SummonersLab, Part 10: General Improvements(1)

Lord Desert··3 votes·1,710 views

Welcome back!

It's been a rather long time since the last part of this series, but I assure it was worth the wait. I can happily announce the 2nd part for "General Improvement". I can't make promises on the exact release date yet, but it is planned to be finished around wednesday. Without further ado, let's jump straight back into the wonderful world of crazy ideas and math! :D

Currently those are the topics: SummonersLab, The Introduction Here SummonersLab, Part 1: An additional Crit Item Here SummonersLab, Part 2: Crit Algorithm Improvement Here SummonersLab, Part 3: Tower Changes Here SummonersLab, Part 4: Ohmwrecker Here SummonersLab, Part 5: Support Role Improvement(1) Here SummonersLab, Part 6: Wits End Here SummonersLab, Part 7: Smite Buffs Here SummonersLab, Part 8: Plants Here SummonersLab, Part 9: ** Support Role Improvement (2)** _ Here _ SummonersLab, Part 10: ** General Improvements (1)** Here _ SummonersLab, Part 11: ** General Improvements (2)**_ Here

Ill put links to the posts here, so you can easily view all of them.


Today we will look at these topics:

  • Champion select
  • Spectate high elo games
  • Items:
    • Doran's Ring
    • Lord Dominik's Regards
  • Autobuy/Advanced Itemshop
  • Inconsistencies:
    • Cait Traps
    • Vayne Q Crit
    • Attack speed fall-off

And as a small teaser, here are the already planned topics for the 2nd part:

  • 99LP -> 100LP
  • IP reduction for S/S+ on not-owned champs
  • showing actual Armor Penetration
  • Zoom out
  • Aatrox Q-flash combo
  • The hitbox inconsistency with circular abilities
  • Towers
  • (Balance: Lethality)

This part of the SummonersLab Series is different than the parts before, we have a lot more ideas but not as detailed/in-depth and they are way more controversial! So if you dislike all the ideas except for one, then please write down the one you like. A comment that about the ideas you didn't like so much, and why you didn't like them, would also be appreciated. Thank you in advance!


#1. Champion select

We could improve this with 2 simple changes:

I) Show the primary role picked

Sometimes the roles get messed up. An example of this would be a jungle main getting mid, while the midlaner gets jungle. If we, the players, had the ability to see the role of our teammates, especially the primary role, then it would be a lot easier to swap roles in champion select. If you give the players more information, then they can fix stuff that got messed up by the system a lot faster and easier. We'd just need a tiny icon of their primary role, next to the name, and everything would go a lot smoother.

II) The option make a preference to exclude a role if you pick fill

Since autofill is always enabled everyone should at least have the ability to exclude their least favorite role. First off, there were some testing on a 100% exclusion on the LAS/LAN servers in the Pre-season. This FAILED because the queue times suffered. I asked about exact numbers and how often Support was the excluded role, but I sadly didn't get an answer... But it is very likely that the Support role was excluded in at least 90%ish of all cases.

So why do i bring this back up? A 100% exclusion may have failed, but what about making this into a "preference", so not a 100% exclusion? Every role requires a different skillset:

  • Top laners splitpushing and flanking
  • Junglers mapawareness and timing
  • Mid laners mechanics and roaming
  • ADC's positioning and kiting
  • Supports map-awareness and protecting/engaging

Et cetera, the list goes on and on.

Very rarely will you find a person being able to do all of these things on the same, or at least a reasonable, level. This is especially bad in high elo. Often do you find high elo (Diamond) ADC's, who only performs on a Platinum or Gold level in midlane, midlane beeing their worst role. If they get put there, they can prepare to get eaten alive by the enemy... So I'd say that excluding your worst role is actually very healthy for the game and the balance of matches.

Although heres the big BUT: since Support will get excluded mostly and the queue times would suffer too much (from Riots point of view) if its a 100% safe exclusion, we need bring it down into atleast a preference!
This way we can get a healthier game with better matches, even when we can't exclude a role 100%. Although this'd also show that we would wait a bit longer to not get this role, as it is our worst role.


