Why Safe League Players Will Never Climb and Why Feeders Determine 94% of Games

Unstable Unicorn·1/3/2018, 9:19:32 PM·273 votes·26,315 views

Hey all,

I just wanted to throw some thoughts down here and see what everyone has to contribute. I have played LoL for 4 seasons now and two thing I have consistently heard RIOT emphasize is the want to

  1. Allow teams to feel like they have a chance to come back in a game.
  2. Make LoL a team game with a healthy and balanced in-game environment.

However, many updates in the past two seasons have gone against this. Whether RIOT wants to admit it or not, LoL has become extremely volatile ("tending to fluctuate sharply" - dictionary.com) in Bronze, Silver, and Gold (probably in higher levels as well, but this is all I can speak for). Meaning games are not close, there is a low chance you can actually impact your game in a positive way, and there is not a balanced environment. Here were my two tests:

  1. Play 50 ranked games in silver 1/silver 2 and mark subjectively whether or not I felt like they were "competitive".
  2. For those 50 ranked games, was there a player on either team that 7 kills in 10 or less minutes (we will call this fed).

For the first test I found that only 13 games were competitive in the 50 that I played. For the other 37 games one team dominated from start to finish, taking most of the objectives, having lane pressure in all three lanes, collected the majority of the kills, and won rather quickly. (Side note: In my opinion, game times in Bronze-Gold would be considerably shorter if people knew how to finish. I think that the data RIOT collects on game time at these levels is deceptive and doesn't actually represent how long the game is competitive.)

For the second test, I was AMAZED to find that in 31 games there was a player that had 7 or more kills by the 10 minute mark. This means that well before laning phase ended, more times than not, there was a player on the map that had a huge item and gold advantage and could steamroll the game.

To me the correlation is very clear. As these updates have provided more and more ways for players to "carry", "get fed", and "impact the game", that is exactly what is happening. The problem is, the way that it is happening is UNHEALTHY for the game. I went back and looked at the same 50 games and found that in 29 of those games, a player had died 7 or more times by the 10 minute mark. In 20 of the games, one of the bot lane pairs had died a combined total of 10 or more times in 10 minutes. Out of the 29 games, only 2 games were won by the team that had a "feeder" and only 1 game was won by the team that had a "bot lane duo feeding".

This is alarming to me.

What this is showing is that winning a game of League is highly correlated with you not having a feeder on your team, more so than anything else.

In some ways this is the nature of the game. If someone on your team is bad, or is having a bad game, you are going to lose more often than not. What is NOT okay is that when you have a player on your team that is bad, you have close to a ZERO percent chance of winning. ESPECIALLY, when the LP system is set up to only reward a win!

LoL is a 5-man team game. One player should not be able to wield the sort of power to throw a game so consistently. Again, every 3 in 5 games had a "feeder" and if the "feeder" was on your team you only had a 6% chance to win the game. This virtually means that only those who hard carry will be able to climb, and even that is not true to a certain degree, you also need to get lucky and not run into "feeders".

In an attempt to be optimistic, here are some potential solutions:

  1. Tower Strength
  • Increase how hard towers hit. Literally every player in LoL is calling for this and there are posts every day showing tanks sitting under tower taking 50-100 tower shots and walking away with half health. Allow towers to protect players and reward them for playing safe - this will allow "feeders" to feed less.
  1. Base LP gains at least partially on performance:
  • Why is this not a thing? RIOT had a huge post-season summary for each player showing how they performed in many areas. So why not use this in the MMR and LP system? I personally laughed for about 10 minutes when I saw my statistics. As a mid-laner main I averaged a 3+ kda over the course of 300+ games last season. This along with every single other statistic put me in the Diamond tier level. Apparently I ward at a master tier level. The problem is I play safe and conservative, I die less than 5 times in 99% of my games, but I rarely average more than 8 or 9 kills. Trust me RIOT, I am an Economist by trade, I understand the perverse incentives by basing some LP gains on performance, but if you make it black-box and marginal its a win-win.
  1. Stop rewarding boom and bust playstyles
  • Over the past two seasons, towers have been made weaker, minions give you more gold, and kills/objectives give you more gold. Which already rewards those who are carrying. Sadly, the new rune system now incentives carrying even more. Runes like eyeball collection and many others that give adaptive AD and AP based on kills has led to the average game consisting of 1 person getting massively fed, and many players "busting" and being extraordinarily weak because they are going for the "carry rune and item setup". Again, carrying is great, but should you have a 94% chance to win based on you having 7 or more kills at 10 minutes alone? Should this really be the only factor? Why can't the player that is up by 20 farm and hasn't died by the 10 minute mark and has picked up one or two kills be rewarded as well? There are not runes for that play style.

