League Of Legends Catch All

PWAlessi wrote:
Played a game where 3 of the 5 on our team wanted to surrender. I was not one of the quitters. We won. Lesson learned, never surrender.

How do you guys feel about surrendering?


If I am not having fun it is time to surrender.

ulath7 wrote:
Question: Along the lines of AD vs Armor Penetration... is it worth building Magic Penetration Runes? or just go with more AP?

Most popular/cost effective is Magic Pen reds and flat AP quints, if you don't get MR blues then AP per level is also popular. If your champion doesn't scale well with AP then you can substitute with MPen or Move Speed quints. Yellows are almost always flat armor, but some do health per level vs AP lanes.

IntangibleFate wrote:
Pretty sure scaling MR blues and flat armor yellows are some of the most used runes in the game across all roles and characters.

Yeah those were the standard for a long time. Not sure if anything has changed recently with yellows and blues.

PWAlessi wrote:
How do you guys feel about surrendering?

I rarely vote in favor of a surrender. Habitually surrendering when you are behind will reduce the amount of experience you get when playing from behind, thus hurting your chances of making a comeback in a future game. Also, there are innumerable ways in which the enemy team can throw the game. Some people see a surrender as "time better spent" with a fresh start in another game, but my objective isn't just to win but to have fun and improve my play. I can do both whether I'm winning or losing. All that said, there can be situations where surrender is the best way to escape a situation that is truly hampering your ability to play the game in a meaningful way. (intentional feeders, trolls giving the enemy team info in ALL chat, etc.)

This is a pretty good article for beginning rune purchases in terms of usefulness. I don't entirely agree with the characters at the bottom though. I much prefer the play everything during free week and buy what you love and connect with. But play it before you buy it, not just because you saw someone esle play it well.

IMAGE(http://i.imgur.com/jYupj1T.png)

As far as surrendering goes. I like to at least get one good teamfight in to see what happens. But if its constant people getting caught out, never even teamfights and constantly losing objective and facing a bigger gap I understand. But I've been in games with no inhibs and won.

PWAlessi wrote:
Played a game where 3 of the 5 on our team wanted to surrender. I was not one of the quitters. We won. Lesson learned, never surrender.

How do you guys feel about surrendering?


It's tricky. I feel that newer/less experienced players tend to have the "never ever surrender!" mentality more often than not, but some games are simply unwinnable barring multiple incredible screwups from your opponents. At that point, there is a 95% chance that you are wasting time that could be spent in a new game improving the errors that got you in such a terrible positition before.

As you play more, you should start to develop a sense of when these impossible scenarios arise.

Enemy team is up 8k gold and has 2 inhibitors down, your Tristana just got a triple kill and level 18, your team now has 3 Warmogs and a Bulwark so the super fed enemy Leblanc threat is starting to fall off? Do not surrender. You have the late game team, your late game hyper carry is finally hitting hyper carry status, and the enemy's strongest threat can no longer delete any member of your team from the fight.

Enemy team is up 10k gold with 2 inhibitors down, your Graves is 2/7/2 and 100 CS behind the 10/3/4 Vayne with a competent Janna support, your Warwick jungle is severely outclassed by the fed enemy Hecarim, and most of your kills are on your top lane AD Teemo? There's a good chance you should just surrender this one.

Obviously there are a ton of additional factors that need to be taken into account in both of those scenarios, but it is often easy to tell when a game becomes unwinnable. If you refuse to surrender in those scenarios, you're potentially wasting time for multiple people.

Potentially, because miracle comebacks do happen. I just tend to not like wasting 20 minutes of game time for a potential comeback that happens about 10% of the time. They are great when they happen, but they happen rarely.

All that said, I will freely admit to being one that tries to surrender too early too often. A remnant from my SC2 ladder days, I suppose.

KingGorilla and I just had an epic comeback. Largely due to the fact that we fed the crap out of them early.

I like to place the turning point at when I, as Morgana, stole Dragon away from Jayce/MF, but it was probably when Darius started dunking everyone on his way to an 18/7 record.

ulath7 wrote:
Question: Along the lines of AD vs Armor Penetration... is it worth building Magic Penetration Runes? or just go with more AP?

Also, is it worth building Magic Resist Runes (Glyphs, other than on tanks or bruisers)?

Thanks in advance...