#2. Spectate high elo games

A long time ago the client featured a couple of high elo games in the bottom right and if you found a champion you like/want to learn about or just check out what high elo guys do different than you, you jumped right in. I dont know why it got removed, the news must have gone past me, I personally liked it a lot, as it was useful and interesting to learn from those players! Additionally to the "just random high elo games featured", there should be a filter for champions and we'd be ready to go! Pretty self-explanatory.


#3. Items:

Doran's Shield

If we take a look at all the starting items we see that we have extremely stat-efficient Doran's items, but they are bad in terms off slot-efficiency, as you can't upgrade them/build anything out of them. They also only sell for 30% of the buying price, rather than the normal 70%. But wait, all of them? No, Doran's Shield is underperforming a lot and is far behind its AD and AP variants. So we need to give it a hand and give tanky dudes an actually useful starting item.

HP: 80 -> 100 HPReg: 6 flat -> 6 flat or 50% BaseHP Regen, if 50% is higher. Extra: +5 Armor & Magic Resist

Passive: Either 10 dmg reduction from every source OR 12 from ranged AAs, but still only 8 dmg reduction from melee AAs and single-target abilities.

It would now be better vs AD, AP and mixed dmg, and it also gives a bit more later with the 50% base HP Regen, like the 3% LS and the 50% Mana Regen from the other items. This make this item 134% effective without its passive. Doran's Blade has a 134% cost-efficiency and Doran's Ring 184% wihout its passive. So it'd inbetween those two.


Lord Dominik's Regards

First off, I claim that this item is a bit too strong and not focused enough on full tanks. Looking at the current stage of the game tho, I recognize that a damage nerf is not desperately needed at this point in time. And can be delayed untill the overall burst settles down and we have a bit longer, less snowbally games. Nevertheless, this item should get the damage nerf as soon as the circumstances allow it. Why would I believe that? Because this item shreds full tanks out of existence. Literally. Or better: removes half of their item slots, which is just a tiny tiny bit too much... I have a small TL:DR for this chapter, so you dont need to read this huge wall of text ;P

I'll of course provide the math to show you that I'm not spouting nonsense over here, don't you worry! Lethality or ArmorPen increase mainly the burst vs low armor targets aka squishies. Crit, paired with attack speed through items, increases the overall DPS a lot and gives decent burst additionally too, however it takes far more gold to get to a reliable level of crit compared to the Lethality build. Items like Black Cleaver and Last Whisper + upgrades are meant to increase the DPS vs tanks. Since the change from overall ArmorPen to Bonus ArmorPen on the Last Whisper + its upgrades, it helps against tanks or full tanks only. Or this is what it "should" be doing.

Let's assume someone has 400 Armor (300 Bonus Armor, 100 Base Armor). This provides an 80% reduction. If we assume a 100% critchance with IE, your AD is basically "increased" by x2.5 (250%). This means your attacks do 50% of your "normal" AD, since it is still an 80% reduction (x1/5).

So far so good, now we get ourself the Lord Dominik's: Lets say 50% bonus ArPen, so we have 250 Armor left, which brings the 80% reduction down to 71%. And now the 15% increase. This technically brings us down to a mere 66% reduction. So we went from 0.5 or 50% of our base AD to ~0.8 or 80% of our base AD. Lord Dominiks lowered the 80% reduction to 66% reduction.

This sounds completely fine, right? Nothing crazy strong, as it is just a mere 14% increase... But wait a minute, to achieve a 66% reduction we only need to get 200 Armor. But to get an 80% reduction we need 400! So we need to get 300 armor from items in total (assuming you have 100 base Armor), which takes up 4 item slots at the bare minimum! Normally it takes 5 slots or more to get 300 Armor. Considering one item slot is taken up by boots, which is not the best armor item, this slot can be counted as half an armor item. To put everything together we need at least 4 item slots, likely 5. And Lord Dominiks negates 3 or MORE of them. Not every item has HP or MR on top of Armor, so this 2700G cheap item negates 3 itemslots vs a full tank with 400Armor. 1 item removes half of your item slots. Let that sink in for a second....