In summary, I am sorry for the long post, but I hope it really leads to some good discussion here on the boards. A comment from a RIOTER would be on point and greatly appreciated. I have a lot more data and thoughts to back each of these points, so please feel free to directly ask me questions below, I just didn't want to make the post any lengthier.

With love, Salt and Light1

PS: I did not post the games because it seems like those posts always get taken down. But feel free to contact me and I will screenshot them to you. In addition, I don't think any of the above statistics are that surprising if we are honest with ourselves. LoL feels volatile at the moment. No one I am talking to is playing close or competitive games consistently.

Edit (17 hours after initial post): Wow thank you for all of the comments guys! I want to address two concerns that I am seeing mentioned in some comments. The first is sample size and subjectivity. I am not trying to pass this off as a scientific finding or perfect study. I completely understand and agree that there is a ton of room for flaw here. My main goal was to just start a conversation based on some observations that I had made over the course of 50 games. Second, please don't comment if the only thing you have to say is, "if you were good enough you would climb". This isn't helping anyone. Instead, how about you post some helpful tips that allowed you to climb - I know many people here would be interested in that, thanks! :)

227 Comments

HalcyonDweller1/3/2018, 11:06:53 PM115 votes

This is the most legit "game is broken" post I've seen in quite a while. Great analysis and solid reasoning. +1

I agree 100% And no I'm not being sarcastic.

Crede7771/3/2018, 9:59:50 PM46 votes

One thing Riot has pointed out in the past is that if you aren't that feeder, then you go into each game with 4 possible feeders while the enemy team has 5.

Over a large enough sample size, that should eventually play out to a positive winning percentage.

Barkley1/4/2018, 11:01:43 AM17 votes

I got to gold 1 jungling with the mentality "Let the map play itself."

What I mean by this is that I'd farm, ward, and scout the enemy jungle until an enemy laner presented me with a gank opporutnity. Then I'd go capitalize on that, see what else I could get from it, and return to farming, warding, and scouting.

If the game remained in a static state forever, I'd have easily made it to platinum 5, platinum 4. Who knows - maybe higher.

But then preseason hit.

Now I can't seem to win a game, because my playstyle has absolutely no place in the current meta. If I'm not pushing the tempp of the game and playing champions that can hard carry, I'm basically leaving the game in my team's hands - or actually... it feels like I'm leaving the game in my enemy jungler's hands.

You can't strategically play your cards any more. It doesn't work. You can't out-think or out-move the enemy jungler anymore. There's nothing cerebral about it anymore.

Its just "Who ganks the most, and who's ganks are more successful." Its "Who camped the right lane." Its "Who's laners were better at getting first blood"

You can't put the enemy team in a chokehold through superior jungle vision and jungle movement anymore. You can't force them into mistakes, because its not a cat-and-mouse chess game anymore. That's what I LOVED about jungling. That's why I decided to main jungle back in season 1.

Its just "Bash your face off of the lanes until you get a kill or your laners do."

Because nowadays, one kill leads to 3. 3 kills leads to towers. Towers leads to dragons, then to absolute un-contestable vision control, which leads to more kills, more towers, and more dragons, which leads to baron, and eventually the complete and utter decimation of one team or the other. The word "snowball" doesn't even cover it. These days, its a goddamn avalanche.

I play champs like amumu, ivern, tank jarvan (not dps jarvan) that like to punish poor decisions, and i'm often left feeling like I never even had a chance to be relevant.

Tempist1/4/2018, 2:17:49 AM17 votes

Great analysis. It's nice to see what everyone feels - namely that it's usually the worst player on your team that determines the outcome, and not the best - described with actual numbers and facts to back it up. Maybe post this on the main subreddit as well? With a little luck you can hopefully hit the front page. ;)

But regardless, you have my thanks for this post.

Ahri Inari1/4/2018, 11:06:19 AM8 votes

They will never give lp based on performance because people will play for performance over winning.

