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[League of Legends] General Discussion

Switched to EU West because the players in EU Nordic & East are just retarded. They never act nice and always bitch about the team when they feed.
 
Riot making it G-stylish for season 2??


Flash/Clair Nerf!

Fortify/rally EXCHANGED ( Removed & Replaced)

Going into Season Two, we’d like to open up the playing field for a greater variety of summoner spell choices. With this objective in mind, we’re going to retouch the existing summoner spells to shake up the classic compositions, and to help them better support the strategy of a given team composition.

Here are a few changes that you can expect to see coming up in Season Two.

Harder, Better, Faster, Stronger!

Most of the classic summoner spells that you’re used to seeing will still be there for you to use heading into Season Two. Many of them will be getting retuned, however, to better suit the more aggressive gameplay that we want to promote in the new competitive season.

Most notably, Flash and Clairvoyance – largely considered the two most powerful summoner spells – will each be coming down a notch going into Season Two. Flash will now have both reduced range and an increased cooldown to make summoners feel less obligated to select it. Clairvoyance will also be receiving an increased cooldown and reduced duration to make it require more tactical use and be less punishing to junglers.

Heal and Cleanse, on the other hand, will each be receiving buffs to make them more attractive selections. Heal will now scale much more strongly into late game, while Cleanse will now remove summoner spell effects such as Ignite and Exhaust.

Out with the Old!

In addition to these changes, there were a couple of older summoner spells that didn’t really fit into how the game has developed since release. We opted to remove these less utilized summoner spells and replace them with some new options. In particular, we’ll be bidding farewell to both the Fortify spell and the Rally spell.

Rally suffers from a few unique disadvantages that are not symptomatic of the other summoner spells. Not only is it a stationary effect in a game that favors high-mobility play, but it can be quickly focus-fired and destroyed by an enemy team with good combat awareness. As a result, the Rally spell has seen little usage, and won’t be making a comeback in Season Two.

As for Fortify, one of the goals of our design changes going into the new competitive season is to continue to encourage aggressive, exciting gameplay. Having a summoner spell that promotes stagnant play by completely shutting down pushes, while also being unpopular, doesn’t mesh with our Season Two goals. We’ll be replacing this relic with a spell we think has a stronger place in the game.

And in with the New!

To fill the void left by the removal of these two spells, we’ll be supplementing the remaining complement of summoner spells with some new choices. This includes the return of the Promote summoner spell and the introduction of the new “Surge” (name not yet final) spell.

“Surge” is a brand new summoner spell that will imbue your champion with a powerful aura, boosting the combat effectiveness of both you and your allies. This new spell will fill the same niche that Rally was intended to occupy without suffering from all the adverse caveats that come with being linked to a stationary object.

Additionally, rather than promote stagnant gameplay through the Fortify spell, we’ve retooled the Promote spell for use on Summoner’s Rift. Like its Dominion equivalent this spell will provide a single minion with a significant buff to its Range, Health, Armor, and Magic Resistance stats. Unlike the incarnation of Promote that was present in the League of Legends Beta, however, this new spell can only be cast on a cannon minion, preventing a group of players from spamming it to aggressively push a single lane.

Spell it out for me!

Ultimately, these new summoner spells will help encourage more aggressive and exciting gameplay in the new season. Additionally, the spells will help to promote more varied team strategies in order to open up the playing field for unexpected new styles of play. We hope that these changes will make for a generation of new and interesting gameplay as we head into Season Two!

Wow ... this is SHIT
 
I like the new change about summoner spells in season 2 :) I just hope promote wont be op as back in the days where you ended games before the 10 min mark with promotespam
 
WHen servers have problems or so RIOT press magic button, loss forgiven means you dont lose elo in rankeds etc.
 
reduced range on flash? what? WHAT? tha fuck are they thinking its like the only escape for some champs flashing over walls its not op fucking idiot riot(imo)
 
Isn't it even enough that u can barely flash luckely through a wall, now u have to stick ur ass next to the wall just to flash through it... wow
 
they should remove flash entirely, most retarded summoner spell ever invented
it just ruins entire gameplay and slows it down by 100%, it's plain farmfest..
 
they should remove flash entirely, most retarded summoner spell ever invented
it just ruins entire gameplay and slows it down by 100%, it's plain farmfest..
how can u say that for some champions its their only escape early game
 
Flash slows down gameplay..don't overextend if u dont want to die, nobody will dive u early game..
 
how can u say that for some champions its their only escape early game


imo flash should be removed entirely since its a retarded spell.. sure its ok if u can't flash over walls but now u can flash over the thickest walls making it super op >.< and u dont need an escape spell if u dont overextend :)
 
How much will it be reduced? u can still use it effectively no?
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any1 know if matchmaking system is better in any other MOBA games? I don't wanna support RIOT, fcking idiots those guys
 
any1 know if matchmaking system is better in any other MOBA games? I don't wanna support RIOT, fcking idiots those guys

Matchmaking Guide

League of Legends uses a mathematical system to match up players of similar skill in the “Normal” and “Ranked” game types. Each player is assigned a number that represents his relative skill level, which is determined by the outcomes of his previous games. When a player enters the queue for these game types, the system determines his relative skill level. This number is called an “Elo Rating”, taking its name from Arpad Elo, the mathematician who developed the system. The system then attempts to assemble two teams based upon the Elo Rating of all players in an attempt to create a game wherein both teams have as close to a 50% chance of winning as possible.

