Are there statistics on teams that get the first/first 2kills/first turret going on to win the game?

Fraggleroc··1 votes·330 views

What % of these teams go on to win the game?

Would that prove that snowballing off these currently has too much effects on games?

9 Comments

Fraggleroc1 votes

[{quoted}](name=The Sword Saint,realm=NA,application-id=3ErqAdtq,discussion-id=VksRmkUM,comment-id=0001,timestamp=2017-03-30T19:41:08.119+0000)

Yes there are. Check out leagueofgraphs.com.

http://www.leagueofgraphs.com/img/infographics/patch-7-6.jpg?t=414136

These numbers are so high. 71% for first tower and 91%! for first inhib...

It may lengthen game time but I wished they can squash the numbers down. Even First Blood = 59%

The Sword Saint3 votes

Assuming each game is 50% to begin with, 59% for first blood isn't that huge comparatively. 91% for first inhib is also not surprising, closing out a game when one inhib is down is almost textbook as long as your team was strong enough to break it through normal means and you didn't just get 4-0 aced while your spltpusher took it for free.

The 71% for first tower bothers me more tbh.

Viktor Von Lazer1 votes

[{quoted}](name=The Sword Saint,realm=NA,application-id=3ErqAdtq,discussion-id=VksRmkUM,comment-id=000100010000,timestamp=2017-03-30T20:54:52.450+0000)

Assuming each game is 50% to begin with, 59% for first blood isn't that huge comparatively. 91% for first inhib is also not surprising, closing out a game when one inhib is down is almost textbook as long as your team was strong enough to break it through normal means and you didn't just get 4-0 aced while your spltpusher took it for free.

The 71% for first tower bothers me more tbh.

The problem is that's also textbook. They take the tower it's usually chained with a dragon, then there's the rotation mid, with their team having a 1300 gold lead over your team + gold from kills most likely. They establish vision in your jungle, deny you vision, kill anyone who over extend and tries to push the wave into turret. Make a pick and transition into another objective like mid turret, or if no one over extends just wait for a dragon to come up and then fight then with a gold and lvl advantage, and either you give it up for free putting them ahead or take the fight which is what they really want, and if you lose... well that almost secures the win.

Fraggleroc1 votes

{quoted}

The problem is that's also textbook. They take the tower it's usually chained with a dragon, then there's the rotation mid, with their team having a 1300 gold lead over your team + gold from kills most likely. They establish vision in your jungle, deny you vision, kill anyone who over extend and tries to push the wave into turret. Make a pick and transition into another objective like mid turret, or if no one over extends just wait for a dragon to come up and then fight then with a gold and lvl advantage, and either you give it up for free putting them ahead or take the fight which is what they really want, and if you lose... well that almost secures the win.

That's like a typical LCS game. Makes for boring viewing experience imo. I think Riot should try to squash these numbers a little- Make for more counterplay. Pretty sure Season 1/2 numbers were not the same.

Viktor Von Lazer1 votes

{quoted}

That's like a typical LCS game. Makes for boring viewing experience imo. I think Riot should try to squash these numbers a little- Make for more counterplay. Pretty sure Season 1/2 numbers are not the same.

lol what may be boring is what's effective. That's usually how most soloQ games work, Till the team with the advantage has taken down all the outer turrets then nobody knows what to do unless they are good. There's only really a chance for comeback when the enemy team has to take inner turrets.. then things get a lot more messy. You usually don't have enough vision to cover everywhere, not everyone is going to invest in wards and move up vision along the jungle to safely siege, and instead of catching people in their jungle they get caught out themselves, resulting in shutdown gold... which is the soloQ experience we all know and love. The late game champs on the losing team get time to scale... enemy outer turrets fall eventually even if it's due to minions/neglect of the side lanes and it's back to effectively even sometimes depending on scaling and team comps.

Fraggleroc1 votes

[{quoted}](name=The Sword Saint,realm=NA,application-id=3ErqAdtq,discussion-id=VksRmkUM,comment-id=000100010000,timestamp=2017-03-30T20:54:52.450+0000)

Assuming each game is 50% to begin with, 59% for first blood isn't that huge comparatively. 91% for first inhib is also not surprising, closing out a game when one inhib is down is almost textbook as long as your team was strong enough to break it through normal means and you didn't just get 4-0 aced while your spltpusher took it for free.

The 71% for first tower bothers me more tbh.

First kills can be accidental sometimes. Such as a teammate walking into an ambush at start. Instantly gaining a 10% increased winning chance over an accidental death seemed too much. That is why there no skirmishes at game start these days. Penalty is too great.

Mizuki Zahra1 votes

first infernal two lol

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