Yes, it "only" gives 50AD, not 60-70, and yes it is meant to be powerful against full tanks and not so powerful against squishies, but as you can see it does its job too efficiently. Removing half the inventory of a full tank, because of 1 item is simply too strong! On top ADC's have low max HP, anyone that buys an item with more than 300 HP or has scaling HP runes, will take the full 15% increased dmg! This is a no go. 15% more Dmg against other squishies is unacceptable! This is neither the purpose of Lord Dominiks, nor just a tiny increase, this is an extremely big one. This needs to be changed as soon as possible. Increasing the needed HP difference to 1000HP is highly recommended! A flat nerf of the % increase is also needed, but in the current burst meta this'd not be a good idea. If this settles down, and we have longer, less snowballing games, then we can lower the % damage. If you have doubts or questions regarding the math I'd be happy to assist you, this is already way too long and I still haven't given you all the details.

This is not meant to be a flatout nerf to adcs!

The % increase simply affects the wrong targets and it is overall too effective against full tanks. But the effectiveness vs tanks should be tackled at earliest when the burst meta changes. Otherwise it would be too strong a nerf. The main "buff" ADCs currently need is that the games have to go at a slower pace, thus less snowballing games.


The small TL;DR

400 Armor(100 base + 300 bonus) = 80% reduction / 0.2 of your AD as Dmg 100% Crit+IE = still 80% reduction / 0.5 of your AD as Dmg (AD got multiplied by 2.5) Lord Dominiks: 80% reduction -> 66% reduction / 0.5 -> 0.8 AD, which equals: 400 Armor -> 200 Armor aka 2-3 item slots "lost"! or in other words, 4000g worth of raw Armor wasted. (Thormail has 2000g worth of Armor) This is too much. A small nerf is needed.

Finally, the nerfs: I) Lowering the 15% increased dmg to 10%. This would be the most optimal nerf, but currently we shouldnt do this, II) Increasing the HP difference to 1000 HP from 500 HP. Like I mentioned Lord Dominiks should increase the damage vs tanks and full tanks. ADCs and especially Assassins/Bursters have low max HP, grating them access to the VERY powerfull 15% increase against anyone that buys 1 item with a tiny bit of HP! This is not what Lord Dominiks should be bought for!

I would like to see option I) in the long run sometime soon, but its too harsh today. However option II) should be done without delay.


#4. "AutoBuy"/Advanced Itemshop

This feature would add: I) If you return to base, the selected item should be bought instantly, provided you have enough gold (which can still be undone if you want to spend the gold on something else). II) Put bought items in selected slots, so maybe Hydra in the 6th slot. You can choose the position of the items by selecting a block from the (custom-) Item Sets. (Either give the block a specific name or "mark" the block, the items are not locked in place, so you can still reposition them). III) If you have an item selected, for example Trinity Force, it should tell you when you are 500g short or have enough to buy it. Furthermore a feature could be implemented to remind you every time you have more than 1000g, compared to the initial goal, if you still werent back, but this is highly optional and does not need to be implemented. This information should be displayed as a small text message in the chat. Like: "missing 500g for Trinity Force" or "GA purchasable/can be bought". IV) Limited to 1 item at the time, but trinkets can always be marked even when a item is selected. Same with Elixirs, which additionally can be auto refreshed (only re-buys the Elixir when 30 seconds have passed on the duration). "Special Upgrades" such as GP's ultimate upgrades can be selected too.

In which situations could this "AutoBuy" help/be of use?

