Pacov's place to enjoy the show.

I've locked/archived this thread/blog and have started a new discussion over here:  http://forums.demigodthegame.com/454943/

Please join me if you like.

 

 

 


 

 

Am I streaming


 

 

Well, I started a thread  back in August (https://forums.joeuser.com/411269/) that's seen a lot of activity and actually had quite a few good bits of information for new and old players alike.  I figure it's time to start a new thread and perhaps keep the OP up-to-date with useful information, etc.  Feel free to use this post for any LoL discussion, etc.

Super fast background:  I played a lot of Demigod as pacov/cheesuscrust.  Back in August 2011 or so, I started getting heavily involved in LoL and folks have been kind enough to chime in with tips and links to various sites that have been quite useful to me.  In addition, I've been able to keep up with folks that I've played Demigod with in the past and meet some new folks that play LoL and frequent these message boards. 

Here's some of the things I've learned in the previous thread:

 New Player tips

  • Play the tutorial.
  • Consider picking up the starter bundle.  It's 530 RP (that's about $4).  You get 8 champs unlocked, a 4 win IP boost and a 10 win XP boost.  It's a pretty good deal (used it recently on an alt account).  You can find it in the game store under bundles.
  • Riot gives you 400 RP as soon as you hit level 5.  It's enough to buy some skins, a boost, or a cheap character. 
  • Learn to last hit!  Last hitting is simply landing the last hit on creeps.  If you last hit, you get gold for that kill.  The number of creeps you have killed is tracked in a value called CS.  You can see this number in the top right hand corner of the ui or by pressing tab.  Here's a really simple tutorial re: last hitting if you are brand new - http://www.youtube.com/watch?v=LheiRB76x5g
  • Read some guides on any character you want to try out.  The recommended builds (what you see when you go to a shop) are not optimal.  The guides include item suggestions and skill orders.  These are very useful in learning decent ways to build characters
  • Use the rune combiner to get level 3 runes prior to level 20 if you like.  You will need 375 IP.  Buy any tier 1 rune that costs 15 IP.  You need to purchase 25 of these.  Click on your rune page.  In the bottom right hand corner there is a button called the Rune Combiner.  If you place 5 runes in there, you can get a random rune that is 1 tier higher (eg if you have 5 tier 1 runes, you will get 1 random tier 2 rune.  Anyway, the math works out such that you spend 375 IP ( buy 25 tier 1 15 IP runes) and you get 1 completely random tier 3 rune.  Some of the quintessences are 2k IP, so if you luck out and get one of those, you just won the lottery.  You can always keep the random tier 2 rune if you end up with something good and don't want to trade it out yet.
  • Consider setting aside IP for tier 3 runes (available at level 20 and above).  You can't purchase them with real money - only IP.  Keep that in mind.

Great site I visit every day for LoL related news - http://www.reddit.com/r/leagueoflegends

pacov's misc info

Here's a guide I made

pacov's Guide to Improving at League of Legends and Moving Up in Elo

k - so I'm just going to put down some of my thoughts.  I'm not amazing at this game, but I do certain things that improve my odds of winning in ranked and so far its panning out just fine (bronze 5 to gold 5 in about a month or so).  We all have varied skill levels, so some of this might be useful and some not.  Caveat complete.

Prerequisite- you need to know how to play every single role.  You don't have to be a god at every single role (more power to you if you are - I'm certainly not).  You need to be able to play at a serviceable level in every single role and excel at least at 1 role (preferably 2).  In my case, I'm good at support and adc.  I'm not great, but have serviceable mids and jungles and so so tops.  Knowing what you are good at and bad at is very important.  If you don't know, I can probably tell you - but you really should know...  Anyway, you need to have enough champs to make solid picks in any role and you need to be able to cover any role if it comes down to it.  I'll talk about how to get better at specific roles in a bit.

