[{quoted}](name=Düff McWhalen,realm=NA,application-id=3ErqAdtq,discussion-id=YpAj6LpA,comment-id=0001000000000000,timestamp=2019-07-27T22:29:16.533+0000)
Full take please.
ok well lets start with micro, which from my pov is strictly what mechanics are.
raw ability:
this is strictly how accurately one can move and click their mouse, you can get APM heavy with this bit but league isn't really made for that outside of a few edge case champions which we shan't name here, but simply being able to correctly click a location on the screen doesn't = good mechanics in the full context of league, it just means you know how to click on the screen.
to add to this raw ability we will include issuing commands in order to cancel animations, this is part twitch muscle fibers and part hand-eye coordination but it's not as hardwired into genetics as actual sports is, it's more gated by exposure to tech and gaming so this kinda boils down to how much exposure to mechanical games one has had over their lifetime.
so, what makes up raw ability now that we've run through all of this
raw ability is the players capacity to click accurately on the screen and issue commands as they become available to use in order to achieve fluidity or speed in their character, apm does not matter (by and large) because the game is balanced by cooldowns, even if u can click more times per second ur attack will still happen at the same speed, what constitutes ability is how quickly one can end an action that has been performed and shift into a new one to continue the chain of inputs.
but to understand that we have to expand on what is mechanics a little more in the context of league.
champion knowledge:
less to do with how well you play a champion and more to do with what details you know about champions, either your own or others.
and these are precious details; ult timings, hp scaling, base armor, base mr, attributes growth, atk speed, spell and AA animations, spell types, spell ranges, spell cooldowns (removed from ultimates), hitboxes, movement speed, you get it there's a shit load of things to know about each champion and there are a lot of champions despite them all only having 4 abilities and a passive (ofc this has become far more layered in it's execution over time but the same principles still broadly apply)
any information about any champion is good knowledge, because all that information has to be applied mechanically through the game, along with other things which we'll get to, but keep this one in particular in mind because vaccum kit interactions in particular have evolved lately and the player base by and large is still struggling to grasp that or perhaps the other tools that aren't the overly interactive kits have to be uplifted...but i'ma get into balance and this isn't that thread.
Range:
this one is gonna be controversial ofc, it's whatever.
all champions have the same range, this range is executed via zones.
what is different for each champion in regards to range is their kill range or dmg potential, one requires champion knowledge (and perhaps experience) to grasp different champions dmg potentials accurately but one can still do this via one tricking and become familiar with their own champions dmg potentials and kill ranges when met with the rest of the roster.
i made a picture
it's very old and i don't care enough these days to open up gimp to make a better one.
http://i.imgur.com/qVb6d1L.jpg
in this image i am displaying what katarina's range is when she has her ultimate up.
BIG RED CIRCLE for ulti
ORANGE circle for spell 1
Yellow circle for spell 2
green circle for spell 3
http://i.imgur.com/UiDOv9p.jpg
kata's ulti is on cooldown
the BIG RED CIRCLE does not exist while it's on cooldown, same for her other moves when they go on cooldown.
what does this zone existing or not existing mean at all? if it hasn't clicked yet.
well, before one throws out a spell that spell has potential to affect the field of play, to create a zone. the zone location is primarily unknown until the spell is used, then, at the moment of that spell being used and entering the field of play it then begins to affect the state of play with whatever zone it creates in it's final form.
and of course there are more intricate kit interactions nowadays and anyone astute will tell you that the image is dated 2014 or something, but the underlying principle still remains, all that has changed is various dmg potentials across time and how zones on specific champions are applied to the field of play.
and there is much more room nowadays for tempo manipulation, kind of a double edged sword cause it makes the game feel bad if you're on the losing end of it, but we'll get to tempo.
all range is the same once we account for negative and positive utility present in kits, excluding summoners but that's next and they're kinda...we'll get there.
