"You're X/X, stop fking feeding"

Kr1sys··5 votes·552 views

Do you just ignore the assists because it makes your point invalid?

16 Comments

Big Lincoln5 votes

you're 2/12/3 stop fking feeding

Troiann1 votes

Generally this is said when you're like 0/10/3. In which case yes, you deserve to get blamed.

If you're in a low enough elo where you're something like 0/6/15 and your team is still saying you're shit, perma muting your entire team is the best thing to do. Hell perma mute them every game, low elo is absolutely horrendous.

KillerKell1 votes

Amazingly enough I've seen games where an ADC will say "Stop feeding!" to some one with 4 Deaths.

When the ADC has 5, and everyone on the team has 4.

Most Deaths, in a game where everyone is dying (even if we are Winning by virtue of killing them more and being better on Objectives)... and wants to call some one else out for feeding.

I'm quick to call those types out.

Especially when the Top/Jungle they are calling out is like 2/4/6, and the ADC is like 1/5/0. Pure hypocrisy.

Angry Monster1 votes

I was in a game and had to tell the top Ren to stop feeding, he wrecked (won) lane and was tower diving 2 towers deep into 3 enemies. You can do well and play like an ass and start feeding/ giving kills cause you are cocky.

Having the less amount of deaths does not mean you are not being stupid.

Quepha1 votes

It really doesn't honestly all they need to include is your death count.

Mysticman891 votes

kda> k/d. If you have a kda>1 then you're probably doing tolerably, although I do get wary if it's a carry with a kda near 1 and it's mostly assists.

In any case, I'm much more inclined to go 'oh boy, time to get my try hard pants on' out loud when I see <1kdas rather than point out the kda in-game, as theres a pretty good chance that people doing awful are aware they're doing awful and don't need the reminder.

BluePolarizer1 votes

KDA near 1 is horrible. A player who is 3/4/1 is nearly useless because those could've just been him last hitting people.

The KDA I aim for is 2.5 or greater. Going 3/4/7 or 4/2/1 is a decent game for a tanky melee.

Mysticman891 votes

Tolerable != good.

I figure if your typical KDA is around 1, then you're probably basically at the limit of your skills and shouldn't rise, but probably shouldn't really fall either and while you're probably useless to helping achieve victory, you're not actively hindering either, so I won't feel like "if only that <champ> didn't feed we would have won".

Having a 2 kda is fine, 3 is good, 4 is great, and 4+ you likely deserve to be at a somewhat higher tier if you can get those sorts of kdas consistently. Of course, one should pay attention to the circumstances in any particular game, and the champions in question. Going 0/1/4 as a support in a 30+ minute game is probably an indicator that they're not helping, despite the 4 kda, while a 11/10/0 assassin consistently sacrificing himself to kill the enemy [adc/fed carry] leading to victory in the following teamfight is probably going to be forgiven for having a near 1 kda.

BluePolarizer1 votes

A 11/10 assassin is actively hindering the team because even if he is trading 1 for 1 with the ADC, he's still likely a high income role (mid usually) and you are basically trading the 2nd most fed guy on your team for their most fed guy which is an acceptable trade but not an optimal one. There's a reason why jungle assassins are pick or ban when strong: they can delete the ADC (most gold in high elo and pro games) with a low gold role.

Mysticman891 votes

The 'leading to victory in the following teamfight' part was important. Mindlessly trading is meh, but if the game circumstances are such that theres one high priority target and everyone else is trash, while your own team is adequate so the trade results in game winning objectives, then it can be worth. My point there was that even players with a 'bad' kda can be assets to the team (albeit usually not) and those with a 'good' kda can be hinderences, the key thing is to look at context.

I am stretching a bit there for how dieing could ever really be justified though. I'm somewhat of the opinion that no one should die ever if they're careful (and so everyone 'should' have a perfect kda). If you die in lane, then you took poor trades and didn't back soon enough. If you die to a gank you didn't ward enough. If you got caught out, then you went too far without vision (yes maybe the support or another team member should have called a mia or warded more, but ultimately you always have view of the minimap and can chose whether to go somewhere without vision or not). Since everyone isn't a top tier pro player that obviously it's not fair to expect perfect KDAs (and since top tier pro players are human, it's not fair to expect it of them either), but deaths pretty much always result from mistakes, versus being truly unavoidable.

BluePolarizer1 votes

nope there are optimal deaths where the opponent does not give you a choice due to their team comp or positioning and you die for something.

For example, at 45:00 minutes, a 5 man gank on someone warding or splitpushing is a guaranteed death. That it leads to baron for your team is irrelevant for the fact that you died.

Mysticman891 votes

Playing devils advocate: You should probably be maintaining ward coverage (in hypothetical perfect play land) rather than letting it lapse, and so you should be able to safely ward without risk of getting caught, much less caught by 5 (inching your ward line up when you have vision of all 5).

And I think if you're getting caught by 2 when splitpushing, then you're doing it wrong, much less getting caught by 5. In perfect play land, it seems to me that as soon as you see 2 people disappear from vision when you're splitpushing then thats your cue to back off (not necessarily to base, just to where you can escape with your life if need be, and resume pushing if you see them return) with a net gain, as you've now assured 2 people waste their time and net a 4v3 for your team elsewhere. (I appreciate that in actual practice the 4 won't realize they now have a 4v3 to capitalize on and there are delays in shot calling and so forth so that martyring yourself is often needed to actually buy enough time [although it might be argued that if there wasn't enough time for whatever objective unless you martyred yourself, then it wasn't the right objective to be going for].)

That's mostly devils advocate stuff though, in the real world (...of league) sacrificing yourself to steal baron or dragon 5 is probably almost always going to be worth in practice.

KillerKell1 votes

1.0 is bad, but Situation dictates.

1.5 is decent.

2.0 is solid. If you can main a 2.0 KDA on a Champion in Ranked that's good. You should play that Champion a lot (unless you have Champs that are higher).

You start hitting 4 KDA, you either take advantage of AoE for Assists, dive in to Steal Kills OR are getting really good on the champ. I've seen people Flash-Ult just to buff the KDA... but to SUSTAIN a 4 KDA (assuming THIS is how they do it) would take them doing this CONSTANTLY. So stealing isn't a viable method OVER TIME.

For instance, my Shen is pretty good. 5.8/5.3/14.1, for a 3.5 KDA and a 61.2% Win Rate (74-47) for Season 5.

I think a combination of Win Rate and KDA goes a long way, but there are caveats to that. For instance, an Akali might have a 3 KDA, but if it's 3/2/3 she didn't make the Impact an Akali should be making.

Better Jungler1 votes

get this all time as a support jungler. But on the other side of this, if i take a kill on a tank jungle, its a killsteal and im garbage xD

Perfect example, i was jungle ekko, we had a high damage mid and bot, i fell behind due to an early shaco invade, and ended the game 3-4-19.

team said i was carried hard and useless.

k.

Aeolian Melodies1 votes

I don't get that much. It seems to be a lower elo issue.

Angry Monster1 votes

you have to take role into account. If you are in a carry role (mid or ADC) and you have to look to your assists, you have problems.

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