Are losing streaks avoidable?

Ben SwoIo··1 votes·1,038 views

Seems like they're just a mandatory part of the game for some reason. I HATE winning streaks because I just know it's going to be followed by a string of losses and un-winnable matches. When I'm winning, I get amazing team mates who don't type no matter what's happening and do not tilt. When I'm losing, I ALWAYS seem to get stuck with the "gg15", "ff you guys suck", tilt after one death team mates. Sometimes I feel like the system is like "Hold up hold up, you're winning too much. Play with these tilted players. Have fun!"

Any way to minimize this?

4 Comments

Woodakoodashooda1 votes

Some recommend that if you lose more than once in the same couple hours to take a break from the game. Then return to it later refreshed after a meal, a nap, a good night's rest, a walk or a jog, a hot shower/bath, an hour of television, etc. Anything that isn't league and helps you to relax and re-energize.

It may not prevent any further losses, but it will help preserve your mental and physical state and that can be enough to give you the edge you need to turn a game you would have otherwise surrendered around in your favor. At least that's the theory.

Ben SwoIo1 votes

[{quoted}](name=Chocolate Frost,realm=NA,application-id=3ErqAdtq,discussion-id=Ap6nONl5,comment-id=0000,timestamp=2019-06-12T17:06:21.770+0000)

Some recommend that if you lose more than once in the same couple hours to take a break from the game. Then return to it later refreshed after a meal, a nap, a good night's rest, a walk or a jog, a hot shower/bath, an hour of television, etc. Anything that isn't league and helps you to relax and re-energize.

It may not prevent any further losses, but it will help preserve your mental and physical state and that can be enough to give you the edge you need to turn a game you would have otherwise surrendered around in your favor. At least that's the theory.

I get that, but what kills me is that it seems like no matter how well you play you're going to hit a losing streak. No matter what. Why is that even a thing? I cannot stand playing my ass off only to have the other team pull a win out of their ass. It's very frustrating. This is exactly why I don't thing win rates mean jack shit. You could be an amazing player with horrible luck when it comes to team mates and their macros.

Woodakoodashooda1 votes

Match making, contrary to popular belief, is incapable of knowing ahead of time what players will perform well and which ones will not at any given moment. Statistically speaking, as long as you perform consistently well, the odds will actually be in your favor because that makes one less feeder, one less AFK, one less troll on your team as opposed to the enemy team whose team might roll 1 or more out of the 5 players they have as opposed to the 1 or more of 4 players on your side.

And performing well isn't just about KDA. It's about knowing when and where to ward. When to roam. When to recall. When to make trades with the enemy. When to push lane. When to freeze lane. When to engage the enemy. When to disengage the enemy. Recognizing what your champion is supposed to do given the compositions of both your team and the enemy team and then dedicating yourself to doing that.

And if your jungle, how best to clear camps. What camps to clear and when. When to invade or not to invade (usually with a team with no less than 2 hard CC abilities at level 1). When and where to gank. When to ignore allies and seek out advantages elsewhere (fullmute all works wonders if you jungle).

And at any role you need to know what is and is not safe to do. Look at the Rift and consider it a chess board. In chess there's a thing called control. And, in every game, the winner is usually the player who gains as much control over the board as possible by strategically moving their pieces forward. Players battle against each other to try and move their pieces at control points without risking losing those pieces. Eventually one player will have several pieces pushed beyond the center of the board, the neutral zone if you will, and that will grant them majority control over the board and the game.

In every game of league, the neutral zone is everything between the first turrets. But as teams capture turrets, they begin to gain control over and lose control over certain areas of the map. The more turrets gained, the more control you have over the map and the better chances you have are of winning. The less turrets you have, the less control you have over the map, and the less likely it is you will win. Being pushed into base makes it difficult to contest drake and baron but not impossible if your team coordinates as five to ward and attack. On the same coin, pushing the enemy up to their base does not guarantee you a baron and taking one out as a team places you and your allies in a very vulnerable state, making it a high risk high reward venture that, sadly, often goes to waste.

Even in a losing situation, if you've a clear head, you can find and exploit an enemy's mistakes for a victory. Capitalizing on enemy mistakes and making the most of your advantages is how you win.

You don't win by chasing fleeing stragglers for seconds at a time. You let them go and, instead, help yourself to an objective. Chasing an enemy no matter how sure the kill is a waste of time unless you can secure in less than 3 seconds. And dying for a kill when it's merely a one for one trade usually isn't worth it because it puts both teams down a player even if it's the support getting their ADC that kill. Guess what? The adc now lacks peel and is likely pushed to the enemy turret, blissfully ignorant to the enemy jungle ready to pounce on them because the adc no longer has any peel. There are times when it's worth while to exchange one for one, usually for an ACE or for an objective, but it'ss only worth it if it gives the team something more substantial than one player receiving a small amount of gold and another notch on their belt.