The system accounts for the advantage of pre-made teams by providing more difficult opponents.

In Detail

The basic priorities of the system are (in respective order):

Protecting new players from experienced players.
Maintaining fairness and creating competitive matches.
Finding a match at all – the longer the wait, the lower the priority given to #1 and #2 becomes.
How are matches made?

First, the system places players in the appropriate pool – which is basically the game type (normal, ranked solo/duo, ranked 5-man team, other game modes, etc). Once in the pool, the system starts trying to find matches, with the goal of creating teams that are equal and which both have a 50% chance of winning.

Step 1: Determine strength:

If a player is solo queued, the strength is determined by his personal Elo rating (i.e. ranked team rating for ranked team, normal games rating for normal games).

If a player is in a pre-made team, his rating is the average Elo of himself and his team members, along with an increase based on the number of people in the pre-made in order to ensure that you get tougher opponents, because being a pre-made team is a proven advantage.

Step 2: Determine eligible opponents:

Initially, the system will only match players with similar Elo ratings. When enough time elapses however, it will broaden the range it considers acceptable in order to find a match and prevent players from waiting too long.

New players get some special protection and are usually matched against other new players.

Step 3: Find a match:

Eventually, the system will assemble a group of players with comparable Elos and it will put the players into a game. The system then tries to balance the teams so that they each have a 50% chance of winning.

How is the Elo rating measured over time?

We use a modified version of the Elo system. Generally speaking, the Elo system mathematically compares two player ratings to predict what a player’s chances are of winning a game against another player. If a player wins, he gains points, if he loses, he loses points. If a player wins a game he had higher chances of losing, he gains a greater number of points with respect to how poor his odds were. Additionally, newer players gain and lose points more rapidly so that they reach an accurate skill level faster. This means that good players become highly rated because they win more often than the system expects, until the system is correctly predicting when they will win.

We modified the Elo system to adopt a team Elo based on whoever is on the team, and when a team wins, it’s assumed that everyone on the team was “better” than the guess, and each player on it gains points.

We use various proprietary methods to identify new players who are significantly more skilled than a typical new player, and they receive an Elo bonus.

Gaining summoner levels significantly boosts the Elo rating.

How does the system deal with pre-made teams against solo teams?

We performed analyses on hundreds of thousands of games to identify how much of a skill advantage this situation gives the pre-made. We found that a variety of factors influence it, including the size of the pre-made (i.e. 2, 3, 4, 5 people), the skills of the players involved, the combinations of experienced and new players, and a couple other minor factors.

Upon identification of these advantages, we boost the pre-made’s rating to create a fair match, applying the appropriate, mathematically-justified adjustment.

While we will not give precise values because those are trade secrets, we can say that:

5-man pre-mades are only moderately stronger than solo queuers
Partial pre-mades have only a slight advantage
New players don’t benefit much from being in a pre-made, while experts benefit a lot
Why even match pre-mades against non-premades at all?

It helps the system discover skill rating much faster, so that players get fair matches faster. This works because if players pre-make teams, it reduces the amount that players win or lose games based on “bad” or “good” luck in relation to the team with which they are paired. If a player pre-makes, he joins up with people of approximately similar skill, and he is partnered with fewer random teammates boosting or impairing him, so his rating reaches an accurate value more quickly because more of each game result is due specifically to him and his friend(s), who are likely close in skill.

We want people to easily play with their friends because they will have more fun if they do, and we can’t have a 5v5 matchmaking pool of all 2 man teams, or all 3 man teams – there needs to be a mixture for it to work. We chose to include 5-man because it’s a lot of fun and the collected data shows that excluding this won’t improve the fairness of matches much at all.

Common Questions:

Why don’t you include other little details like how many kills I had, etc, to determine my rating?

If we did, it would encourage players to focus on killing other players, instead of strategically winning the game. For instance, healers would receive undesirable Elo modification. By putting as many measurements and incentives as possible on winning, we avoid side behaviors that aren’t as fun, and which confuse the rating process.

So, because I won a few games in a row, I’m going to get an impossible match now, right?

Not exactly. Your rating will rise, so you’ll be pit against increasingly difficult opponents – but the system doesn’t try to give you 50/50 win/loss record, it just attempts to secure accurate predictions of game results. Eventually, plays hit their limits, and average players WILL see a roughly 50/50 win loss ratio. Players who are above average will tend to do slightly better there are more players below them than above them, so matches, when made, will tend to be slightly “downwards”. Expert players near the top of our rankings will often run 90% win rates.

How will you do persistent teams, like in WoW arenas?

We will be implementing a system for this, and using new methods we develop to create a matchmaking infrastructure surrounding it. We will figure out how good you are in general (e.g. personal ratings), while allowing you to freely create/destroy teams.

Can I beat this system by leaving the game early?

No. You incur an Elo adjustment based upon the team’s result. If your team wins, you will gain points, if your team loses, you will lose points. You do, however, incur other penalties for leaving. This is because various other options (which we considered) to account for people leaving end up being exploitable or can otherwise cause undesirable effects on the system. For example, if we reduced the rating loss of your teammates if you leave, then you might leave to help them preserve their ratings. If we gave you a penalty even if they won, we would be "deflating" the entire system of ratings over time, causing new players to possibly run into professional players eventually. The system must be “capped” zero sum, in other words, players must gain and lose points equally overall so that the “average” score in the system remains consistent.


Source: Matchmaking | LoL - League of Legends


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