ManaZ

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ManaZ

ManaZ

@ThemanaZ_

LoL | 🇸🇪 🇽🇰 | Top | EUW GM peak Top laner for @BabosGaming Discord: themanaz

Katılım Şubat 2014
401 Takip Edilen67 Takipçiler
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Eren
Eren@xErenando·
Due to the lack of Players on the market we dropped the Project. I decided to go LFT again. Hit me up for tryouts if you are interested.
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Kryze
Kryze@KryzeLoL·
EMEA CHAMPIONS 🏆🏆🏆 Just happiness.. finally solary is eating well.. I'm just so happy, the organisation deserves this so much after all these years of suffering Gg @Zoelys_LoL @Galions_ ❤️ #SLYWIN
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Kryze
Kryze@KryzeLoL·
REVERSE SWEEP DONE, EMEA FINALS + EWC QUALIFIER LOCKED GG MISA GGGGG #SLYWIN
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ManaZ
ManaZ@ThemanaZ_·
Currently LFT TOP again for upcoming splits, full-time availability ready to put alot of effort, prove myself and ensure a successful split. links: lol.fandom.com/wiki/Self:ManaZ lolpros.gg/player/manaz discord: themanaz Vods upon request, TR access in case of tryouts.
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ManaZ@ThemanaZ_·
@MakkroLoL But u gotta admit its kinda free win no? they kinda suck outside of laning, ornn has 10x more value.
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Makkor, Ornn Messiah 🐏
Makkor, Ornn Messiah 🐏@MakkroLoL·
Playing vs Mages top and bot gotta be the most boring meta ever. I am only fighting Anivia Aurora Mel Asol Cassio and Ryze top and Gwen/Gnar. Legit get these mages back to mid and buff Dshield/Second Wind back because ITS SO BORING TO FIGHT I JUST FARM😭I think we should make it so mages leave bot lane and give an innate passive to top quest and adc quest for them to either have more passive HP regen or MR vs Mages because this shit is getting so boring and uninteractable. They just oneshot the wave and perma poke and do nothing without having mana problems and they have self reliant CC. At least vayne has waveclear problems but mages are so BORING!!! Buff Dshield Second Wind or make a passive on the role quests and get mages back to mid.
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ManaZ
ManaZ@ThemanaZ_·
@RiotPhroxzon Well said, i have a proposition, how about rollbacking the ladder to what it was at the end of season 15 with the same lp gains they had then and continue from there. I think that would be the best compromise for everyone. I can elaborate more if you want, just reply.
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Matt Leung-Harrison
Matt Leung-Harrison@RiotPhroxzon·
Apex Ranked Followup Thank you for all your feedback about the changes last week. I wanted to give some explanations on what we're seeing and why it is how it is right now; I’m not trying to change anyone’s mind, but I hope being transparent will lead to more constructive conversations with everyone Feedback we heard 1. The ladder has less meaningful breakpoints to strive for, now that the LP gaps between Master, Grandmaster, Challenger and Rank1 are really wide in a few regions (NA, EUW, EUN mainly). The gaps between tiers can feel exhaustingly large with low feedback and satisfaction on the journey from say low masters to high masters 2. It also makes comparison to previous season benchmarks lose meaning (1k LP, 2k LP, etc.) 3. Many are calling for an Apex Ranked reset; I'd love to know more about exactly what you mean by this (more below) 4. The ladder already felt grindy, like you had to play a lot of games to get to the next tier, and now it feels even more so 5. The top players getting +30/-10 even if their MMR is high feels unfair if a new or lower account can't do that; there are feelings of “how can I catch that” 6. Depending on which patch someone played, with the same winrates, their LP outcomes can be quite different, which is frustrating On who is getting +30/-10 and who is +/-20 - There have been a lot of discussions around who is getting good gains and who is not - We agree it feels unfair right now for the top of the ladder to be getting +30 while others are getting +20; I just wanted to explain why this is - This is because the weeks many players spent eating +10/-30 from the soft cap is being repaid; essentially for every game that a player played a +10/-30LP game, they will get paid back with +30/-10LP ones and this will grow the top of the ladder (similar to how the max LP on the ladder grows early in the season) - Once the ladder stabilizes, 95+% of the ladder (including the top of the ladder and including masters entrants at the bottom) is intended to get +/-20 - This means the only way to climb the ladder is to have a >50% winrate - If you have a 50% winrate over a long period, then you’re probably in the right skill level and are not in a climbing state - I also want to state this very clearly as a response to folks saying they should roll a fresh account to fight the Challenger LP gains. There is no advantage to running a fresh account up the ladder to try and hit an Apex rank, it will always be better to start with a pre-existing