First, Heros is a great series and does not get nearly enough love. I just want to take a moment to and go a bit off topic and say im glad you played them and enjoyed them.
Even thou in game they do a good job of conveying information a player will still have a learning curve. If you take a complete noob vs some one with 10K hours and put them into a match the experienced player is going to have an advantage because they know and understand the games mechanics better. If your picking between say increasing a creature Growth rate or Gold generation a new player may understand what both of these mechanics are but are unable to make the correct decision on which is the optimal choice.
The slow downs got changed because stacking slows was a problem. It had a negative impact on gameplay so it had to change. I also have played from season 1 and I remember when you could build
with
.
All slows, Rlyias or other, interact the same when overlapped. It does not take long to realise that an enemy MS is not affected. Because slows are common. Even if you don't check enemy stats (you should) You will eventually notice that hey stacked slows don't seem to make any difference from just using 1. Much like how if you see some one get hit with multiple CC you find that they don't space out their duration. These mechanics are observable in game. How long it takes a player is going to be person to person and again all information about in game mechanics is readily available and well explained online so the moment some one has a single question or gets curious they can very easily find out how things work.
Unlike a Turn biased game such as heros/pokemon You cant put several pages of information into the game. It needs to be concise so that players don't afk in fountain going over item after item trying to decide what to buy. If you take time outside of a match and would look at a in client data base of full in game knowledge your 100% able to do so via google.
Mobas always put a very high burden of knowledge on the player. Its just part of this genera of game.
@honor.
Its not blind faith its just logical. The honor system is a worse system if it randomly favored accounts differently rather then equally. Its also an additional step and extra coding. Theres no real gain for doing it and no good reason for riot to rig it, even in a attempt to manipulate the # of high honor accounts. They control what the value of honor is worth at all times. If they want it to be slower or harder they can just change that value, if they want more high honor players they just change it. Seeing the exact # of honors you used to get was nice but meaningless, it had more to do with # of games played then how positive of a player you where. If they instead introduced it as a publicaly shown % it can be frustrating to folks because they don't control if some one honors them even If they are rightly deserved it. If you think your very honorable of a player, not toxic, a nice person and very helpful it would be annoying to see that your in the lower 30% of players because your teammates don't show you love that sucks.
Still end of the day theres no good reason to assume for a unfair or rigged system. Because devs get to set all the values, milestones, and rewards for the system it inherently functions in the perimeters they want even when its unbiased to every account.
You keep working off this assumption that dev provided information is worthless and we need to act like we cant hear them or read the expectations they set for their systems. With out any information we cant check the system vs the expectation they set. This logic falls apart even if they provided the exact algorithm used because we couldn't trust it so its the same as if they did not tell us their system. You can press X to doubt everything.
Dev: This Is how it works and what it looks for.
Player: I don't trust you, you don't provide enough details your just setting a vauge expectation so I press X.
Dev: ok fine here is the math we use.
I press X!!!! Your not showing me that's what ACTUALY used in game. I need MORE!
Devs: … wtf man.. Alright here is the god dam source code we are using.
Player: BITCHES IMA PRESS X! I DONT BELEIVE THATS THE CODEING YOUR ACTUALY USING!
Devs: Aight this guys as bad as a flat earther, im done.
You need to try to extrapolate data on your end. its not about blind faith or blind doubt. You need to be able to look at the expectations a dev sets and check the systems end results and what ever visible processes you can see to build your opinion.
@ Lag
I truly do not care about 1 loss from an afk. Look I play to win but ultimately 1 games nothing in the climb. I have won 4 v 5, I have lost 4 v 5, hell I have even hard carried a 3v5 before. Ultimately if there's going to be a player who is not you that's got shitty internet that may cause them to lose for their team then the Odds actual favor you, they will have a higher % of being on the enemy team because you occupied 20% of your teams slots in 100% of your games played.
Also, System cant magically know if some ones ISP will become bad during a game. Just like it cant guess if your city will have a power outage (common when I was living on an island btw. avoided ranked on days with highwind because the odds of a tree falling and knocking down a power line happened more often then not.)
To the system a loss is a loss, a win is a win. It does not care if a player won because the opponent lagged, dc, rage quit, was drunk, had a medical emergency, got arrested, or was just the weaker player.
You punish a lot of competitive players if you put limits on ranked requirements, and people who play with disadvantages from their net ALWAYS KNOW THIS, and they only player they are consistently a problem for is themselves. Not everybody who plays league can help where they live has subpar isp. Not everybody can afford a high end PC and might be playing on something old that has FPS drops. You have Towns that no one would be able to play ranked in.
I just got out of a game with a top who dced 4 times, gave up FB and First tower, to a irelaia. and was triying to lane her at level 3 when she was level 6.
We still won it because the remaining 4 players on my team outplayed the 5 on theirs.
@human bots
That's not really proof of anything because honoring some one is not exactly difficult? You need to show a Bot that communicates at a human level and reacts at a human level in game. You want to say Leauge has bots that could pass the Turing test and also play at higher levels of skill? Ok... I doubt it, your gonna need to show some real proof here for that. And... honestly. At that point they are just as valid as any random human teammate so complaining about bots in your game is pointless.
Your post expressed concern that they might stack teams by putting in bots to rig results but again.. why bother? The end result of doing this is pointless. In a MMR system You can change the distribution of your entire playerbase with soft resets and changing the starting point value for new accounts.
Also if they do have AI so advanced it can behave as a human in chat to pass the Turing test that's a real accomplishment that would make headlines and insane amounts of fame. They would stand to make massive $ from this, why not go public?Most the time a bot does well its not because its smarter then a human, its because it cheats. Scripting enables faster then most humans reflexes.
So again. Where is your Logic, YOU have to prove theres a reason for this, a good reason to do something so convoluted and complex. A reason they would not share their successes in developing an advanced AI. In MMR your going to see about 50% of the players be above and the other 50% be below what ever starting point you pick as a dev. You also get to set the bar for divisions, you can make 1200 represent silver or you could make 4,000 represent silver. The numbers are arbitrary, the principle of how it works is what you need to understand.
When in doubt you should side with what is most realistic.
@ Rylas… again.
Brooooo. THE SLOWDOWN IS WORKING! when you see the animation it means the debuff is applied. The games mechanics are that slows don't stack, the most effective one takes priority. The animation IS a visual que to alert players the debuff is applied, its relevant because Visual ques + game knowlage provide player with an expectation for duration. Not all slows are the same duration. in a teamfight not all players can track every ability. Getting Tagged with multiple forms of CC, then hiding the animation for the ones that are not actively disabling you, throws off a players ability to accurately gage how much longer the duration is. the CC duration would hide behind other ability's.
For gameplay reasons the animations need to be clear and consistent. Removing the animation despite the debuff being applied is messy. Its not just the guy using the
and the person getting hit by it. The Visual animation is providing information to the other 8 players in the game. If the visuals become Randomized by abilitys then the visual is not setting a proper expectation for players to judge duration off. You would add a burden of knowlage to literally every single ability that's a slow. Because multiple abilitys can land on 1 target, and many ability can applies Rylias, with no animation on application you can not as easily accurately judge its remaining duration.
Look im sorry you don't like how slows function but removeing the animation creates far more problem then it solves. The visuals need to convey information in a consistent manner. Banshees has the orb around you for that exact reason, the buff is up. Rlyas makes you blue because the debuff is up. The ability is applied regardless of if it has an effect.
its literally that simple. Hit by ability? your debuffed. Various buffs and debuffs need a clear animation to alert players so they can make informed plays. If your visuals are not consistent then players pay for that.
Visual and Audio ques need to be a constant for gameplay reasons.