League of Legends

Dodging in Low Elo and Dodging in High Elo are as different as black and white. Punishing them the same could hinder the ranked climb of more than 80% of players

LeagueofLegends11 - Dodging in Low Elo and Dodging in High Elo are as different as black and white. Punishing them the same could hinder the ranked climb of more than 80% of players
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rank distribution - Dodging in Low Elo and Dodging in High Elo are as different as black and white. Punishing them the same could hinder the ranked climb of more than 80% of players


According to League of Graphs, 87.3% of players are below Platinum. In NA, the number is
na - Dodging in Low Elo and Dodging in High Elo are as different as black and white. Punishing them the same could hinder the ranked climb of more than 80% of players87.4%, and in KR it's 87.8%

In high elo, it's been indicated and documented and witnessed that dodging is not done because of champ select trolls or objectively unwinnable matches, but rather because the matchup is perceived to be unfavorable or a player doesn't like the stats of one of their teammates. I feel like it's worth noting that, in Plat+, the winrate of the average player is directly correlated with their rank. The average player in Bronze has an overall winrate below 50%, whereas the average player in Plat+ has an overall winrate above 50%. This corresponds with each player's rise and fall through the ranks, meaning that a player who has a higher winrate will inevitably be in a higher rank, and a player with a lower winrate will inevitably be in a lower rank.

I mention this because I'm about to talk about dodging in Low Elo and why it is a critically important part of any serious player's first time climbing through the ranks.

Dodging in Low Elo is different from dodging in High Elo because in Low Elo, players are constantly subjected to circumstances in champ select which produce a match which is obviously and objectively heavily in favor of the enemy team, if not completely unwinnable.

I know a lot of higher elo players will pop in here and say "But no game in low elo is really unwinnable! Everyone is so bad!" While this is true to a degree, it's not realistic. That sort of thinking comes from a place of experience and competence in the game which is drastically higher than anyone who is doing their first climb through low elo.

In Low Elo, matches are determined by a list of fair and understandable factors:

  • How new you or your teammates are to the game
  • Whether or not you or your teammates have read their champion abilities
  • Whether or not you or your teammates know how to use their summoner spells properly (especially teleport)
  • You or your teammate may poorly estimate the way your champion plays into another champion
  • You or your teammate may poorly estimate the value of an objective
  • Whether or not bot lane understands CS vs dragon priority
  • Whether or not you or your teammate has good vision practices or even knows what the different trinkets do
  • Whether or not your jungler (or you, the jungler) knows how to path and clear camps correctly
  • Whether or not you or your teammate has a rudimentary understanding of kill conversion, especially regarding tower plates
  • Whether or not you or your teammate is paying attention to their mini-map
  • Whether or not you or your teammate is aware of their own powerspikes or those of their enemy laner
  • Whether or not you or your teammate is aware of how much mana they have or how cooldowns work
  • Whether or not you or your teammate is aware of lane priority and how to defend against invades or rotate on objectives
  • Whether or not your top laner (or you, the top laner) is aware of the 3:00 jungle threat
  • Whether or not your bot lane (or you, the bot laner) is aware of their role in securing Dragon
  • Whether or not you or your teammate knows when to roam, or sometimes when NOT to roam
  • and most importantly, whether or not the enemy team has a better net grasp of any single one of these concepts than your team's net grasp of these concepts

As well as a list of unfair and unpredictable factors:

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  • Whether or not you or your teammate has a 30% winrate over 50+ games, or worse (indicating consistent failure to perform, probably in one of the above areas, or super bad lag, or tendency to afk, or who knows what)
  • Whether or not you or your teammate is likely to grief when angered
  • Whether or not you or your teammate is going to turbo feed when tilted
  • Whether or not you or your teammate is going to watch for invade level 1
  • Whether or not you or your teammate has promised to troll because they didn't get the champion they wanted
  • Whether or not you or your teammate is playing something they obviously have overestimated the validity of. "My friend told me Jhin counters Renekton"
  • Whether or not you or your teammate is the type to hoard resources while flaming
  • Whether or not the top laner is going to start farming your jungler's camps while feeding pre 10 mins
  • Whether or not your team deaths ≥ game time

Dodging in low elo is a tool, and must stay a tool, to avoid matches where your team's picks or your team's players are going to definitely put you in an unwinnable game. This is especially true for Low Elo, where player stats on
porofessor.gg or
op - Dodging in Low Elo and Dodging in High Elo are as different as black and white. Punishing them the same could hinder the ranked climb of more than 80% of players
op.gg can show you in advance whether a player knows how to itemize or whether they just lost to a full AD team with no armor, even on their boots. It can show you things like the fact that they're in the worst 8% of Yasuo players in terms of CS or warding. It can show you that your Tryndamere top is a Mastery 7 Tryndamere OTP with a 38% winrate over 112 games. Dodging is a tool to save Low Elo players who are potentially climbing from Low Elo players who are definitely falling. Punishing Low Elo players by banning them from ranked for 12 hours simply because they didn't want to suffer through 40 minutes of preventable nonsense (all too common in Low Elo) is going to reduce ranked interaction in Low Elo, reduce ranked game winrates in Low Elo, prevent otherwise growing players from climbing, and increase report volume substantially.

At the end of the day, queue times in higher ranks will increase because fewer players will be able to achieve higher rank.


Reduce Dodge Penalties in Gold and Below, DO NOT INCREASE THEM

Edit: a lot of high elo players are coming here and saying how dodging prevents improvement. While I’m sure that can be true for some players, the huge majority of low elo dodging is about creating a fair gameplay experience. That’s the black and white difference: high elo dodging seems to be about fabricating optimal conditions, but low elo dodging is usually about avoiding unmanageable conditions.

Source: Original link


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