Champ select advice - Don't be the "fill" guy unless you really feel like you are awesome in all roles.  Call your preferred role immediately when you hit the lobby.  Say "adc pref."  Do this as soon as you hit the lobby.  Some people believe that if you call a role you magically get it.  This is stupid, but if you call something out, folks will often accomodate your request.  If you are feeling wishy washy for whatever reason, call out multiple roles in order of what you want to play - "adc/mid pref."  In my experience, you generally do not want to call support.  It's a very important role, but you want to be in a position to carry every single game if possible.  If you aren't calling out a role, you are hoping that other players can carry you.  If you are hoping that folks will carry you, you don't deserve to win.  You need to know your best roles and you absolutely should request them.

Solo or duo in ranked? - Well, my 1st thought here is that you should solo.  If you solo, you have to rely on yourself.  IMO - its a much bigger test of skill to play solo and win than to duo.  Do you want someone to carry you or do you really want to know that you are actually good?  That said, provided you have the right duo partner, you can increase your odds of winning quite a bit.  The simple math is that instead of having 4 teammates as unknown quantities, you only have 3.  If you have a good duo teammate, you know what you can expect.  When you duo, you get the most bang for your buck by having complimentary roles.  Support/adc is good; jungle/mid also works.  Even if you don't have direct symmetry in roles, if you are an amazing mid and I'm an amazing adc, our odds go up quite a bit if we both get those roles.  Our odds go way down if we can't get those roles and are forced to play out of positions that we are weaker.  For example, Bryff is a good mid.  If he duo's up with me, the only way he will get to play that role is for me to call mid, take it myself, and then put myself into a position like support where I can't carry out of (I'm always 1st pick, Bryff is always last pick when we duo)... that and I have to show the mid I'm picking at the start which means Bryff gets hard countered.  In short, we can expect that we will be a disadvantage when duo queuing.  Now, if Bryff queued up with someone at a lower elo than himself that was solid, he'd likely be 1st pick and be able to get mid and have a better chance of carrying the game.  Anyway, you need to keep in mind where you end up in pick order when duoing if you aren't looking to go adc/support.  If you want that, you can usually get it. 

How do you get better in roles that you are not good at? - Well, here's what I do.  And this is really what I do on a regular basis.  I think about what I'm good at and what I'm not good at.  For instance, I realized that I don't play any hyper carry ads.  So, I read up on hyper carries like vayne and kog maw.  I look for guides on how to build them (most adcs are the same btw ), I look for vids on how people play them (eg how do I all in with a specific champ - is there a combo - when do I all in - what's the best way for me to burst - how should I behave in lane with this champ).  Then, I fire up a custom game and try out the mechanics of whatever champ vs AI.  Usually I learn a few tricks during that custom on how to position myself, etc.  Then, I'm off to normal games where I'll request the role or character I'm trying out.  Now, people still report your for being awful in normals, but it really is where you need to try out characters to see if you are any good or not as the bots are useless for proving your skill level to yourself.  So, fire up that normal and ask to play a role (again - after you've tried out the champ against bots).  If you don't know anyone you are with and you are quite awful, I suggest muting everyone at the start of the game.  Then, do your best.  Continue with this until you feel like you have a serviceable skill level in whatever role.  And keep in mind what you need to work on.  For me, I noticed I didn't really have alot of mids for ranked, so I started practicing some with gragas against and karth.  That way, I'll be able to get the job done if I need to play mid.  The next thing I need to do is put more time into being better top lane. Again, because while I prefer adc/support, I might need to play top for the team.  So, best to be ready for it.  Put your time in and practice roles. 

One last thought - there are certain things you can generally expect in ranked.  1 - if you are 1st pick, you generally can call whatever you want.  Common knowledge, I'm sure - but I'll add - CALL WHATEVER YOU WANT.  2 - if you duo queue, you generally can lock down both adc and support.  It works best if your adc is 1st pick, ofc.  I've bumped into like 10 random dedicated supports in all of my games of LoL.  People generally aren't going to call support. So, if you are 1st pick and duo'd, just call adc and then your duo partner can almost always get support.