Apex account - I know it didn’t work like this in Seasons past, but it does now (and has for the past season or two) and this is to further disincentivize smurfing, something many players on the ladder had mentioned as a pain point - The only way to climb from this state is to improve skill level - I can guarantee that a Challenger player will be able to climb just fine with +/-20 given enough games, because they will have a very high winrate through Master and Grandmaster, but this leads me to my next point On ladder grindiness - We hear your concerns on needing to play too many games to climb up the ladder - It is true that older accounts that played their accounts up to challenger will be advantaged in Season reset races with the way we currently do soft rank resets - We do this because we want to make camping spots less effective of a strategy, dissuade smurfing, and encourage people to play on their main accounts - If the legacy accounts are not advantaged, there is no blocker to just running many fresh accounts through the Ranked ladder to hit Challenger; I think most players would agree that would be a worse experience - Secondly, as soon as Challenger players run into negative LP gains, many will stop playing on their Challenger accounts and move to smurfing, which is bad for match quality and queue times as well - We believe the high LP values are a better alternative to negative LP gains, but they are both not ideal - Additionally, we have daily game requirements and cap the max LP gains at 30 so that players don't camp on their spots without playing so that others have more opportunities to overtake them - In a world where a new Masters account has a 75% winrate through the Apex ladder (ie. is probably a top 10 player), that is 300 games to get to 3000LP from 0LP - If you are starting from a legacy account, it will be significantly less games than this - We don't believe it should be possible to be able to get to Rank 1 from a fresh account in less than 2-300 games. That makes smurfing, running up multiple accounts and maintaining them too attractive of an option - For one of the premier competitive games, we don't believe it is too much to ask for a player to play 1-2 games a day (between 3-700 games a year for the highest skill players in the game). Genre expectations to reach the top in many other games (including other MOBA’s) can be orders of magnitude higher than this and often require full time grinding - On the flip side, we acknowledge that there's a sweet spot on how much a player needs to play to not perceive it as too grindy, many people have to study, have jobs, etc and so it needs to be achievable for them too - We want to balance all these considerations; reducing incentives to smurf, how grindy it feels to achieve/maintain a rank and how legacy accounts are treated On why the LP is so high - I saw a comment asking whether the gap between Iron and Master (2800LP) is really equivalent to the gap between Master and Rank1 Challenger (2, 3, 4000LP) - In some regions, the answer to that is yes, in others, it's not quite as large, but still close - Players have gotten significantly better each year, especially with how often the top players are boot camping, taking a shot at Pro and learning from it, and pushing each other to get better - This is one of the reasons why the LP gaps between tiers are so high and the existence of the soft caps in previous years ended up suppressing the observed top LP's by some amount, so the gap looked lower than it actually was - Factually, there is a huge gap in skill between Master and Grandmaster and again from Grandmaster to Challenger so amount of points between them has to be reasonably large - This is a very common pattern in long running games, for example in Chess, Magnus Carlsen vs any random Grandmaster has close to a 90% chance to win - As League goes on, the gap between Rank1 (say Showmaker) and Master 0 LP is going to continue to widen; there are so many things you can do to influence the team in small but meaningful ways that aren’t super noticeable individually but have a huge impact over the course of a game, like pinging, shotcalling, soaking pressure, getting vision, etc. - But there's a fine balance here, we can agree that progression between tiers can feel daunting in the current tuning and there is a lacking sense of progression. This is why we’re considering adding additional tiers to break this up and create more “checkpoints” On Matchmaking Quality - There are some expectations of being able to have full challenger lobbies, all duos balanced, all role parity (on-role vs off-role), low queue times, all equal LP, remove autofill at all times of day - I want to set an expectation that this is not possible with only 300 Challengers and 700 Grandmasters in many regions - Players need to be autofilled, especially at the top of the ladder for us to make queue times reasonable, but we can at least try to make those autofills balanced in role - If a game is unbalanced in one of the axes above, we try to balance it out in another axis, but we are sometimes going to have to grab some Masters players to fill Challengers lobbies (hopefully