Elohaven1/4/2018, 3:40:42 PM7 votes

This was an observational study, so there could be confounding variables but the method he used to extract data was considerably unbiased due to his restrictions. I say considerably unbiased - meaning reduced the amount of bias more than I expected but there is still quite a bit of it. We also can't draw conclusions from observational studies. They simply give us a maybe.

If we could get a larger sample size with more trials, this would be great. However, that is probably impossible.

Impeccable post nonetheless.

vincentwu1231/4/2018, 12:01:43 PM7 votes

Notice how no Rioter's respond to posts like this, but will respond to stupid Memes & Games bull shit.

big boi edri1/4/2018, 11:57:16 PM7 votes

Wow, I really can't believe so many people are upvoting this and jumping on the train here.

Your data is from silver league, and ridiculously incomplete. We can't draw any conclusions here about anything.

I really don't mean to be a jerk, but this is just a long winded post about being hard stuck. You can get better, you can climb. First step to climbing? Admitting you aren't good. Your post season report may say you've done 100 things Diamond level, but guess what? If you were Dia level, you'd be diamond.

And you mention playing safe, and a 3.0 KDA. I'm curious what your kill participation is? Actual objective participation? How often were you where you were supposed to be? I mean for all we know, you're version of "playing it safe" is backing out of 5 fight. 3 of them could've been a good choice, 2 of them you could've won. But, we don't know that, because this amount of data misses so much.

There are just so many factors missing in this entire post. I just don't get how people are taking it seriously. Personally, I'm not good, and I can't really give out pointers because I'm not really even above your league. I can however say that "Playing it safe" will still allow you to climb. The difference though, is knowing when to play it safe, and knowing when to capitalize.

Cosnirak1/4/2018, 4:30:30 AM5 votes

I loved all of it except your extreme hyperbole in section 1 of your possible solutions.

Literally every player in LoL is calling for this and there are posts every day showing tanks sitting under tower taking 50-100 tower shots and walking away with half health.

That's not remotely true and just serves to weaken the whole post for no gain. I even bolded the worst parts. Some players are calling for this. One or two posts have been made showing those tanks. Please fix it.

MrHaZeYo1/3/2018, 10:30:26 PM5 votes

7 kills at 10 mins? I think I've seen that 10 times in the last 50 games, thats insane.

Tomoe Gozen1/5/2018, 12:30:54 AM4 votes

##I have a couple of issues with the points you made so i'll lay them out and explain as best as i can:

Allow towers to protect players and reward them for playing safe - this will allow "feeders" to feed less.

I agree that the towers should provide a safe haven for the champions under them but there's a limit to just how much safety there should be. Allowing players to turtle under towers and have nothing to fear but farm peacefully until they're ready to venture out into the world is obviously bad for the game health. It heavily promotes champions that can farm and scale well into the late game which means that no early game advantage champions will ever be viable in this meta because the champions who have the advantage can't take objectives and open up the map for their team.

This issue is usually coupled with "towers need to be sturdier" so just imagine having both of these wishes granted to us by Riot. The game length would probably not change much as this would only mean champs would be stuck farming for the first 20 minutes of the game and then the team that's clearly superior is going to start winning fights and destroying everything in sight in those couple of minutes, (again) leading to the overwhelming "how the fuck did we lose the entire base in a single bad teamfight?" moments.

Every played game should have phases that are clear cut for all players and should not give you the illusion that you're doing fine, die once in a bad teamfight and your entire lane gets speared right to your nexus in those 30 seconds.

LoL is a 5-man team game. One player should not be able to wield the sort of power to throw a game so consistently

Basically, on one hand, people want the return of the previous seasons where they could solo carry because that feels good and makes an individual feel relevant. However, this "solo carrying" playstyle always revolves around League's hard hitters, never around tanks or supports. In short, people want to single handedly have a say in which direction the game goes based on their "high performance" (usually just a lot of kills and levels ahead of others).

On the other hand, people don't want for the opposite to happen - your weakest link in the team makes for an easy target so the enemy just uses your least protected champion to gain an advantage over the game, over time.

This is an antithesis. The strategy of solo carrying has a drawback when you look at it in reverse - the weakest link in your lineup is a potential opening for the enemy, if they know how to use this knowledge correctly. This isn't just a raw "4v5 is harder on 4 people then it is on 5". If those 5 people overspend their resources to kill one person, 4 other players have a clear advantage over an overextended/overspent team to retaliate.