 

Lol King profiles for ranked tracking

I'm not going to update this regularly, so just consider it a snapshot (I'll add a date when I update them).  Anyway, I enjoy seeing folks progress through ranked and keeping tabs on that sort of thing from time to time. 

Snapshot updated 05/28/2014

 Character guides

Mid Ziggs by cow - http://www.lolking.net/guides/7906

Comments (Page 198)
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on Mar 27, 2013
on Mar 28, 2013

dem patch notes

http://na.leagueoflegends.com/news/patch-35-notes

copy/paste for folks at work

Patch 3.5 is about to go live, and we’ve got the details for you listed below. Read on to find out who’s hit the gym along with who’s been carrying a little too hard and exactly what we're gonna do about them.


Karma, the Enlightened One

Karma has been relaunched with updates to her model, her kit and her story. If you would like more information, you can read more here.

  • Gathering Fire (Passive)
    • Reduce’s Mantra’s cooldown every time Karma damages an enemy with one of her abilities (Half-effect for Karma’s basic-attacks).
  • Inner Flame (Q)
    • Fires a blast of energy that explodes upon enemy contact, dealing magic damage and slowing all enemies in the area.
    • Mantra Bonus – Soulflare: Deals additional magic damage and leaves a circle of flame at the impact area (or upon reaching maximum range), heavily slowing all enemies inside the circle. After a brief delay the circle erupts, dealing heavy magic damage to all enemies in the area.
  • Focused Resolve (W)
    • Links Karma to target enemy champion, revealing them and dealing magic damage over 2 seconds. If the link is not broken, the enemy is rooted.
    • Mantra Bonus – Renewal: Focused Resolve deals bonus magic damage over time and heals Karma for a percent of her missing health while linked to her target.
  • Inspire (E)
    • Target ally gains a shield, granting movement speed for a brief duration and absorbing damage.
    • Mantra Bonus – Defiance: The shield overflows with energy, dealing magic damage to all enemies around the shielded unit. Allied champions near the shielded unit gain half of that amount as a shield and are hasted.
  • Mantra (Ultimate)
    • Karma empowers her next ability within 8 seconds for an additional effect.


Akali

Akali’s Twilight Shroud was behaving inconsistently before this patch, so we’ve adjusted it to better match its visual and theme, and to provide greater opportunity for counterplay.

  • Twilight Shroud
    • Akali is now immediately stealthed/revealed upon entering/leaving the Shroud zone
    • Akali is now immediately stealthed when casting Twilight Shroud directly on herself
    • Akali is now revealed from stealth upon casting a spell or beginning an attack rather than upon dealing damage
    • Delay on re-stealthing increased by 0.15 seconds


Anivia

  • Crystallize
    • Fixed a bug where Crystallize could stop uninterruptible movement abilities such as Malphite's Unstoppable Force


Ashe

  • Focus
    • Now displays the Critical Strike chance bonus on the buff bar


Draven

  • Spinning Axe
    • Now leads Draven more accurately when he is benefiting from Movement Speed increases
    • Axe drop location will no longer be placed partially inside walls / terrain


Hecarim

The previous version of Spirit of Dread did not offer enough opportunities for tactical decision-making. With higher cooldowns, our goal is to reintroduce strategic choices other than merely activating the ability whenever it is available.

  • Spirit of Dread
    • Cooldown increased to 22/21/20/19/18 seconds from 18/17/16/15/14


Master Yi

  • Double Strike
    • Double Strike swing time now scales with Master Yi's Attack Speed instead of being fixed at 0.6 seconds
    • Fixed a bug where the second strike of Double Strike could critically hit turrets


Riven

  • Wind Slash
    • Fixed a bug where Riven could cast Wind Slash a second time after using Zhonya's Hourglass


Rumble

Rumble’s ultimate was intended to be an area control effect but, with the large upfront damage it deals, it tends to be used more as a long-range nuke instead. With this patch, we’re adjusting The Equalizer to better match its original intent.