not during peak time) - Especially with the new role parity algorithm, we believe we are making very fair games (close to 50% chance to win) in >90% of situations, with close LP between teams, duo balance, role parity - We believe the new algorithm is already significantly better than the old one, even though there may be some rose tinted glasses about how much better Matchmaking was before, which we don't agree with. We are still improving it Why do Challengers get +30LP, even when there are 200 LP masters in the game - LP gains are given based on how fair the match is and mentioned above, over 90% of matches have 50% chance to win - The reason why the Challengers are getting +30 for these games is because of the repayment of debt in the points above; this will resolve itself soon and the players will quickly go back to +-20 - If the match itself is 50% chance for either team to win, then the performance of the various people in the game is already baked into the LP gains (ie. the 200 LP master is expected to play worse, the Challenger is expected to play better) - There will usually be something offsetting this LP imbalance (whether it’s an extra duo on one team, someone playing secondary instead of autofill, etc.) - As I mentioned above, we believe >90% of our games are fair; it can be hard to guarantee fairness in off-peak and/or in small regions Other things we're thinking about (nothing confirmed) - [Agree] Many players are calling for better feelings of progression and progress in these tiers - [Agree] Reductions of grindiness (eg. more decay game banks, increasing max LP gain past +30LP, lowering distance between tiers, adding new tiers) - [Agree] Better reasons to maintain and play on Challenger accounts, rather than Smurf - [Uncertain] Adding more Grandmaster/Challenger slots to regions that have high numbers of players (which would bring the points between tiers down) - [Uncertain] Reducing how much advantage players get on their legacy accounts from start of Season (eg. capping at +25LP at max, instead of +30LP), but this will also further incentivize smurfing and increase feelings of grindiness - [Agree] Lower the amount of resetting at start of Seasons (eg. maybe start the Season at Master 0LP) More on Apex resets - To get a better understanding of what y'all mean by ladder reset, some possibilities are detailed below, - Not committing to any particular action or if we would even do any of these, but we want to better understand your intent when some of you ask for a reset. We definitely are far out from talking about a “when” at this point - If we went forward with any of these we would only reset a few regions as the vast majority of regions have had a normal season - We will be doing some research in the affected regions to help inform a call one way or the other - We would only consider a reset if we are confident it would result in an improved overall experience Option 1: Hard Reset - Early matchmaking will be a cluster****. There would be no memory of previous season ranks in Matchmaking - This means you could have 5 exChallenger vs 5 Master peakers, and that would be considered a fair game in the system - Even if a player is Challenger, they might have a team of Masters and be unable to carry hard enough vs a pretty stacked team on the other side, making the climbing process feel very RNG - This matchmaking quality would go on for months as the ladder sorts itself out, which would contribute to a negative experience for a good amount of players - Early season this year was a bit of a taste of this as we did a bit of a harder reset, and matchmaking quality would be significantly worse than that. This would be the most extreme option - We still don't believe this is a good idea, but if y'all are still wanting to push for it given this context, then the team can continue to discuss it Option 2: Softer Resets - Soft Reset would keep some semblance of normalcy in matchmaking, but the best players will be rewarded for being high on the ladder with better position on the starting blocks so to speak. Previous challengers would get increased gains (+30/-10) well into their climbs - The softest option would be everyone keeping their relative positions in the ladder but would need to maintain their current winrate to prove they belong there and reach their previous LP value
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Kryze
Kryze@KryzeLoL·
2 Years of failure, I was so close to giving up.. Finally happiness. LE TITRE 3-0 GG @Galions_ #SLYWIN
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ManaZ
ManaZ@ThemanaZ_·
@XdTeemo This guy ints games in his master soloq games to "protest" against "losers" just saying...
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ManaZ
ManaZ@ThemanaZ_·
@KryzeLoL Someone grab him fast!
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ManaZ retweetledi
Kryze
Kryze@KryzeLoL·
Hello, I've been allowed by Solary to explore my options for next year. I'm more hungry and motivated than ever to win. Open to any region. Vods available on request. 💙💛
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ManaZ
ManaZ@ThemanaZ_·
@LSXYZ9 Hello to yourself!
