isolation #41) » Tue May 16, 2017 7:14 pm
Postby Iecerint »
It's not really a Kassadin buff from what I understand.
His E currently looks like it's applied in a wave, like Sona ult, but it's processed instantly for the entire area, like Annie W. If you flash out once his animation starts, you will flash and then take the damage. So this is a transparency problem.
They're making his E work like Sona ult, and giving him a little range to compensate (but you can walk away and still not be hit if you wouldn't have been, or you could flash/blink over it now).
only updated stats source i've found so far suggests he's gone from terrible to average or from average to pretty good based on the elo: https://counterplay.xyz/patch/7.10
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Post #2887 (isolation #44) » Thu May 18, 2017 9:26 pm
Postby Iecerint »
I wonder how they're doing the Nash equilibrium calculation. Like. We have the actual pickrates, so dunno if it's basing it on that, or just the winrate matrix.
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Post #2968 (isolation #45) » Wed May 24, 2017 3:15 am
Postby Iecerint »
In post 2963, Andrius wrote:I really wish they'd stop giving me the ability to ban champs.
I've been force-dodged three times because I'm not paying attention and I miss a ban.
On my computer it maximizes league and plays a noise when it's my turn.
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Post #3108 (isolation #47) » Wed Aug 02, 2017 6:06 am
Postby Iecerint »
In post 3107, zoraster wrote:i think people have short memories. The game is arguably better, but the community is leaps and bounds better than when i started playing.
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Post #3743 (isolation #50) » Sun May 27, 2018 6:21 pm
Postby Iecerint »
I think SR is a more "complete" experience, so I can see where Panzer is coming from.
I think some people play ARAM to avoid the complexity of rift, which causes people to learn some bad habits due to good play in the good modes being different, which increases the extent to which SR is alien and strange.
This means that people get more and more likely to miss out on a fun game mode due to ARAM-entrenched behaviors.
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Post #4167 (isolation #52) » Tue May 21, 2019 1:50 pm
Postby Iecerint »
In post 4164, Lycanfire wrote:Hotfix seems weak. I think her power should go to her shield if they touch her up more.
Yuumi shouldn't ever be a lane pick. I'd like her niche to be win harder as a lane counterpick paired with someone like Cait against an enemy that picks a super weak ad + melee support, 2v1/2v0 if laneswaps ever come back, or comp specific with speedy snake or booky bird. She strangely seems more promising paired with a mage down bot, but I can't say I've tried anything outside of Yuumi+Cass, and I had a pretty shit Cass game and my support was more interested in playing with their duo on the otherside of the map, instead of you know, bot lane.