So short answer : It depends on who you are against, and yes worth getting Magic Resist

So for most AP types, go AP Quints, MR Glypys (Scaling on Support), Armor Seals, Magic Pen Marks

Time to buy some Scaling MR Glyphs... anyone want to buy a complete set of CDR Glyphs?

I would rather surrender and move on than be stuck in unwinnable games. That said, I'm willing to compromise and stick around to see if things improve but I've found most anti-surrender people are unwilling to budge, ever... even in 4v5s, which I will never understand. That's one thing I rarely budge on - if we're down 4v5 or more and not in a competitive position by 20 minutes, siyonara. The game requires far too much motivation and mental energy for me to want to invest any more time/patience in games where there's so little chance of even having fun.

Couple of things about runes, since I have a hazy recollection of you saying you were playing mids.

While just about everyone runs AP quints, if you spend an hour plugging numbers into a spreadsheet you'll see that MPen quints often pull ahead around level 7, and hardly cost you any damage before then. You can stick in a bunch of numbers for various enemy MR situations, particular ability base damages and AP ratios, and the break even points will change. But as a rule of thumb, MPen quints will lag AP quints by low-single-digit damage values during early laning. For most spells you'll see MPen pull ahead around rank 3 or 4, and for ults at rank 1 or 2. Naturally there a host of factors that can influence this, most notably spells with very high or low AP ratios or base damages. Plug in various abilities, enemy MR levels, AP levels, and you'll see that the exceptions are uncommon and often trivial.

With your bog standard mid AP carry, you primarily harass with a single ranked spell, and attempt to kill with a full combo. MPen quints generally pull ahead for this setup at level 6 or 7, and if they're lagging AP quints for a particular champion, it's typically by a very small amount. Sorc shoes make MPen quints pull ahead earlier. Fast forward to average level 11 builds and MPen is better in almost all cases.

Digging a little deeper, you'll see that the higher base damage your abilities have, and the lower your opponent's MR is, the harder MPen beats AP. Even taking the example of Cassiopeia's very fast firing but low damage Twin Fang, with average items MPen quints only lag AP quints by 1 or 2 points of damage until the 4th rank (level 7), at which point they pull ahead.

In particular, on burst mages you'll find MPen is the superior choice. Big damage abilities and the penetration also works on DFG. If your plan is to engage extremely aggressively during early laning, then run the numbers for your particular champion and see if the early AP benefit is worth it. Champions which benefit most from AP quints are those which tend to harass with 3 damage abilities, rather than just 1. If you can't be bothered to run the numbers for a particular champ, then use that as your yardstick. Harass with Q? Run MPen quints. Harass with combos and desire early lane kills? Run AP quints.

It's also been mentioned that we had this argument before, and don't need to get into it again, but I advocate buying a single set of T1 armor yellows and flat MR blues, and a set of T1 MPen and ArPen reds, as you level up. Run the numbers and make your own decision. Don't rely upon the hive mind.

Rushing lichbane on Ziggs is hilariously effective.

I played ARAM queue howling abyss all night on PBE. So much fun, takes all of the annoying things out of regular ARAM (constant leavers, having to search custom game lists, boring map environment). It also gives me an excuse to random which is how I actually really like to play Summoner's Rift normals but people tend to not like it when you random in normals.

I love the way they did the new aram setup. The fact that it is blind actually makes it ineteresting because you have to look at your own team and see if you can make it work. The new reroll feature seems like it will be helpful as well, as there are just some characters that can be really rough in aram. But even then most of them are only against certain situations. Eve against super squishy team? Awesome. Eve against full tank team, not so much. But you won't know till you get into the game.

I think it's going to be really helpful. I just hope they do a good job explaining it to the public at large. In almost every game at least 3 people tried to go back to buy. And couldn't figure out why their recall button wasn't working.

I want it live asap:) ARAMs can be so much fun when summoners rift gets a bit stressful.

All
Random
All
Mid

I assume this is what you mean... I have champs I've bought then shelved as I sucked horribly on them (Lee Sin comes to mind)... I guess this is a way to test your mettle. Thank god the "default" configs are decent now.

ulath7 wrote:
All
Random
All
Mid

I assume this is what you mean... I have champs I've bought then shelved as I sucked horribly on them (Lee Sin comes to mind)... I guess this is a way to test your mettle. Thank god the "default" configs are decent now.