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LS
LS@LSXYZ9·
So this tweet received an ungodly amount of vitriol and unprecedented amount of hate, and while I understand that deep analytical content is not good to post, I figured I'd make a big post regarding it. This isn't about who is right or wrong, it's about explaining why I made the tweet the way I did (while also acknowledging it's intentionally added hyperbole to stress a point). While watching a draft live it's possible that one can entertain/think about a lot of different variables, such as assumed recall timers, assumed item purchases, assumed lane phases (based on currently demonstrated understandings at the highest levels). This ties in to being able to (within reason) predict how certain map/game states can often (not always) play out assuming things are going naturally (not 5 kills before 6minutes, or some lane getting FB early, or someone losing 3 waves of CS before minute 4 etc). So with this in mind let's talk about certain things and also point out the gold of each champ: Ambessa 13:13 → Eclipse (2900g) 21:22 → Black Cleaver (3000g) Total: 5900 (ambessa also gets to cheat gold because she gets magical boots, so Sion will likely invest 45seconds of game timer into boots) Wukong 13:13 → Trinity Force (3333g) Second BlackCleaver (3000g) Total: 6333g Ryze 13:13 → Rod of Ages (2600g) 19:57 → Archangel's Staff (3000g) Total: 5600 ~ Likely Zhonya → 2800 (450 more if armguard has been broken to reactivate the item, since the components are essentially the entire item) Corki 13:52 → Trinity Force (3333g) 19:57 → Manamune (2900g) Total: 6233g ~ likely Shojin → 3100g Rakan 14:46 → Redemption (2300g) ------------------- Sion 13:13 → Sunfire Aegis (2700g) 18:06 → Thornmail (2700g) Total: 5400~ 24:10 → Spirit Visage (3000g) Xin Zhao 13:13 → Sundered Sky (3100g) 22:20 → Black Cleaver (3000g) Total: 6100g Taliyah 13:13 → Archangel's Staff (3000g) 19:04 → Rylai's Crystal Scepter (2600g) Total: 5600~ 21:42 → Mejai's Soulstealer (1600g) 24:22 → Horizon Focus (2750g) (but this is a bad item and shouldn't even be built, it should be cryptbloom which is 3000) Sivir 10:04 → Yun Tal Wildarrows (3000g) 19:11 → Infinity Edge (3400g) Total: 6400~ 22:06 → Navori Quickblades (2650g) Alistar 13:13 → Redemption (2300g) ~ 24:21 → Frozen Heart (2500g) Above is the gold cost of the items that we know/assume (minus the mejais) the champions will build. If you follow-up on this, it's also important to note that the champions in question for PSG have an easier time achieving their gold breakpoints than the opponents. Ambessa for instance will often times have CS leads due to the nature of the matchup, and she is able to cheat 300g (which is 3 non-cannon waves, or roughly 110sec in game timer) compared to Sion. Jungle is often going to be mirrored, and then moving to Taliyah/Ryze, it reaches a point where Ryze becomes "Faster" than Taliyah at doing the things he wants to do, due to him having to commit less. These are just things surrounding the champions without any regards to the players. Obviously later on in the game Taliyah can have her R, yes, but that has to have some kind of merit, and in this game the only merit it should practically have is at dragon fights. Corki/Sivir build relatively similar items, Corki does self-stunt himself often with the purchase of a tear, but the issue is that Corki's first item spike is a lot stronger than Sivir's. TriForce/Tear vs Yuntal/XX favors Corki in early situations (1st through 3rd drake). Moving on from this the whole reason to bring up early item things is because we have to ask ourselves what is most practical for the early game - and if you both understand item completion speeds and then also match-up dynamics, you get a picture that early should be favorable for PSG across the board. Both with laning and decisions that become available to them (surrounding drakes/voidgrubs). It's also further important to note that while powering into each champions second items, the recipe components are also more favorable for PSG champions, this can matter when discussing things like 2nd or 3rd dragon, where besides the innate base power of the champions being stronger, they're more likely to have better on-field combat stats. Again this is assuming the game goes naturally, and we know many games do. Eventually the game reaches a point where Taliyah going Rylai's significantly stunts herself as she begins to power into the 3rd item. Sivir also has to make a decision on her 3rd item, and even in this game perhaps the IE was due to the way the game was going (she was extremely accelerated), but if she doesn't have pen items and taliyah is also building utility, they're trying to hit/damage damage as combo-centric champions into targets with 3~4000health not including eHP. The other reason to bring up item completions and what that can mean is because of the way gold works in league of legends and gold accumulation. For the first 10 minutes of the game, minion movement speed is at 325, but at 10:01 it changes to 350, and then at 15minutes (in addition to flipping cannons spawning every other wave) it