You can't say "i want the highs of a specific strategy but i don't want the lows of the same strategy". Your actions have both positives and negatives. You can't have positives without the negatives. This is just one example.

Base LP gains at least partially on performance.

This was already discussed a month or so ago by some other player. Basically, he saw that Overwatch was changing its SR gains from "wins" to "player performance" and this was an immediate red flag for the competitive in general. If this was a thing in League, people would be way more concerned with padding their own stats to get as close to "high performance" as they can without really bothering to win the game. You see where i'm going with this?

Some games are absolute shit-fests and the only way to win is to play it out, down and dirty to the very end. I've had games where (as Nami) i was too easy of a kill for the fed enemy assassins and there was no way for me to stop them (aside from just AFKing to keep myself out of their reach). So in those very few rare games (like 0/x/y types), my performance would've been low in terms of KDA. Sure, KDA is not all that's important in a game but it would've been in the equation as a fairly relevant factor. I would've had to overexcell in other categories to cover up for my abysmal KDA, which would've been very hard to do if i were dying that much.

In Overwatch, a year or so ago, there was also an issue with SR gains being lower for supports because they weren't dealing as much damage as other champions did. Which was again, "performance" based matchmaking and its downsides. It was fixed obviously but that's the downside of such an algorithm. Rewarding people based on their performance doesn't eliminate just "feeders" as it also targets people who don't mean to intentionally feed but die a lot due to them being easy targets to take down.

Some people just intentionally want to make others rage so they focus fire on them, which is what usually happens to squishy supports VS enemy assassins. Can a cute Soraka win with bananas against a determined "shit-eating-grin" Zed? No, she can't.

Over the past two seasons, towers have been made weaker, minions give you more gold, and kills/objectives give you more gold.

Well, that's not entirely true. The first thing i can tell you is that Riot removed the 300 gold reward from killing the old-school dragon in favor of 25 gold + 1 of 4 possible dragon buffs, which has different value relative to the champion you're playing. Not every buff is valued equally and that also depends on your team's overall composition and what kind of a playstyle you want to employ.

Runes like eyeball collection and many others that give adaptive AD and AP based on kills has led to the average game consisting of 1 person getting massively fed, and many players "busting" and being extraordinarily weak because they are going for the "carry rune and item setup".

"Eyeball Collection" rune is tied to takedowns, which means kills or assists + ward takedowns. It is fully available to supports as well. It is a general rune benefiting aggressive champions more than passive/defensive ones as the bonus gained is more efficiently utilized. Even runes such "Legend (Bloodline, Tenacity, Alacrity in the Precision Path) and Keystone "Dark Harvest" work off the same "takedown/big monster/minion" mechanic that allows players to play a bit passively before they can reap the benefits.

So no, Riot precisely handcrafted the runes to be utilized across many champions (regardless of their class) but it's obvious with what kind of runes various types of champions work best with. It's not entirely accurate to complain about carries getting access to more damage with these runes as everyone else has the same option, without having to rely on getting kills to have the same benefit.

PhantomGG1/5/2018, 8:31:31 AM4 votes

I been begging for this for years. For LP to be influnced by grades

Scenario examples

I have a kda of 7/2/14 I won the game, someone on my team went 1/9/3, I carried my team while this guy did EVERYTHING in his power to make the game challenging. We are most likely to get the same 18/21 Lp reward mark, why on earth is he being given the same LP as me when he made my life hell? I feel like I just did a school team project, and he didn't do anything while I did everything but we both got an A. That's bullshit

Reverse scenario

I have a Kda of 6/4/14, my teamates have the score of 1/8/2 2/5/1 0/4/1 and 2/12/4. All five of us will most likely lose 20 LP, but I clearly tried my best and at the least played decently, why on earth am I being punished to the same level as they are? This is equilvent to having a justice system but every crime is the death penalty.

Person kills a man: DEATH PENALTY me drops trash: DEATH PENALTY

Teriyaki Bukkake1/6/2018, 12:11:22 AM4 votes

"What this is showing is that winning a game of League is highly correlated with you not having a feeder on your team, more so than anything else."

And at that moment, I shed a small tear in my right eye, as emotion overwhelmed me. Too long had this been said but no one had listened.

Thank you, beautiful human. You're doing Gods/the gods/a gods work.

