Why does CS mean so much towards your performance grade?

DadSion·2/3/2019, 3:49:03 PM·6 votes·6,116 views

So I just played a game with sion in which I got an S-, which isn't bad at all but I was expecting higher due to the scoring of my teammates who got s's but performed worse.

I'll list my stats from the game.

22/11/18 (best score in match) 17k dmg to turrets (highest in match) 44k dmg to champions (highest in match) 63k dmg tanked (most in match) 8 killing spree (joint 1st place) 69 CC score (most hard cc in match) 6 towers destroyed (highest by +4) 98 cs 9 vision score 0 inhib destroyed

Now everything here is really fucking good stats and bested everyone's besides the CS and Vision score. These are the only two stats I didn't achieve the best in. For this performance I got an S-.

I'll list urgot's stats now, who got an S.

20/11/15 10k dmg to turrets 43k dmg tanked 6 killing spree 45 CC score 2 towers destroyed 165 cs 22 vision score 1 inhib destroyed

I think it's pretty obvious that I played a larger part in this victory considering more than 50% of the turrets owned by the enemy were wiped out by me (6/11). The most important stats SHOULD be turret dmg, obj damage, champion damage, cc score and damage tanked in comparison to deaths (I had same number of deaths as urgot but tanked 20k more dmg). I think the stat grade system is poor and need fixing..

Any one else think so?

49 Comments

Naramiel2/3/2019, 5:05:48 PM7 votes

Though I will say that vision score should be higher - remember warding helps your team and not just your own performance.

MorgManBasher2/4/2019, 12:24:48 AM4 votes

You do realize how much of a gold difference that is between 98 CS and 165 CS, right? Like, that's so much gold not obtained.

CS score is vert important and I get tilted when I push tab and see they aren't even remotely close to 10 CS per minute...sometimes not even able to crack 100 CS by 15-20 minutes.

Syrile2/3/2019, 5:45:56 PM4 votes

A good way to understand this is how much value is placed on CS at the top levels. Professional players are expected to have unrealistically high CS numbers, and with good reason.

Proper wave control, back timings, and ability to CS while taking trades, watching for ganks, monitoring your map and teammates, etc is a great indication of how good you actually are rather than how bad your enemies (or even teammates) are. Kills can be obtained by kill stealing, funneling, or simply playing bad players. But properly CSing is much harder during the flow of a game.

However, a really important reason is because of item timings/power spikes. If you get an item earlier than your lane enemy, you are stronger than them. If you watch some professional games you can hear how important it is for an ADC to get B.F. Sword when they back and how disappointed an ADC is when they get a Pickaxe. Mind, this was in previous metas that required more skill that hyper-mobile burst damage. But in general, the same works on every role. Backing to base and returning with a decent item like a Tear of the Goddess vs a Mana Crystal and a few potions is a massive swing in the momentum of the game and the amount of threat you bring to it. Lost Chapter vs Amplifying Tome for another. Or Tiamat vs two long swords and a potion.

Sure, getting an early kill can do the same thing for you. But say getting that kill required you to all-in during a wave, blow flash and ignite, and required the JGs Flash as well as time the JG could use farming. You lose the gold from the wave (93 gold assuming no canon). The JG loses time, you are now down two summoners (making it more easy to gank you and thus get gold back), and you are likely to lose even more waves compared to a properly managed back that would have lost less gold and less resources. And consider if you burned potions or worse you tried to stay in lane to collect the left over CS and without flash you died to a gank, thus gaining absolutely nothing for it (and likely costing them less resources since you had less to outplay them and likely were low on health and mana).

And that is just a tiny bit of things to consider.

AKM Akada2/3/2019, 4:06:16 PM4 votes

idk how the fuck u got an s- with 11 deaths, how long was this game?

Lanakila Au2/3/2019, 7:52:47 PM3 votes

Because I think part of their goal with grading you is to teach you how to be a better player. Sure you may have played against a terrible lane opponent that game and got fed, but what happens the next game when your opponent has a brain? The better you get, the smarter people become and the less mistakes they're gonna make. CS is the most reliable form of gold generation as it only relies on your own skill.

That being said I think the grading system could use some changes, especially with how many stomps there are these days. They need to make it easier to get an S when the other team forfeits early because its damn near impossible now. I'm trying to get my riven level 7 but when i do really well in lane, the enemy team usually FF early. If I'm 6/1/3 with 198 cs when they ff, that should get me my s

Bears Dont Care2/3/2019, 10:36:37 PM2 votes

That is because every minute you can gain 10 cs. So every 4 minutes, its gold equivalent to a kill which is significant

Naramiel2/3/2019, 5:03:28 PM2 votes

I've argued with that design several times myself. CS is obviously by far the most important part of your grade, and I really think that's backward: CS is valuable because it gives you gold to achieve the things that actually matter. But if you achieve those things anyway, CSing should only matter a little.

As it is, when going for chests/mastery you're much better off farming all game long and only putting your side focus on team fights/objectives, rather than focusing on team fights/objectives with your side focus on farming.

KVbqbFsC8e2/3/2019, 8:55:55 PM2 votes

I'm surprised you even got an S at all with 11 deaths.

Moonscourge2/4/2019, 2:15:28 AM2 votes

So this thread is just you complaining that you can't farm and making excuses for yourself why you didn't, got it.

grarrrg2/5/2019, 12:14:31 AM1 votes

{quoted}

(best score in match) (highest in match) (highest in match) (most in match) (joint 1st place) (most hard cc in match) Now everything here is really fucking good stats and bested everyone's... I'll list urgot's stats now, who got an S

Your grade is based on how other players perform in same champ/role. Your stats for the game are compared to other Sion/top games (I'm presuming you were top).

Your teammates in game have no direct influence on the grade you receive. Obviously good teamwork can help boost your score and whatnot. But it doesn't matter if Urgot had 20 kills or 2 kills, or 200 kills, your grade would still be the same based on those scores.

Rock MD2/3/2019, 8:49:50 PM1 votes

It's partially based on that champion's average performances, which is why if you're AD and you get less than 7 cs a minute you're very unlikely to get an S, and if you get even a 3.0 KDA on Tryndamere you're at least guaranteed an A (average Tryndamere KDA is somewhere between 1.5 and 2.5).

Thefrostyviking2/3/2019, 10:04:23 PM1 votes

OP you died far too much and your CS level was only half of what was needed in addition to your vision score being terrible.

Its basically a 10 per minute schedule, you can get away with a bit less but your scores would have to be very good for it.

11 deaths? You´d need like 2-3 and at least 50 more CS to even stand a chance, preferably at least 6 more vision score as well.

S ranks are not meant to be easy.

hrooza dota 2/3/2019, 10:54:07 PM1 votes

its weird sometimes

i had an aram game when i had 2 teammates (riven and cho) with pretty much same kill-deaths but cho had more assists/damage/CC/damage taken/turret damage/cs

yet riven get S and cho did not

[sg-lux-2]

iiRebs2/4/2019, 4:39:52 AM1 votes

The grading system is there to grade your performance and prioritizes things that are indicative of good play. In other words, the system looks for aspects of good play, not aspects of having a good game. High level play puts a large amount of priority on vision and control. This is because they are important for consistency.

High damage and killing turrets/champions just means you could have had a good game or split pushed the whole game. These do not help as much with being consistent, but they still have weight because they are important.

Good CS means that you will consistently and reliably have a certain amount of gold income. Vision helps protect your team and provides important information. It does not really matter as much if you can get a few towers or kills because you and your team may still end up behind.