becomes 375. at 20minutes this becomes 400 and then lastly 425 at 25minutes The reason for this detail importance is because the first item you ever purchase typically takes the most time to complete. This is oddly not the same for junglers however as they begin to give up camps, and depending on their champion actually stay static as they're confined to the static spawn timers of their camps. So while minion speed increases and thus causes things to run at each other quicker for faster consumption, in addition to cannons spawning more frequently and cannons increasing constantly in gold until 17:15 (at which point it caps at 90gold), Junglers witness an opposite effect take place. This is why notorious carry-junglers like Karthus, Shyvana, Tryndamere, Zyra, etc will actually sometimes start taking waves depending on who their lane champions are. So when we are assessing certain jungle match-ups, we can know that certain jungle champions eventually become pretty static/forever stay the same post 2 items (minus getting t3 boots or GA, which is what a lot of the bruiser junglers do now). Some tank junglers can break this mold either by building enchanter items (due to less resource accumulation) outright or from the get go due to their kits innate value. This is why I believe even junglers like Ornn/Malphite/etc ought to exist but still currently don't due to social conformity bias in pro play. Fast-forwarding this to why this matters for this specific game - It's because through the lane matchups, items, and team comps and how they blend together, it's A LOT easier for PSG to play. Their champions are innately stronger at various points of the game, and the things they're attempting to do allow them to "send it" at key targets on VKS while harboring less risk. We actually saw this at several points in the game despite the massive deficits. "But taliyah/sivir have a frontline". No they don't, because we're talking about 2/3/4th dragon. Sivir is extremely weak vs wukong/rakan engage and ambessa can confirm reach her. It's not that Xin/etc aren't doing anything, it's that they practically shouldn't be able to do anything fast enough compared to their counterparts, because the DPS output from the opponents is significantly higher and thus their "joust" is superior. There is no discussing a frontline when PSG can just commit several things at the start of every fight to just eviscerating taliyah or sivir and then playing the remaining fight out from there. In this comp people seem to think it's a front-to-back for VKS but it REALLY ISN'T. Sivir has absolutely no. Wukong R also cancels any alistar engages and Rakan can always just E to Wukong and break any spellshield always making it so Sivir needs a flash. Wukong/Ambessa engages are also equally death-sentenceable and extremely hard to play vs for VKS comp. Sivir is extremely hard to play in this game in normal circumstances and w/o being accelerated. Always being dependant on flash, and even that isn't a sure-fire way to survive because of how much 'reach' is in PSG comp. Taliyah / Xin can't dish out enough DPS fast enough at these stages of the game, which is the main problem. I've attached some screenshots from the game and will briefly touch on each one: #1 - Woody walks melee range into two spellcasters for 0 reason, allowing Trymbi to simply combo and get summoner advantages and firstblood for sivir. This puts her ahead of her curve by almost 2minutes in game timer, and this should never logically happen. #2 - Sion is about to TP to the ward, and if that happens (PSG who have 3 voidgrubs) can choose to just back off and let ambessa get a cannon wave + 3 plates in top lane. Instead they opt to have Ambessa chase the TP and take a teamfight under variance and it results in them losing things that should never happen. Even in this freezeframe despite several early-advantages happening for VKS under unnatural conditions, the game state was still favorable for PSG and yet they continued to punt it. #3 PSG teleport up Ryze to fight a rift herald they should never be fighting, instead of letting him stay bottom and just farm waves/deal damage to turrets and farm their jungle camps. VKS have moved everyone to the herald and again PSG opt into a volatile fight with variance because they want to contest a rift herald which won't alter the game in any dramatic way if it's just taken and then crashed normally. Riftherald gives 309exp and 100g, upon death it also gives the same exp and then 25g back to the opponents. This has been of the most biggest bastard objectives that has been grossly misunderstood for almost 6 years now that pro teams continue to overvalue and grossly exagerrate it's importance without contextualizing it. Ryze would get an equal amount of exp and more gold by staying bottom lol. This reminds me of how no one froze waves from 2018~2024 but now in a season which riot nerfed freezing and atakhan exists people freeze more often and will simultaneously claim atakhan exp is important (4head). PSG lose this fight horribly because they're out of position and have to do way more than VKS to have a chance in the fight. It's