Great post too btw <3

PlsTouchMeGently1/4/2018, 7:35:17 AM3 votes

This needs more attention. Thanks for doing this.

cute goth thot1/4/2018, 12:58:12 AM3 votes

Well also because of the low elo many less players actually know how to efficiently and effectively play around a fed champion. If more people knew how to do that, and how to slow down and stabilize a game, your comeback potential would go up greatly. Just some food for thought. It is very difficult to play against a fed champion, but I think a lot of games just have to do with mentality. There's a fed enemy on the team and everyone just gives up and blames or flames. If people were more forgiving of mistakes and learned how to win the game outside of kills, then any elo would be much easier to climb. So much goes into a game of league of legends, and a few of the rules change based on the meta. I'm sure if you ever talked to a pro about the problems you have with league they would tell you that you are doing so much wrong or that it's more than just the problem you're thinking of. Just a thought though. I do agree with much of what you said. A lot of the game does seem unbalanced, but I'm hoping that once LCS starts there will be a more structured meta to go off of. That way there's not just a bunch of rng and unpredictable shit that happens.

Teridax681/4/2018, 3:56:20 PM3 votes

This is an excellently-written post, thank you for sharing it here! Personally, regarding point 3 especially, I think it goes to show that rewarding players for succeeding can only go so far. Yes, players should indeed be getting leads if they play better than their opponents, but when their gains are expressed almost exclusively through constant increases in power, skill quickly becomes much less of a factor as stat differences set in, and the losing side gets steamrolled in a way they have little control over. On one hand, it means that champions who get even slightly ahead become much more likely to go off the rails and become impossible to deal with, but it also means that if someone dies even once early on, it's a very short way between that and them becoming a feeder. In turn, this amplifies frustration in teams significantly, as falling behind in lane can spell catastrophe, and earn the blame of one's teammates, who may themselves not always differentiate the difference between making a single mistake, feeding or even inting.

Because of this, I think League needs to somewhat reevaluate the way it rewards good play, which kinds of plays are rewarded, and how significant these rewards are. Right now, a great deal many rewards are gained from killing opponents, and in a way this comes back to the same problem as Mejai's, or even older items like Sword of the Occult and Leviathan: when your reward for killing opponents is a greater chance to kill your opponent, that is implicitly conducive to snowballing, and generally means that it requires less and less skill on the player's part to increase their lead, let alone maintain it. The raw amount of power awarded from takedowns currently far exceeds any single one of these items, and consequently fights tend to be much more one-sided as a result. In addition, because the kind of power awarded is very general-purpose (damage especially allows for better pushing, zoning, objective control, etc.), and because there are few other ways to gain more power besides kills and farm, there aren't any truly effective catch-up mechanics in place either. This is one of the reasons why games feel decided way before they've ended, because past a certain point the process of winning becomes literally automatic, as minions on the winning side also deal more damage and take less damage. Short of the winning team critically messing up, games tend to proceed and end in a fairly predictable manner as a result. Not only is this frustrating in itself, it's also bad for diversity, since matches end up feeling the same.

Personally, I think it's clear that the amount of raw power afforded from leads needs to be seriously toned down, but beyond that I think it's also worth considering what power increases really mean: everyone in League gains stats over time, but we nonetheless have champions who scale or fall off at different stages of the game. As a result, much of this raw power is on a treadmill, where you implicitly have to gain a certain amount at every stage just to stay relevant. This isn't innately conducive to clarity, as it is often difficult to gauge how valuable one's stats really are (and power comparisons end up being made mostly based on how ahead or behind they are relative to other players), but it is also innately conducive to snowballing, as it becomes much easier for players to either become so far ahead that their counterplay falls apart, or so far behind that they can't function properly. Bringing League's power closer to a more consistent baseline could help avoid that, and also help eliminate the compensatory mechanics that have crept up over recent designs, namely crowd control on kits not meant to specialize in it, max health damage even on champions not meant to be tank busters, free-targeted mobility, etc.

Legion of Cursed5/24/2019, 10:47:31 AM2 votes

at May of 2019 still actual!

Seilleas1/6/2018, 12:13:24 AM2 votes

From my experience: #1 - 7/10 games are total onesided stomps, like not even close and no chance of a comeback #2- the 3 others are either you being a good player with 4 horrible players on your team vs 5 decent players and its about luck or you lose or #3 - selfish players who think they are good and take all the kills but they are not and give up shut down gold where enemy team is evenly distributed and you lose

Also it is absolutely worthless to play "smart or passive and understanding the game" most of the time because if your team doesn't play as good as you are it doesn't work out. Aggressive totally suicidal plays impact the game and are overall more worth than strategically moving around the map and pushing waves.