I) If you, for example, want to swap your trinket at level 9, but you currently are too busy to recall. Sometime later, for example around level 10, you finally recall. You have by now forgotten that you wanted to buy your trinket, and only realise that you didn't buy it once you get into lane. This could lead to frustration, frustration which could be easily avoided by implementing this feature. II) You can influence where your items go when you buy them/finish them, but sometimes you can't or would need to rearrange your items, which also could be prevented by selecting a lay-out of items at the start. III) You may know the total price and the price of the components, but if you have 1 component already the price could be a lot different and you may not know them 100%, a small reminder shows you how far you are still off, without checking the store. This could also help you remind what your current gold is at, especially at times when you forget to check it or paid too little attention to it. IV) You can pick/swap trinkets automatically, while still having the main focus on a specific item.

http://imgur.com/fb5eCLo

This is an example of a selected "block", which places bought items automaticaly into the determent slots.

Overall just a couple of small improvements, useful for new and even for more experienced Summoners.


#5. Inconsistencies:

Today we look at 3 inconsistencies that should not exist, because, like Riot often claims, it decreases the clarity, intuitivity and overall "smoothness" of the game. While there are examples where they shouldnt have "smoothed" it out, like the tower changes, there are cases which should be brought back into line. We will look at Vayne's Q (Tumble), Cait's W (Her traps) and Attack Speed fall-offs. As a disclaimer, this should not just be a "nerf them" topic, this should only bring outliers back into line of the others.

Vayne's Q:

Vayne's Q, "Tumble", modifies her next Auto Attack to do an additional 30-50%AD, depending on rank, but this extra damage also can crit. Only Static Shiv's active dmg can crit no ability, with the expection of Master Yi's Alpha Strike and Garen's Spin to Win... uhh Judgement, which both have very special crit interactions, is able to crit. Things like Yasuo's Q or GP's Q can crit too, but the crit does not interact with the additional damage. Only the basic AA can crit in those cases. There is no reason that would justify her additional damage to be able to crit, whereas hundreds of others abilities while dont the same, are not allowed to crit. This also shifted her role from a late game, tank nightmare & DPS machine to a critting, one-shotting assassin.

So bring her Q back in line, with a small compensation buff for it's fine.

Cait's W:

Like Vayne's Q, you may already know about Cait's infamous Traps under YOUR tower. But like Vayne's Q, I'll show you why this shouldnt be like it is currently. Lets take a look at other traps or abilities near enemy towers. All invisible, enemy traps, stealthed and camouflaged champions are revealed near your towers, additionally Azir's soldiers and Ivern's bushes have a decreased duration, not to mention that they are completely visible near them. Pets are normally either one-shotted or get focused by towers. Only Nidalee's and Caitlyn's traps are not influenced by towers. But Cait can safely outrange the tower, while Nidalee still needs to jump on you, into the tower range, to make good use of her trap.

So either reduce the duration of the traps by 50% like Azir's soldiers or maybe even not allow her to place traps directly next to an active enemy tower at all. Both can be justified with logical reasons, but atleast one of them should be done!

Extra: On the PBE Nida's traps will be changed to act like Jhin traps: invisible and 3 HP.

Attack Speed fall offs:

This one is pretty simple, if something is based on a stack system, utilizing Auto Attacks, they should not just fall off instantly, but decay. Jinx, Jax and Ashe, just to name some examples, are using this principle. It seem like Volibear's W just got overlooked. Changing it to the decay system should not be to difficult.

But we also have Wits End and Guinsoo's Rageblade, those fall off instantly aswell, which should also be changed. This buff should not be to troublesome.


TL:DR:

  • show primary role in champ select

  • set a preference to soft exclude a role(this is not a 100% exclude, you can still get the role)

  • bring back HighElo Spectate in the client + champion filter

  • Items:

    • Dorans Shield:

    • HP: 80->100

    • HP5: 6Flat-> 6 flat OR 50% BaseHP 5, higher value picked.

    • Additional: 5 Armor & MR

      • Passive: either 10 reduction from every source OR 12 from ranged and 8 from melee and single target.
    • Lord Dominiks Regard

    • A bit too efficient vs full tanks/not focused enough on full tanks.

    • HP difference: 500HP -> 1000HP.