an example of a team taking a low%-big% swing fight instead of allowing rift to just be taken/crashed which would move the % winchance probability needle barely for VKS. #4 PSG with no objective up, a teleportless ryze, aand almost having completed items for major champions elects to take a fight in red side. Truthfully however this is an example on how Sivir was almost blown out completely but Azhi is too slow on the trigger. While macro wise this is a horrendous decision for PSG to even be "looking" for it, it does go to show how quickly/instantly PSG despite a deficit could still find ways to just delete a major point of contention away from VKS. Alistar/Xin/Sion are hardpressed to stop things like this, because the very nature of the comps means PSG has faster jousts. The other thing this screenshot shows is that despite all the absolute tragedies for PSG this entire game, most of the cs scores across the entire board remain either even or even in favor of PSG - and this points back to the general nature of the matchups, so imagine what happens in an "even" game or one which PSG hadn't continuously opted into unfavorable fights and lost them several times leading up to this. There are more screenshots I'd love to include but unfortunately twitter caps at 4. There are usually a few common things people will say to me and claim I'm doing things too "theoretical", but that isn't what's happening in an instance like this, because these things have been demonstrated and can be, and it's about what is more 'practical'. If we use pragmatic reasoning to reach conclusions on what ought to/could/should happen, then you advance and push things. If you can try to make something 60% instead of 55%, you should. If you can make something 70% or 80% simply by waiting, you should. "Human error" or "Players make mistakes" - Yes absolutely, but you, nor I, nor anyone can ever predict where/when/and how those mistakes will occur, so it is pointless to try to both predict them and concern ourselves with them. It's more likely than Ryze can/will play 10minutes without a death than to worry about the scenarios in which he does due to human error or something else. One side attempts to play on the probability side of things, without concern about the very obvious reality that mistakes/errors could unfold. Most players should be able to empathize with the idea of a very favored match-up they enjoy playing. One they might think "I'm so favored" or "This is how the lane will go". And yet, we know, sometimes they die early. A gank might happen, or they miss a skill shot or just minion RNG or osmething. But that would never, and should never change what they know to be true about the matchup. We know this about something like Cassiopeia vs Sylas ; or Sett vs Cho'Gath. These are extremely brutal lanes, but it is wrong to say that Cassio wins 100% of the time, or that Cho'Gath loses 100% of the time - Because sometimes mistakes and human error do occur and even such brutal matchups are lost. But that has [NOTHING TO DO] with the baseline thoughts and what [does] happen in the mass majority of cases. And that's how situations should be approached. Regardless, generally whenever I'm streaming or making tweets etc - there is a degree of added hyperbole for spectacle and effect. Everyone does this, it's normal. Obviously with me I'm a bit more extreme with it because I think it's frustrating people don't stress things enough that are demonstrable and as a scene people are oddly content with things being 60/40 when you can just get 70/30 or 80/20's by deploying a little bit more thought and effort. Regarding the tweet - The above things about Wu/Rakan become true on almost any ADC that you can pick in R5, hence the comment about R4 Alistar condemning their draft to be disadvantaged (70/30 still means the 30 wins in 30 scenarios, it does not mean PSG win 100% of the time. And when discussing what happens in the 30% scenarios, you realize it's not through the autonomy of the VKS draft, rather playing off unaccounted for variables). I think professional LoL teams and players especially (even doing this thought-experiment w/ some pros on my costream the last week) has an obsession with voluntarily opting into 60/40 or 55-45 scenarios, when they can simply create 70/30 or 80/20 scenarios by simply *waiting* or doing nothing. The game whether people like it or not does still have human error and mistakes, and thus there are probability questions that pros should be asking themselves, but you can't blame them for not doing so because this kind of skill and thought process isn't one the game stresses as a means to get an edge (such as TCG or an RTS game would). Getting herald for example and crashing it into a turret upon no-contest in a stable game state likely does something like moving the probability win% up by 1 or 2%. However taking a 55-45 or 60/40 herald fight and LOSING it will cause you to swing 10~20% in likelihood. These numbers are obviously made up currently, but the point remains. Perhaps my frustration from these types of things stems from my history in pro starcraft or playing poker and even tcgs