"Possible" CS Counter

normILL·10/8/2015, 10:41:35 AM·2 votes·715 views

I'm not sure if there are any technical challenges to this, but I would really love a feature that instead of just counting last hits, it counts possible last hits as well and shows the cs out of possible cs. Now, let me be clear about what I mean by "possible cs", cause having just the total creeps that died in the game wouldn't be helpful. The total "possible cs" would only count last hits you were in range for and weren't taken by any ally. This would allow us to do a couple things:

  1. Most obviously, this would allow us to track how well we're last hitting. When we're practicing our last hitting in norms a game length often determines final cs far more than whether or not we missed those melees in the first three waves, so it's hard to tell if we've improved over the day. However, if we had a ratio to look at we could glance over our games for the day and see how much of an impact focusing on cs vs focusing on trading optimally helped us farm. (Also giving us a good metric of when we need to get off cause we're too tired to hit our mechanics.)

  2. Perhaps more subtly, this would encourage people to rotate properly even at lower leagues. Just like how having the cs brings the player focus at the end of the game back to how well they were farming despite whatever else happened, having a "possible cs" metric would be a good way to reflect on how well you were rotating throughout the game using your allies/enemies as a baseline. Even if you're netting 90+% of your cs, if your not around as much of it that can be more of a factor than anything. This could also serve as a more detailed XP tracker for the same reason instead of just relying on final level, which becomes more deceptive the later the game goes. Wanna practice milking that extra bit of XP during a lane swap? Look at how many "possible cs" you had more than you got. In that case the greater the discrepancy the better!

  3. We could actually have an easy metric for determining what lane you were. This facet could help both players and Riot. How you ask? Well have you ever gone Morgana jungle? I know I have. It's not good, but those Q ganks feel nice. Anyways, how does Riot know I went jungle if I used a non traditional champion for it? Well, the jungle item probably clues them in, but what about when top laners occasionally take smite? Well for them the teleport is usually a giveaway, but then we start getting into Summoner Spell meta, Hecarim jungle mains get in here, and then everything gets much more subjective. However, if we use all those signs combined with a more reliable stat, say a very high percentage of cs but a low total of "possible cs" then we might be able to get a more accurate idea of what role that person did. Also, this will make identifying supports very easy, who sometimes do strange build paths so might not be as easily traceable on items alone. (Also could destigmatize certain items. [Sightstone isn't just for supports junglers!]) But most importantly, this would give us flexibility. Sated junglers will look different than gank focused junglers. If kill lanes bot become a thing, or changes like double relic shield bot with Mord adc happen, this system will be able to account for all those changes. Even as the meta shifts the style of meta will always have certain tendencies with cs distribution given how that style optimizes gold/XP, and this stat will always allow us to properly track roles in any meta. (Of course, on the player side of things, being able to see this stat for comparison reasons whatever the meta would help. On Hecarim overall I go even, but when I have my jungle "possible cs" ratio I go positive and when I have my lane "possible cs" I go negative. Maybe I'll keep him in the jungle for now.)

Enabling players to grow through tractable metrics is one of the ways I first got hooked on league, and has remained one of the best tools when I'm working on self improvement. While admittedly a much more abstract stat, I think this would be very helpful for people who are focused on trying to improve at some of the deeper aspects of the game without being so unintuitive as to overwhelm new players with another stat they don't understand since it's just a "/#" under a number they had to already deal with learning anyways. [In fact, this might make the CS more intuitive for newer players, as they can see it grow in game and the disparity change based on the actions they take.] Being stuck in a perpetual laning phase mindset is something I know a lot of people including myself struggle with, and this stat might help us break out of that and start to rotate or take jungle camps without thinking of why that's good outside of raising "possible cs" to a higher number.

I could go on but I feel like I'm already rambling, and since this is my first post on a board I won't push it. I'm sure you can think of other reasons this would be helpful on your own, so post those in the comments below. :D Also I made a poll for if you think this is a good idea or not. Maybe if we get a lot of yes votes Riot will add this to the UI in an upcoming patch. [Dare to dream. d:]

Thanks for reading all this. May your rotations be strong my fellow players!

1 Comments

FurriesAreHot10/8/2015, 10:46:11 AM2 votes

It is definitely possible, set a range on it, display alive minions, bam possible cs