Is yasuo/vayne/lee and crew too popular to deserve a high winrate?

GigglesO··6 votes·348 views

So Let’s take a look at some Riot given data. https://nexus.leagueoflegends.com/en-us/2017/11/champ-popularity-mixing-math-art/

First of all let’s cover some definitions on Breadth vs Depth. Breadth = # of unique players who played a champion. Depth = avg # games players play on a champion.

According to Riot Popularity is Breadth X Depth which means that the more unique players that constantly play a champion, the higher the popularity.

Let’s take a look at Yasuo. Yasuo has both a high Depth and Breadth. That means he has both a high number of unique individuals who play a champ, and those players all have a high number of games on Yasuo.

I guess this is where we should start asking questions. If all Yasuo players play yasuo for a high number of games how do we determine which players are considered to have "mastered him"? Do we consider the High MMR players to have "mastered him" or do we go off of mastery score, winrate, playrate? What does “to have mastered" really mean. I mean I could one trick yasuo in bronze until I have 2 Million mastery, does that mean I've mastered him? I might be bad at the game, but does being bronze mean I'm bad at the champ; or could it mean that instead of being bad at the champion I'm just bad at pushing, team fighting, objectives, warding or so on? Better yet, how do we deal with players that throw off win rate data by just being absolutely terrible on a champion but they spam that champion for 1k games at a 33% (or worse) win rate?

So this leads me to my next question. Is yasuo being picked in matchups where he shouldn't be picked? Here is something that I read on the issue that I believe strongly resonates with this argument. I will copy the argument word for word for lack of better paraphrasing. I do not think I could make this argument better myself.

> {quoted}

I feel like Yasuo should see a below-50% win rate for two reasons, and you're only addressing one of them (that he's a high skill cap champion and players that haven't put a lot of time in to him will do poorly on him).

The second reason which I've not seen addressed anywhere, is that Yasuo simply does not fit in the majority of team comps in league. That should make him a niche champion, and yet as the graphs Riot released show he has the widest and deepest playerbase of all champions (I think largest breadth, and second deepest after Kayn).

That's a huge red flag to me. Why is a niche champion being played so much? Is it because the teams that allow him to thrive are super popular right now? Absolutely not. The meta is actually very against comps that Yasuo would thrive in. So the alternative is that players are picking Yasuo in the wrong situations.

Why is Riot buffing a champion who is losing games that he should lose?

What do you want your mid laner to bring to a game of league? Typically a threatening amount of magic damage, ranged waveclear to stall from behind, and some utility. If you look at historically good mid laners they all have all of these: Ahri Anivia Azir Cassiopeia Corki Ekko Lux etc... all demonstrate all of these properties. Yasuo demonstrates none of them.

What do you want your top laner to bring to a game of league? Typically engage, peel, tankiness. In the recent meta even more than ever, you want a lot of peel and tankiness to let your ADC thrive. Yasuo does none of this.

Then, Yasuo has a kit that's more dependent on allies than most champions. His ultimate is only usable on champions that are airborne, and he only has a somewhat unreliable way of doing it himself and often only on one target. Allies like Zac JarvanIV Alistar Malphite Braum Nami Ornn etc... are great for Yasuo because they can knockup multiple enemies fairly reliably. Most champions don't bring AOE knockups for Yasuo to thrive with.

You throw all of this together, and I'd expect that if Yasuo is being consistently picked with disregard to his team comp (which as we've all seen in solo queue, that last pick mid goes Yasuo in to allied Tryndamere Udyr Jinx). In games like that, he should lose. Yet I've had plenty of games like that where I'm on a true tank and stacking 300 armor and still struggling to win what should be free because Yasuo just puts out soo much damage through armor.

So what I want to know: is Yasuo mid seeing a sub-50% win rate in all team comps, or is his win rate varying a lot across different teams? What is Yasuo's average win rate with any of these champions on his team: Alistar Malphite Zac Chogath JarvanIV Zyra ? What about with these champions? Vi Janna, Support Brand (i.e. his support can bring the magic damage).

Or better yet, use the data to identify which champions Yasuo does well with, and see if he's consistently winning over 50% with a subset of specific champions.

Tell me those are under 50% and I can be on board with Yasuo buffs. If they're like 54% then I think it's clear that Yasuo mains are just picking him knowing it's not a good time to do so, and they shouldn't get compensated for that. They're volunteering to have a sub-50% win rate if they're going to pick like that.