  • Electro-Harpoon
    • Fixed a bug where the visual effect would disappear before the actual end of the projectile
  • The Equalizer
    • No longer deals initial impact damage but the area burn damage now starts immediately instead of after a 0.5 second delay
    • Burn damage per second increased to 130/185/240 (+0.3 Ability Power) from 100/140/180 (+0.2 Ability Power) (total damage dealt across the full duration is unchanged)


Trundle

  • Pillar of Filth
    • Fixed a bug where Pillar of Filth could stop uninterruptible movement abilities such as Malphite's Unstoppable Force


Udyr

In this patch, we’ve made some substantial changes to Udyr. Our goals were to make changing stances feel more impactful, transfer power from passive stats to actual noticeable effects and reduce problematic lane issues. For example, Turtle Stance currently allows Udyr to become an immovable object in lane once he gets ahead, and we want to address that.

  • Mana cost of all stances decreased to 47/44/41/38/35 from 55/50/45/40/35
  • Monkey's Agility
    • Now grants 5 Movement Speed per stack instead of 4% bonus Armor and Magic Resistance
  • Turtle Stance
    • No longer returns mana when dealing damage
    • Shield increased to 60/100/140/180/220 from 60/95/130/165/200
    • Udyr can now critically strike in Turtle Stance
  • Bear Stance
    • Udyr now ignores unit collision while the movement speed bonus is active
    • Udyr now performs a slight dash toward his target on stunning attacks while the movement speed is active
    • Bear stance attacks can no longer be self-interrupted mid-attack
    • Movement speed increased to 15/20/25/30/35% from 15/18/21/24/27%
    • Movement speed duration reduced to 2/2.25/2.5/2.75/3 seconds from 2/2.5/3/3.5/4
  • Phoenix Stance
    • First attack after activating Phoenix Stance now immediately procs the fire cone in addition to every 3rd attack
    • No longer grants bonus Ability Power and Attack Damage when activated
    • Ability Power ratio on the fire cone increased to 0.45 from 0.15
    • Updated the fire cone's spell effect to be more visible


Warwick

  • Hunter's Call
    • Now displays range indicator on mouseover
  • Blood Scent
    • Now displays range indicator on minimap on mouseover


Zed

  • Living Shadow
    • Fixed a bug where Living Shadow would sometimes cast in a random direction


Items

  • Nashor's Tooth
    • Combine cost increased to 430 gold from 200 (total cost increased to 2500 gold from 2270)
  • Spirit of the Elder Lizard
    • UNIQUE Passive damage reduced to 6-40 over 3 seconds from 14-50
  • Maw of Malmortius
    • Fixed a bug where the Lifeline shield was lasting for 3 seconds instead of 5
  • Champion Select AFK Detection
    • When any player in a match-made game fails to select a champion before their timer expires, the game is terminated.
    • A player who fails to select a champion is given a queue dodge penalty. The dodge penalty functions exactly the same as if the player closed their PVP.net client.
    • Solo players who succeed in selecting a champion are returned to the front of the matchmaking queue.
    • Arranged teams whose members all succeed in selecting a champion are returned to the front of the matchmaking queue.
    • Arranged teams with one or more members who fail to select a champion are returned to the arranged team lobby.
    • Draft mode is handled on a pick-by-pick basis. If a player fails to pick a champion during their turn, the game is terminated immediately. Players later in the draft order, who did not have an opportunity to pick a champion, are given the benefit of the doubt and not assigned a dodge penalty.
    • This feature currently only applies to match made games. Custom games still assign a random champion if one is not selected.


General

  • Turrets

    In Season 3, we made a few changes that made turrets feel less like a safe haven for defenders – especially in the early parts of the game. Specifically, with turrets attacking minions in a set order and some champions itemizing for health earlier on, it’s become easier for teams to push aggressively and even dive turrets with low risk. These changes should give defending players more of a fighting chance when under their own turret.