positive utility is any dash you might want to think of, or a shield, or a spell that has no cast time (syndra Q) so that your character model doesn't stop moving while casting. blue kayn has excess positive utulity but i'm not supposed to drop names :/
anyway
negative utlity is a xerath R, a lux R, lux Q, tahm W, anything that negatively impacts the movement of the champion using the ability is a negative utility effect, ofc lux's shield also stops her movement but it provides the needed general utility for her kit to be a kit at the end of the day.
every ADC has negative utility on their auto attacks, we attempt to mitigate this with orbwalking which is simply a mechanical phenomenon taking raw ability and champion knowledge into account. Rat IRL will give folks a masterclass of this, or those drifting korean scripters when kogmaw was allowed to break the atk speed limit.
anyway...names..fuck
TLDR on range
range = zones
zones = spells
converge them on a target for deaders.
conceptualisation and execution:
now we getting into the good shit.
but first a crash course on what is a summoner spell
it is a spell that is classified as game knowledge (not champion knowledge), is applied mechanically (not like the other game knowledges) and should always be considered in the concept/execute process of an engagement. but it isn't considered because the spells essentially exist outside of the game, they aren't attached to champions and they aren't attached to the map, they come from above, out the ether.
regardless they all serve to alter the state of play in some manner or inform a player to the state of play.
some strictly provide utility which gives game knowledge instead of affecting fights, these are still applied mechanically and it is what allows things like clairvoyance (RIP) to be a summoner spell in the game.
let's take clarity
is oom, or at least she appears so.
but she knows that her summoner has clarity waiting to drop.
50%hp
ulti's in and...this is how summoner spells work in league of legends.
they aren't particularly important for "mehonixx" specifically but it is vital to be keeping these in mind as their mechanical interactions with the game are "worthwhile" by design.
now what exactly is QWER?
it's a chessboard.
and contrary to popular belief the game is not balanced around Q and R, it is balanced around W and E, and more recently extravagant passives but those remain passives at the end of the day so if one does all the other things (QWER) correctly the passive happens without having to be considered.
QR is dmg fulfillment spells, yes you can miss these on someone and it will suck but that's no reason to die.
EW is the kit utility spells, so if you miss these two spells then a key utility that a champion is balanced around is now no longer in play.
R, this is a funny key but
will help people understand this better, the R key is simply to aid execution of the QWE, in every kit this is the case, the requirements for "execution aid" is different for each champion and this isn't "kill" execution, this is "performance" execution like a dancer doing a routine, execute the routine through x, y or z and the dance is a success, there are many different ways to go about dancing with just one kit of QWER but what is essential is finding a dance routine for your kits of choice that you can understand, and hence conceptualise for.
W and E are useless if one has no idea how to conceptualise correctly on a champion this would be not knowing how this champions zones interact with each other, could be any champion
, comfort leads to second nature conceptualisation on a champion.
so what is comfort?
comfort on a champion comes from a combination of understanding how the champion behaves organically (extensive champ knowledge), how the champion is conceptualised (the player can think of plays that x or y champion can perform) and how to execute as this champion (actually doing the thing on the map).
the actual pressing of the buttons is the last step acquired, first one has to think of what to do, then react to what their opponents do, so there's massive variance present there in the moment of play but the lessons from understanding how range works remain, how do i get all my moves to hit the other guy.
a strange thing regarding comfort, usually the players own raw ability wont need to be in line with the requirements of the champion be it low
or high
as its down to how the player conceptualises the champion holistically, perhaps the champion simply clicks with how that player visualises playing league.
easier conceptualisation leads to more instances of correct execution (one also gets a lot of reps so once you've seen a situation before the second, third, fourth take becomes clearer, bring back dominion btw), as such we can say a player is comfortable on x champion and looks awkward on y champion.
VERY IMPORTANT NOTE REGARDING COMFORT.
no amount of raw ability will overcome a gap in knowledge with a champion, never happens.
if one can't fathom how a champion interacts with the others then no amount of APM and facerolling will save that.
how do the pros do it when new
? because they know what all the other champions do.