Some people claim that Match Making progressively matches you against players with increasingly better skill than you based on their MMR so that eventually you supposedly reach your current skill level of players until you improve. And while this is true to an extent, it has been noted that even high ranking players play exactly like silver and gold players and so, the difference in skill is actually negligible.I've read that obvious mistakes are made at all tiers of play, game-costing mistakes.

You could try finding yourself a duo to assist you in reducing the total number of losses you suffer, but it has to be someone at or above your skill. Because when you are with a partner, you are often placed against enemies the system recognizes as being above your skill if only slightly in order to offset the advantages of having a partner.

Ben SwoIo1 votes

[{quoted}](name=Chocolate Frost,realm=NA,application-id=3ErqAdtq,discussion-id=Ap6nONl5,comment-id=000000000000,timestamp=2019-06-13T03:01:42.234+0000)

Match making, contrary to popular belief, is incapable of knowing ahead of time what players will perform well and which ones will not at any given moment. Statistically speaking, as long as you perform consistently well, the odds will actually be in your favor because that makes one less feeder, one less AFK, one less troll on your team as opposed to the enemy team whose team might roll 1 or more out of the 5 players they have as opposed to the 1 or more of 4 players on your side.

And performing well isn't just about KDA. It's about knowing when and where to ward. When to roam. When to recall. When to make trades with the enemy. When to push lane. When to freeze lane. When to engage the enemy. When to disengage the enemy. Recognizing what your champion is supposed to do given the compositions of both your team and the enemy team and then dedicating yourself to doing that.

And if your jungle, how best to clear camps. What camps to clear and when. When to invade or not to invade (usually with a team with no less than 2 hard CC abilities at level 1). When and where to gank. When to ignore allies and seek out advantages elsewhere (fullmute all works wonders if you jungle).

And at any role you need to know what is and is not safe to do. Look at the Rift and consider it a chess board. In chess there's a thing called control. And, in every game, the winner is usually the player who gains as much control over the board as possible by strategically moving their pieces forward. Players battle against each other to try and move their pieces at control points without risking losing those pieces. Eventually one player will have several pieces pushed beyond the center of the board, the neutral zone if you will, and that will grant them majority control over the board and the game.

In every game of league, the neutral zone is everything between the first turrets. But as teams capture turrets, they begin to gain control over and lose control over certain areas of the map. The more turrets gained, the more control you have over the map and the better chances you have are of winning. The less turrets you have, the less control you have over the map, and the less likely it is you will win. Being pushed into base makes it difficult to contest drake and baron but not impossible if your team coordinates as five to ward and attack. On the same coin, pushing the enemy up to their base does not guarantee you a baron and taking one out as a team places you and your allies in a very vulnerable state, making it a high risk high reward venture that, sadly, often goes to waste.

Even in a losing situation, if you've a clear head, you can find and exploit an enemy's mistakes for a victory. Capitalizing on enemy mistakes and making the most of your advantages is how you win.

You don't win by chasing fleeing stragglers for seconds at a time. You let them go and, instead, help yourself to an objective. Chasing an enemy no matter how sure the kill is a waste of time unless you can secure in less than 3 seconds. And dying for a kill when it's merely a one for one trade usually isn't worth it because it puts both teams down a player even if it's the support getting their ADC that kill. Guess what? The adc now lacks peel and is likely pushed to the enemy turret, blissfully ignorant to the enemy jungle ready to pounce on them because the adc no longer has any peel. There are times when it's worth while to exchange one for one, usually for an ACE or for an objective, but it'ss only worth it if it gives the team something more substantial than one player receiving a small amount of gold and another notch on their belt.

Some people claim that Match Making progressively matches you against players with increasingly better skill than you based on their MMR so that eventually you supposedly reach your current skill level of players until you improve. And while this is true to an extent, it has been noted that even high ranking players play exactly like silver and gold players and so, the difference in skill is actually negligible.I've read that obvious mistakes are made at all tiers of play, game-costing mistakes.

You could try finding yourself a duo to assist you in reducing the total number of losses you suffer, but it has to be someone at or above your skill. Because when you are with a partner, you are often placed against enemies the system recognizes as being above your skill if only slightly in order to offset the advantages of having a partner.

I get all that, it's stuff I already do which makes it frustrating when I lose to people with shitty micros / macros.

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