at the pro level. To wrap up the above point and a way that also drove discussion on a different instance that occurred at worlds - There was a instance where Inspired on J4 on the left side of the map tried to dodge a ton of skillshots instead of using his flash and it resulted in him dying, but both drake and herald were in 1minute. What is more likely - That his flash creates a higher probability chance to win the dragon or him using flash to survive? Obviously most people would be able to agree the summoner spell is going to produce a higher likelihood to win, and thus we can determine he should never use the flash. Yet people criticized him for not flashing - A misunderstanding on probability. Bad ideas that work out fine do not turn to good ideas simply on the basis that they worked. Nor ideas that can be ignored; or in this instance "VKS can win with a bad draft, but it doesn't mean the draft was irrelevant or even good. A mistake remains a mistake and should be pointed out, especially when you have the full ability to prevent it. Also to wrap this up, there is an entire chance I'm wrong on my belief of what is 'more likely' (thus creating numbers like 70/30 ; 80/20 ; 60/40 etc) based on the variables at play regarding the champions and their lanes. And if that is the case it should be demonstrated or explained as such in ways that haven't already been demonstrated at a high volume, but also in addition to asking what the alternatives are even when watching still-frames in isolation. As a closing point (and because the unfortunate sad reality of how many people form their opinions within the scene) I also actively reached out to over a dozen different pro players including some playing at the tournament to ask their thoughts on the draft. Everyone seemed to have PSG favored for the same reasons and lack of VKS champs ability to do damage rather than being forced to respond/run. This IS NOT meant to be an argument to support myself or anything, rather I sought out people who would actively argue for the other side in a meaningful conversation and I couldn't find one. People claimed some costreamers also favored VKS draft, but I didn't find anything to support that. The only things I saw were unfortunately lower tier pros or high mmr soloq people echoing the same mindless sentiment about bUt SiOn Th0. Or saying Taliyah deals a lot of damage because she often can have high damage charts (which doesn't mean she deals a lot of damage in isolated scenarios, rather it can be a build up over the entire course of the game). The other thing is twitter/even videos is never a medium for long discussions or anything (unless the person wants to), and due to all the vitriol over past years I also don't even really enjoy discussions like this much anymore w/ the public (see the hexplate thing for instance). Not even just myself, but I see other fellow edu people receive flame/etc as well and it ultimately all comes down to one thing - The people reacting/reading/etc either have decided they like you = you're right, or they don't like you = you're wrong. Rarely does analytical things get met analytical reasoning, or if it does it's extremely surface level and the conversation often ends up at a standstill of surface level exchanges. You probably didn't read to this point or you skipped to it. Hello.
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LS@LSXYZ9

lol VKS w/ the 0 dmg comp, 0 enchanter for xin/sivir. They're going to get run over and rightfully so. reportable r4 alistar pick for 0 reason. crazy sabotage drafts

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ManaZ
ManaZ@ThemanaZ_·
@drewlevin system that a big part of the community i'd imagine will interact with, it would make people who silently ruin a game think twice about ruining it since they are being watched by the same people they are playing with. This is your fix im sure.
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ManaZ
ManaZ@ThemanaZ_·
@drewlevin Everyone has a responsibility to not continue a chain-reaction of 1 person being toxic in the game, atm 5% not 95% of people hold that responsibility, wether its in the form of losing hope/being toxic themselves or whatnot. A clientsided tribunal system with a ranking+reward(2/x)
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Drew Levin
Drew Levin@drewlevin·
A lot of people ask me what I do on League, so here's a problem that I'm thinking about right now. I'm going to describe how I'm thinking about it and I'll call out assumptions and goals. I'm interested in peoples' thoughts on it. The problem is solo queue toxicity.
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1v9.GG
1v9.GG@1v9dotgg·
What did i just watch
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Daggur
Daggur@Daggur_lol·
The climb continues currently 1117 lp which barely gets me into top 200. Still a long way to go!
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Guzu
Guzu@Guzutv·
I just finished one small favour in OSRS I made a cheat sheet in case you guys are about to do the quest and need some guidance. enjoy! 😊
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