    • Later, after the Burst Meta settles down: 15% -> 10%.

  • ** "AutoBuy"/Advanced Itemshop:**

    • The ability to select wanted items/item locations.
    • Progress updates and autobuy when back at base.
    • Helps with "forgot to upgrade/swap trinket" and with timing backports more efficiently.
  • ** Inconsistencies:**

    • Remove ability to critical strike from the additional damage of Vayne's Tumble. A small compensation could be given.
    • Cait cant place traps and/or the duration is reduced by 50% near activ enemy towers.
    • Volibears, Wits Ends and Rageblades Stacks should decay, not instantly falloff

Thank you for staying with me until the end! You did well, surviving this long wall of text. If you saw something you liked, even if it's only one thing, comment it down below so I can see which ideas are well received and which are not. This part is far more controversial so you may or may not like a lot of these ideas! If you are unhappy or dislike them, tell me why and we could then alter them together.

I hope you enjoyed the trip into the depths of maths once again, stay tuned for the next part, the topics might still vary a bit, but it is 100% safe that it will be another huge wall of text! So look forward to it :D

A special thanks to Gavin GuiIe, who was so kind to spell check most of this, which likely took a decent chunk of sanity and caused a lot of gray hairs, while correcting my mistakes :P

You can find all parts of this series ether by clicking on the links or searching for "SummonersLab" in the search box at the top left. See you on the rift, in the comments or in the next part of this series :D

19 Comments

CancerBasedGod1 votes

Lord Dominiks I don't have a problem with. The thing is you're really not supposed to be building 4 armor items anyway unless you're Rammus, and if you are rammus then you get damage out of it. Armor is not designed to be stacked past 2 items on most champs, and it always falls off the more you have.

Lord Desert1 votes

If you have 200 Armor, 100 base and 100 bonus, you have a 66% reduction, again assuming 100% Crit. The 50% Bonus ArPen would only decrease the reduction to 60%, but the other passiv will reduce it down to a 54% reduction. Which is rughly 120 Armor left. Additional Lethality or a Black Cleaver would take to much Armor away, only 200 Armor is not enough against those :/

If you want to be a tank/full tank you should aim to always have at least a 60% reduction, which is 150 Armor left at all times. If the enemy has a Lord Dominiks you need to get 250 Armor to stay near this 60% mark(~58% in this case). So 3 medium Armor items, or 1 big and 1 medium would be the advised optimum.

Anyway, this is just to demonstrate how powerfull the extra 15% increase against full tanks is. Now think about having this against other Squishys! Against them the 15% is pure madness, and should be removed as soon as possible :D

Otherwise my posts/threads dont really focus on need or importance rather then on ideas that could improve LoL further. For example a turret buff is extremely important and needed right now! I already made a thread regarding this topic, but just because i go indepth into a specific topic doesnt automatically mean that this needs to be changed immediatly in the game. This only gives you more backround on why i do these changes/ideas. So you can understand and judge them yourself, maybe even expand them or find weakpoints that i might have missed.

But i am very interested in what you think about this "autobuy"/advanced itemshop! Do you think this is usefull?

Champion Skin1 votes

In what way does armor fall off? (except for enemy getting item 3035 /item 3071 which obviously makes each point of armor less effective)

HP + HP X armor/100 = Physical damage it will take to kill you (assuming no % armor pen)

Armor is a HP multiplier which only works against physical damage meaning it is more valuable the more HP you have so it doesn't really fall off? Though yes HP is way better most of the time as it also gives protection against magic damage and true damage (however it is somewhat more vulnerable to % max/current hp damage but that usually isn't a problem)

CancerBasedGod1 votes

No... That is not a formula for how much damage it takes to kill you...

Armor falls off because it works off of the formula damage = 100 / (Armor+100). So 100 armor means 50% reduced damage, while as it takes 300 to half it again to 25%... The more armor you have the less each additional point does.