    • Turrets now deal 105% damage to champions for the first attack, increased from 94.5%
    • Turrets now deal 25% additional damage for consecutive attacks on the same champion (max 225%), increased from 20% (max 210%)
  • Siege Minions
    • Siege Minions now take 70% damage from Turrets, increased from 50% damage
    • Siege Minions now deal 150% damage to Turrets, reduced from 200% damage
  • Super Minions
    • Super Minions now take 70% damage from Turrets, increased from 50% damage
  • Teleport

    We are fixing a bug with Teleport where its visual effect would disappear if cast on an expiring temporary unit. Teleport should always be visible to opponents who have vision of the area, much like how casting it on a non-revealed ward still displays a visual effect.

    • Fixed a bug where Teleport's "incoming" visual effect on the target unit would disappear if cast on an expiring temporary unit, such as Jarvan's Standard or Thresh's Lantern
  • Fixed a bug where new players could not be invited to Matchmaking lobbies after teammates miss a ready check
  • Smart casting with charge-up abilities should be more responsive now
on Mar 28, 2013

karma bug - she'd been disabled for now.  riot says fix incoming today

on Mar 28, 2013

oh boy... they are rolling back the patch completely

Summoners!

We are bringing down the platform for an emergency maintenance to fix problems causing players to not starting games. We will update this post regularly.

Update 10:30 : Due to current critical issues, we will be undergoing emergency maintenance to restore the game back to its previous state. This means when service is restored the game will be back online, but without the new features planned for this week. We apologize for the delay and are working hard to make sure everything is fixed and smooth for the new update

 

on Mar 28, 2013

k - so interesting things re: the patch.  They believe they found the root cause of the issue and it was one of their maps.  They actually appear to have either accidentally or intentionally included the new aram map in the 3.5 build.  At any rate, they think they have crap sorted and are currently loading a fix to pbe.  If that goes well, then they will stick with the build and just fix the problem.  so, could be we get karma/udyr/new map today after all.  NA region has been off line for most of the day now.  I'd wager if their fix is successful, it will be back up in about 45 min - 2 hours.  If they have to roll back the change completely... well... see you in 6 hours.

on Mar 28, 2013

k - so as of right now, NA is working again.  you need to use the "thereisnourflevel" trick.  It appears to be on 3.5.  About to be a shitton of people trying to log in.  suggest you try to queue up as soon as you get home, etc, as the delay might be some time.

on Mar 28, 2013

Current queue time is around 1 hour 30 minutes. Better start early if you want on.

on Mar 28, 2013

Login queue is currently at 30 minutes.  Derp.

on Mar 28, 2013

pacov = tired, but short notes.  udyr is currently buggy.  His bear stance makes it so you miss AA from time to time and the dash is inconsistent.  It worked great on pbe when I tried it out.  The dash literally worked 1/4 times for in my 1 game tonight.  And that's me compensating for missed shit... if I said how many times it didn't hit, it would be like 1/10 (eg pacov knows he's bad so he eliminates 6 misses on avg - eg def a problem). 

on Mar 29, 2013

took a break yesterday with all the patchy problems... i do a turnaround shift, so see y'all saturday night.

on Mar 29, 2013

on Mar 29, 2013

ah... dat karma rework.  Not op.   pacov has arrived in chicago.  chicago traffic can suck muh balls tho... really, really, really awful.  ah well, pacov learns lesson.  Hitting chi town at 4PM on a friday is not so bright.

the apt i rented out appears to have good wi-fi.  I might make an appearance in game sometime late or tomorrow-have to see how things pan out.  patching now at any rate

on Mar 29, 2013

If you are looking to buy a rune page now is your best bet. When you buy one between now and the 5th you get one extra.

on Apr 01, 2013

back in town and will be on this evening.  Hope to catch up w soon

on Apr 01, 2013

a wild pacov appears and begins streaming n stuff. 

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