60% win rate after first blood....
70% for first tower, and dragon...
Already tilted over the lack of comebacks from first objective taken.
70% for first tower, and dragon...
Already tilted over the lack of comebacks from first objective taken.
Correlation does not necessarily mean causationt. You're implying that because a team gets first objective, they win the game because of that. It could just as easily be that the better team gets that first objective because they are better.
So exactly what the original post said.
now if only riot did something about that
[{quoted}](name=JZ Jora,realm=NA,application-id=3ErqAdtq,discussion-id=QVsln6Vl,comment-id=0000,timestamp=2017-03-15T01:30:15.630+0000)
now if only riot did something about that
Its called Heavily nerf the ability for champions to pull snowballs early game such as make champions who thrive in 'early game' get a much more staggering drop in power within say level 5 and above or a little before mid'game starts, If a team were to consist of alot of early'game based champions then Riot needs to design it to where a composition would be a bad idea since the stats and scalings they have would fall off hard such as in the form of getting barely and damage from AD and AP scalings.
The case really needs to be especially adjusted though since i've seen and tested where a
and similar champions can solo dragon with ridiculous ease in early game, sometimes even before they completed a item like
. Buffing the dragon would simply cause a problem for all champions so what they really need todo is curve back the power of these champions to just enough to where a level 35 initiate (6) on lanes could be extremely difficult for these particular champions or just plain make ganks within the first 6~8 minutes of a match to be extremely bad.
especially could use this nerf from level 3
Part of the reason they become so effective is because:
So ultimately: Lethality needs to get hard nerf, maybe drop it to where its only have 25% of its effect early on and maybe in throw in having less of an effect on abilities until a certain 'level' is reached where both values will level off to the same (maybe mid'game i'd say since Early game would just bring us back to square 1 and late'game might simply just bring back tank meta with lethality out of whack again).
They could even do the same suggestion i suggested to make
viable in early game by simply making the 'value per level' on the early levels a higher gain and make each level following it to be slightly less and have it even out to a 'standard number' after a certain number of level ups. Even if they had it originally 40% up'front, it still didn't really stop Lethality ADC from working and them just 'flipping it back to 60%' felt more like they were only looking at sub'par assassins and not the ADCs still able to exploit it with no regard to what a marksman is supposed to play like normally.
[zombie-brand-clap]
70% for first tower, and dragon...
Already tilted over the lack of comebacks from first objective taken.
There's a stat on that website that's atrocious...
Most kills in a single RANKED game: 177
And he LOST (an enemy had 83 kills and carried). Man am I glad I'm not in bronze.
Those numbers have been around that ballpark for seasons now. Even during season 5, the glorious late game tank meta, first blood still led to around a 58% winrate and first tower was around 68%.