With that being said, maybe we can ask the next question of if a highly popular champion has at or above 50% winrate does that mean he is just in general too strong? This win rate should in theory cover both OTP’s and new players on a champion. Well what does riot say about his winrate? “He's struggling to win the "promised" number of games based on what you would expect from a mastery curve “. So what exactly is the promised number of games for mastering a champion vs new champions? Does that mean that if I master Yasuo and I’m in bronze I can just ‘get gud’ and go to diamond with a promised number of games? Does this mean that he needs a higher base win rate to compensate for his high skill curve? Is his skill curve too high to be properly utilized? What about other champion mastery curves? How do we treat those in comparison to Yasuo’s? Are all champions “promised” a number of wins? How does this correlate to each MMR? Does this mean that there are no bronze yasuo players, since his playerbase “has the highest average games played per player out of EVERY champion in League” ~Riot That should at least mean he has the least bronze players of all champions, because all of his players are OTP’s which should statistically have higher win rates right? Does this mean if we get enough players to OTP a trash tier champion does that mean that he too will get buffs, because that champs player base also isn’t getting their “promised wins”?

Next Question, what if the players that mained yasuo while he was “OP” just won too many games and got where they don’t belong? This could just be the fallout of players being in an MMR that they don’t belong in.

Give us the internal data riot, and how it compares to champions that aren’t popular and have just as low of a winrate and low popularity/high winrate. Data comparisons of champions like Morde, Volibear, Gragas, Ryze vs Vayne, Lee Sin, and Yasuo vs ziggs, anivia, corki, singed. I’d like to know what the “promised” win rates are for mastering all of these champions, along with their mastery curve. There are just too many questions to possibly ask about performance and if we should be giving popular champions buffs before we first ask ourselves are there too many players that just suck playing this champion, or are we making this champion too easy to play with these buffs.

Last question is how does all of this correlate to casual vs. hard core I play 5 million games players?

In my honest opinion, high popularity champions should conceptually have a lower winrate because they have a broader audience of players in a broader number of MMR’s OTP’s or not. Champions that have a very small playerbase that have a very high number of games should have a higher winrate simply because there are fewer players throwing off the data on the champion(s). However, unless Riot is willing to give up internal data on how they justify a champion is balanced I do not believe that we will ever have an answer.

2 Comments

Mordepool2 votes

Popularity = money = Buff. They could apply anything they have said to a struggling unpopular Champion to help them. But they don't since. That doesn't equate to more skin sales

ShadowJezus1 votes

Why not just let popular champions sit at a 48% average winrate, and then let their supposed skill cap sort out the good from the bad? It sounds a little funky but let's look at the sheer volume of numbers. Even though quite frankly a Median would serve us far better than an Average.

Certainly if we assumed a perfect 50/50 a champ would be balanced in a perfect world...and no one would ever move up or down in their rank. However since that's not the case...we'll have to get a bit more precise.

So if we take the figure of about 100 million people play League, https://www.unrankedsmurfs.com/blog/players-2017 place the monthly active of to around 81 million and taking the 27 million daily players from 67 million monthly players provided by riot and scaling it up we would reach 32.6 million people playing League daily across the globe. If we trust https://www.unrankedsmurfs.com/blog/how-many-lol-players-are-on-each-server then 10.8% of that is us of the NA server for a whole 3,520,800 players active on our server every day.

Now for ranked population, I'll rely on http://na.op.gg/statistics/tier/ for my figures but to record the numbers as I have them right now.

Tier Summoner count Cumulative Challenger I 200 (0.01%) 200 (0.01%) Master I 811 (0.04%) 1,011 (0.05%) Diamond I 1,020 (0.06%) 2,031 (0.11%) Diamond II 1,933 (0.10%) 3,964 (0.21%) Diamond III 3,539 (0.19%) 7,503 (0.41%) Diamond IV 6,841 (0.37%) 14,344 (0.78%) Diamond V 27,972 (1.52%) 42,316 (2.30%) Platinum I 8,413 (0.46%) 50,729 (2.75%) Platinum II 19,820 (1.08%) 70,549 (3.83%) Platinum III 25,950 (1.41%) 96,499 (5.23%) Platinum IV 30,252 (1.64%) 126,751 (6.88%) Platinum V 72,328 (3.92%) 199,079 (10.8%) Gold I 65,760 (3.57%) 264,839 (14.4%) Gold II 43,181 (2.34%) 308,020 (16.7%) Gold III 66,856 (3.63%) 374,876 (20.3%) Gold IV 85,827 (4.66%) 460,703 (25.0%) Gold V 211,858 (11.5%) 672,561 (36%) Silver I 86,585 (4.70%) 759,146 (41%) Silver II 146,669 (7.96%) 905,815 (49%) Silver III 160,604 (8.71%) 1,066,419 (58%) Silver IV 159,599 (8.66%) 1,226,018 (67%) Silver V 204,778 (11.1%) 1,430,796 (78%) Bronze I 88,474 (4.80%) 1,519,270 (82%) Bronze II 94,919 (5.15%) 1,614,189 (88%) Bronze III 87,365 (4.74%) 1,701,554 (92%) Bronze IV 75,332 (4.09%) 1,776,886 (96%) Bronze V 66,731 (3.62%) 1,843,617 (100%)

So if all the above sources are accurate...about 52% of us play ranked. But I doubt Riot mixes ranked and unranked player data for measuring game balance so while it's a fun figure we'll only care about our roughly 1.8 million ranked players here.

