[Match History] More Stats: CC Duration!

Deep Terror Nami··3 votes·292 views

I'd like to be able to view how long I had enemy champions CC'd throughout the match, separated into two categories: Hard CC and Soft CC. Hard being stuns, knockups, or or other CC that prevents action. Soft being that which hampers them but still allows them to move/cast such as slows and roots. Silence/blind is debatable because they differ in effectiveness depending on the target.

You can currently view the total CC uptime on Lolking by mousing over Damage in the match view. It only shows the total including minions, with no differentiation between a stun and a 1% slow, so while my 3700 seconds of CC looks impressive, it was on Gangplank so was only slows and every attack slowed minions so the Vayne's 170 seconds would be weighed much more in importance.

http://i.gyazo.com/3b90faf9deac46c4e77932b7d975f6d2.png what you see on lolking

4 Comments

Narasimha1 votes

I think this was brought up before. To my recollection, the reason it was shot down was because it doesn't say anything about how effective the cc actually is. A person could buy Frozen Mallet, and not contribute anything meaningful, but still have whole minutes of cc. On the other hand, someone like Sona won't have a lot of numbers, but a good ult from her can make a huge difference.

Deep Terror Nami1 votes

In the first paragraph I suggested splitting Hard and Soft CC into separate categories, and in the second I gave this reason with an example (GP and Vayne).

Narasimha1 votes

No, I got that, but it still doesn't help. Knowing how much a person cced is helpful, but without knowing the details of the cc itself, it loses a lot of value.

Deep Terror Nami1 votes

Your example said a slow (mallet) would have less meaningful but large numbers, while a stun (Sona: Crescendo) would have more meaningful but low numbers. This is exactly what I outlined.

But even though you aren't saying it I know what your other message you're insisting on is; you can CC and no good come of it. A 1 second slow might produce a kill while a 3 second stun does not, and the numbers can not show whether this was the case or not.

This is absolutely true. But none of the other numbers can do any better. You can place 20 wards in your match and not see anything with them, while another person places 3 and they prevent a gank and win a team fight for the clean ace. You can have the highest damage dealt on your team, but it could have been in a tank that is just healing it back up. You can have the most healing, but it's all on yourself because you keep walking into skillshots.

None of the numbers are any use when you think of ways for them to be useless. That doesn't mean they can't have a useful purpose.

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