Yes. You get randomed into any of the characters you own + free week champs. You get put on Howling Abyss (proving grounds one lane map that is visually updated.) You start at level 3 with 1375 in gold. And then it is teamfights all game, till a nexus blows up. You can't go back to buy/heal. You get some random builds. I think my favorite was we had no tank, so I was annie tank. Cause we needed someone to soak up the ults for the other squishies.

I enjoy it because you get crazy team compositions that won't work on Summoner's Rift. I remember a game where we had a Jax, who can be decent in aram but is harder to get fed than regular games since he is a duelist. But we had a Janna, an Orianna and a Lulu. So he jumped it and got shields rotated onto him. When they tried to jump our backline we just rotated shields onto whoever was focused and kited them forever.

I'd like the all team fighting thing, just not all random. Can you do a pick or draft?

Miashara wrote:
I'd like the all team fighting thing, just not all random. Can you do a pick or draft?

Yes, but not in the ARAM queue. You'll have to set up custom game lobbies to play on the Howling Abyss just like with the Proving Grounds currently.

Boo.

stolen....so...yeah...

hook city?

Actually wouldn't mind a draft and blind pick queue for Howling Abyss, i bet a lot of people would enjoy it, and it's all about havin fun.

Those Aram changes do sound pretty great. I'll definitely be interested in playing some Howling Abyss.

I still wish they could find a way to implement some kind of analogue to DotA's -SD mode. That was always my favorite.

Dyni wrote:
Those Aram changes do sound pretty great. I'll definitely be interested in playing some Howling Abyss.

I still wish they could find a way to implement some kind of analogue to DotA's -SD mode. That was always my favorite.

I'm hoping that the ARAM queue does well, so that they have incentive to go and add more options to custom games. I'd love some of the all the same character games and things of that nature.

weird times... can't seem to buy a win lately with my best champ (Malz). On the other hand, I held off for a long while on buying Gragas because he just didn't seem like he was my style, but finally decided to buy him about a week ago. He's actually been a breath of fresh air and I've yet to lose a game with him. I honestly think his ult might be my favorite ability in the game.

All mid all draft was popular for a while around a year back, but it disappeared after a few months. All mid all bottom in dominion was also around for a while, it was more like the current ARAM in terms of the speed of escalation.

Played Zac last night... Pretty sure i did something wrong because whenever i play against him i feel super pressured, when i played him i felt like a schlub till mid game and i picked up a sunfire cape and warmog. But my damage with him was just atrociousness. I had a standard AP page that i used (geared towards lux but close enough right?) I'm used to playing Darius up top any suggestions for improving my gameplay?

I really enjoy Gragas. His q has major range which make him a eager and fast pusher/poker top and mid lane. His passive and w act like a soft Catalyst. I can think of no other champion (maybe Singed) where rushing Rod of Ages is so important. He is not the best farmer, because he is mele, but the q helps a lot. He can use abilities more frequently early on given the passive HR and the W.

Be prepared that characters like Lee Sin or Ammu will bitch you out for ulting a character out of their attack. But the Ult is probably the best tool for getting the AD carry into the clutches of your team. Against mele heavy teams it works to disperse the team and gives you a chance to make more calculated engagements.

Do not underestimate his E, it works like flash-so you can run through many types of jungle.

He can be built pretty tough, but definitely not a full AP tank. But Zhona's and Athene's can go a good length to letting you engage at close range more often; I think Seeker's Armguard is the best help to Gragas in a long while. Having a mass slow in the E means you can get in, and prevent escapes on several opponents. The range on the Q will also get you some fleeing enemies-the Q can also roll through objects.

Because of his long cool downs, I do not think you can build Gragas as a pure AP anymore(feel free to fight me on that), and rely entirely on his Q. I am typically taking him top, and not mid these days, so you need to get him toughened up. He has one good burst in him chug the W, toss R to the tower, E to slow, and finish off with Q, likely beat the person in the head once or twice.

This game is so unpredictable and infuriating sometimes when you are playing pub games at my level (13). I'm playing Twisted Fate. One game, I'll go 6/2/20 with a huge CS, the next, I'll be 0/8. You are super dependent on your teammates. I played a game yesterday where I think that our team had a total of 3 kills before we surrendered. If one or two people on your team really stink, you have no chance. You can't get kills or even survive if your lane partner is a moron. It's tough and sometimes very frustrating.

Ugh. Just venting.