Champion Skin1 votes

Yes and it still has linear scaling? (DR = Damage reduction)

And 50% DR means 2 times damage needed to kill you (200% reduced by 50% = 100%) 100 armor = 50% DR = 2 times HP in damage needed to kill you

While 75% DR means 4 times HP damage needed to kill you (400% reduced by 75% = 100%) 400 armor = 75% DR = 4 times HP in damage needed to kill you

800 armor = 87.5% DR = 8 times HP in damage needed to kill you 1000 armor = 90% DR = 10 times HP in damage needed to kill you

Example of how +1% DR can be more valuable then +50% DR 0% DR ---> 50% DR = +100% (200% - 100% = +100%) 98% DR ----> 99% DR = +5000% (10 000% - 5 000% = +5 000%)

This is just a really extreme example showing that the higher DR the more each point is worth.... going from 98% to 99% is just 1% increase however it grants 50 times as much as going from 0% to 50% DR....

CancerBasedGod1 votes

No, and also your math is wrong... It is 100 for 50% reduced, then 300 for 75% reduced (not 400). It takes 100 for the first time you half damage, takes 200 the second time you have damage, and exponentially increases. It is not remotely linear. Each % DR may be more powerful than the last, but each % DR takes more armor.

Champion Skin1 votes

Each % DR may be more powerful than the last, but each % DR takes more armor.

Yes and those things makes it so that each point of armor adds the same value given you have the same amount of HP

Yes for 100 armor it is 200% in TOTAL but yes it is only +100% after all it is 100 armor and 300 armor is 400 in TOTAL and + 300% 400 armor is 500 in total and +400% and so on....

Each and every single point of armor is +1% (of whatever your HP is)

If you have 2000 hp then every single point of armor increase the damage needed to kill you by 20 (if only take physical damage)

and if you have 4000 hp then it would be 40 per point of armor

Doomyous1 votes

I must say this "just search for summonerslab to find this" is extremely usefull, almost missed this xD

Personaly i think the "spectate high elo" was an awesome feature and should be brought back to live! Why hasnt anybody thought about this role exclusion before?! Hopefully never need to play jungle again xDDD I always thought LW was good, but not this good xD now it indeed seem a bit broken to me tbh.

You wanted some feedback on the "autobuy" thingy, right? I think it doesnt seem to be a big thing, but it should be helpfull. I have lost count of how many times i forgot to swap my trinket, so this would indeed have its use for me at least xDD

Anybody can count me in if they want to remove Vanyes crit and caits dang traps! So damn annyoing!

Once again you manged to blow my mind, dear sir, keep it up, i cant wait to see the next part! Do you intend to do more or is that the last one?

Lord Desert1 votes

I myself even use this trick to get to my own posts faster :D This 15% increase is alot of "hidden" power that you dont recognize at first and "only" 15% doesnt sound like alot. It will not be a gamechanging feature but it should be of use to us "damn it I forgot to swap it again" persons :P

Thanks for your feedback, im glad you enjoy it :D Yes, the next one is the last part, but I promise you that there will be more posts like these in the future! I will do a recap of the most important ideas/changes after the last part too. But currently there are no more parts planed. If you have more ideas feel free to dicuss them with me im open to anything :D

Champion Skin1 votes

Let's assume someone has 400 Armor (300 Bonus Armor, 100 Base Armor). This provides an 80% reduction. If we assume a 100% critchance with IE, your AD is basically "increased" by x2.5 (250%). This means your attacks do 50% of your "normal" AD, since it is still an 80% reduction (x1/5).

So far so good, now we get ourself the Lord Dominik's: Lets say 50% bonus ArPen, so we have 250 Armor left, which brings the 80% reduction down to 71%. And now the 15% increase. This technically brings us down to a mere 66% reduction. So we went from 0.5 or 50% of our base AD to ~0.8 or 80% of our base AD. Lord Dominiks lowered the 80% reduction to 66% reduction.

This sounds completely fine, right? Nothing crazy strong, as it is just a mere 14% increase...