Which to put in broader strokes puts 2.24% of ranked players are in Diamond, 8.51% in Platinum, 25.7% in Gold, 41.13% in Silver and 22.4% in Bronze.

And to quote http://na.op.gg/statistics/champion/. As a Net of All Tiers, Yasuo has a 47.98% win rate over 337,574 games in the past month (7th most played in game)with a pick ratio of 15.60% per game and a ban ratio of 31.95% per game in the same period.

The Win Ratios per tier for Yasuo are the following: Bronze -48.32% with a 1.66:1 KDA, 178.93 CS, and 12,541 Gold over 43,755 games placing him at the 54th ranked winning champ in the Tier. Despite being 5th most played. The number 1 champ in the tier being Yorick at 54.20% win rate, 1.88:1 KDA, 177.50 CS, and 11,896 gold over 15,557 games Ranks 2-5 in order going: MF, Taric, Teemo, Rammus. With ONLY MF AND TEEMO SEEING MORE GAMES THAN YASUO at 58,678 and 45,593 games respectively.

Silver-48.40% with a 1.64:1 KDA, 191.12CS, and 12448 Gold over 130,769 games 9th most played, 88th by rank. The top 5 in this Tier in order go: Yorick, MF, Taric, Rammus, Shyvanna with only MF seeing more games than Yasuo, the rest see only 1/3 of his number of games played.

Gold:47.97% with a 1.64:1 KDA199.04CS and 12365 Gold over 94102 games; 9th most played 116th by rank Top5: MF, Xin Zhao, Malzahar. Sona, Yorick. Only MF is played more(again over 120k), Sona is 10k less than Yasuo, Yorick at a mere 33k games and the other two at 63-65k games.

Plat:47.13%, 1.63:1KDA, 202.53CS. 12239 Gold over 53203 Games. 10th most played and 130th by rank Top5: MF, Xin Zhao, Rammus, Sona, Malzahar. Again ONLY MF HAS MORE GAMES PLAYED at 74,066 Games. Sona is 2nd at 46,534 games with a 55.66% and 54.95% rate respectively. The rest see roughly HALF the number of Games as Yasuo, Rammus doesnt even break 23k Games.

Diamond:47.05%, 1.63:1 KDA, 203.86 CS, 11980 Gold over 12,917 Games. 17th most played and 132nd by rank Top5: Ezreal, MF, Xin Zhao, Taric, Leona. Yasuo sees more play than everyone but Ezreal's 25,453 Games, MF's 22,677, and Leona's 16,518. Xin Zhao has seen nearly 500 fewer games than Yasuo despite being the 3rd best champ by performance to Yas' 132nd place status.

Master:47.35%, 1.63:1, KDA, 210.15CS, 12,008 Gold over 226 Games placing him at rank 123 by performance. 60th by play Top5: Skarner (5 games), Amumu (15 games), Morde, (17 games), Aurelion Sol (37 games, Elise (259 games).

Challenger:25.00%, 1.3:1 KDA, 178.54CS, 9723 Gold over 24 games rated 123rd . 99th by play Top5: Urgot (19 games), Kayle (8 games), Draven (16 games), Trundle (11 games), Skarner (7 games).

Now because these are averages I included all that extra information. But with all the available data and Yasuo averaging at around 48% anyways, the data seems to point to 1 of 2 things in the absence of a median:

  1. Yasuo is being vastly over picked for rolls and in situations he has absolutely no reason being in (given the sheer volumes of games played relative to the performance rating in each tier this seems quite likely given a ban rate of nearly 32%)
  2. There's a large number of people playing Yasuo very poorly which is washing out an otherwise balanced if not exceptional win rate among skilled Yasuo's.

If we had a Median, the sheer volume of numbers would show us just how many people exactly cluster around where in terms of performance so we can eliminate the skewing tendencies of the extremely good, and the extremely bad - the latter of which are more likely to be represented if we consider Tier populations and their selection tendencies next to his high skill curve

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