This is true for every elo all the way till top 50 challenger pretty much. Also some champions allow for playstyle of such aggression with low risk that you either ban them or are in a disadvantage.

Speeedy1/5/2018, 5:54:00 PM2 votes

the big difference in this game verse other games is in other games getting kills does not boost the opponents strength. CS:GO is one of the easiest games to rank up in. After taking 1 year+ off i got placed into MG1 (about half way up the ranks) I climbed with about a 90% win rate back to LE then about a 70% win rate to SMFC, then 55% back to Global. The total took me about 150 games.

Which brings us to league. Your play is determined by other people. Im not sure what needs to change but something needs to happen to bring teams back from losing. I agree most games are determined by the 15-20 min mark. When I watch streams of imaqtpie, scarra, anniebot, any pro player about 1 in 20 games they get a comeback now. A lead is just too strong now and needs to be slowed down.

I would toss over maybe get bonus gold on the losing team based off of objectives. You are down 2 towers to 0. Then anything you would kill would give you like an additional 1-2 gold on maybe CS or jungle creeps. You make a little comeback by tieing up the towers then it goes away. this way it would allow you to not just get facerolled how it is now.

Morkaskog1/5/2018, 7:46:35 PM2 votes

The only thing riot has had for this is catch-up experience, which worked quite badly in many ways. They need to be careful not to make it actually rewarding playing badly.

Stronger towers I am wholeheartedly for. I'm getting tired of every champion being able to easily tower dive just a few minutes into the game as long as they know their champion well. It makes it so those who accidentally give a slight few early kills can't even stay under tower with full health anymore, and might as well just stand in fountain and be more useful.

Tower dives used to be these risky manouvers you did when the enemy is super low and you needed to be certain you could pull it of and most likely with the jungler helping out. Even then it was very risky despite being ahead. Now most champions can easily tower dive in a bully lane and just walk out unscathed.

I would suggest maybe just a more drastic dropoff in XP and gold gain from kill on the same champ, maybe scaled with how long it is since they last died.

Oxyrotten1/4/2018, 3:15:33 AM1 votes

Really well thought out and good analysis. I will say I am not sure 50 games is large enough sample size, but I would be really interested in doing a similar analysis on riot provided data.

Does anyone have the address to riot's api?

LordGeovanni1/4/2018, 9:51:08 PM1 votes

Playing safe is a playstyle just like playing for big plays neither should corelate to having a higher winrate. I notice that alot of people play safe at the expense of not helping where the fight could have ended in either sides favor they abandon teammates because its not 100% sure easy fight where they get 3/4 kills and these are the people who play the carry roles. Frankly as a carry your job is not to decide when to fight that belongs to anyone who took the risk of picking an initiator your job is to follow up on nearly any play he goes for even if you think its a bad play you should follow up unless he pings you back. This is how you avoid having a 'feeder' or even if they still have that 'feeder' score you follow up on their decision to go in becuase 90% of the time the omg i have a feeder complaints why cant i just get some one who doesnt feed are from people who want to pick 3 mages and an adc or 2 adcs 2 mages or adc assassin and 2 mages and want a tank in the front line all alone where those same people were complaining about tanks being unkillable in season 5 so riot made sure tanks cant tank 5 man teams. Nobody wants to be the guy who goes in and their team doesnt follow up but when they dont have a tank on their team they lose and blame bad team composition. top or support throw because its common knowledge that playing a tank you get left out in the cold alot. Your post isnt even about playing safe though its only about hopeing that you dont have a feeder. Which in your post is deceptive if a person gets killed 7 times in a row its more profitable to get kills on 4 different players or 2 different players 5 times between them. and more than likely the person with 7 kills is getting kills on more than 1 person meaning even though they are getting fed using 7 as your number no one is feeding using the same 7 as the number. 7 kills is more likely a tier 2 item component like item 3086 item 3077 or item 3134 than a whole item up on anyone.

Terozu1/4/2018, 4:38:21 PM1 votes

Your math is wrong. Based on your numbers feeders determine 60% of games not the 94% you claim. They influence that 60% so that their team has a 94% of losing.