The problem with saying that it is 14%... is that +14% doesn't always have the same effect going from 0% --> 14% damage reduction means going from 100% ---> 116% of your hp in damage to kill you going from 85% ---> 99% damage reduction means going from 666.66% ---> 10000% of your hp in damage to kill you which is obviously a way higher increase....

Each % of damage reduction is more valuable going from 0 ---> 50% damage reduction is less of an increase in durability then going from 50% ---> 75% damage reduction

Lord Desert1 votes

Sorry, I completely forgot your comment! Was way to busy...

Yes, I fully understand that :D Thats why I said it isnt just mere 14%. It suggerests it would be just a small increase. In this case this 14% is a combined value from the bonus Armor Pen and the 15% increase together. In reality it is an extremely huge value, 200 less Armor to be more specific. So yes % values are a bit more complex and it would take about 3 posts of this length to get most of it explained so most could understand it :D

Champion Skin1 votes

Well yeah the % values can get quite complicated

Though the extra effective HP is quite simple really HP X armor/100 = additonal damage it will take to kill you because of armor/MR HP X (armor+100/100) = effective hp (Total damage it will take to kill you) So for each 100 armor/MR you can take whatever your HP is in extra damage (if you only take physical or magic damage that is which is unlikely)

That is probably the simplest way to look at it 100 armor means it will take your HP as additional physical damage to kill you (though of course armor pen especially % based and magic/true damage makes this incorrect but it is just a simple way to look at it to get around how complicated it can be to use %)

Lord Desert1 votes

I also know that already :D Your explaination would be more than enough for me to understand the topic, if I hadnt known it, but I'm sceptical that its the same for everybody :/ Additionally you only covered the basics, what it means/does. I would go a lot further to calculate your max/best effectiv health, also taking gold and goldefficency into account and we basically get 3 pages already :D Trust me this could get insane very quickly!

Or we could make it super easy: Spend 50% of your gold for HP and 50% for AR/MR. (Ar or Mr depending of the enemy of course) And normally that is all the common folks here want to know...

Champion Skin1 votes

Well this is a pretty good way of showing it http://i.imgur.com/Wyg0ODz.png (I just randomly pulled it from here) Of course HP is more valuable then the graph would have it out to be since you probably won't take only physical or magic damage and HP is also pushed up if the enemy has BC/LW (or void staff)

Well then again no matter how much you try it will never be quite right... since it is impossible to tell how much of each damage type you will get hit by (and other factors like healing/shields/% damage makes resistances better while HP is better against true damage and MR/armor buffs)

Lord Desert1 votes

They truly are a really good way to show alot of information. If there are not to many variables. In those cases comparing certain scenarios helps more, but they take a lot of space :D The generals can be done really easy and very complact like the graph! The extras and the explaining take the majority tho :/

Since you seem to be one of the few guys that have a bit more backround knowledge, what do you think of the ideas in general? It is quiet rare to get someone like you with just a couple hundreds of views :D

Champion Skin1 votes

This feature would add: I) If you return to base, the selected item should be bought instantly, provided you have enough gold (which can still be undone if you want to spend the gold on something else). II) Put bought items in selected slots, so maybe Hydra in the 6th slot. You can choose the position of the items by selecting a block from the (custom-) Item Sets. (Either give the block a specific name or "mark" the block, the items are not locked in place, so you can still reposition them).

This would be a really good feature yes it would be a nice convenience Though it could also would be quite useful for beginners to just basically auto buy recommended items in some order for them just so that they can focus on playing the game... I have seen some people really struggle with the shop... (and then if they want to improve they can try and figure out how to deal with the shop and all that)

Lord Desert1 votes

Is there anything that bothered you or did come something to your mind that could be included in this feature? This ida is far from finished/polished so theres alot of room for improvement :D

Doomyous1 votes

Hey dude have you checked out the recent PBE changes? If not check it out, theres a big suprise for you ;D

Lord Desert1 votes

Holy moly I literally jumped of my chair when I saw them! It would be really awesome if some rioters or devs check out these ideas!

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