MadCast: Pushover

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About MadCast: Pushover

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    Software Engineer
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    Pushover
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    Pushover#11724
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    Pushover

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  1. Is the next League of Learning after next week's happening on 2020/01/02 or 2020/01/09?
  2. This is absolutely what I have an issue with. There is a lot to be learned about closing out a game when you have a big advantage before allowing the other team to catch back up. There is a reason that as rank increases, games get shorter on average. If you have a massive lead in a lane, especially when you have an earlygame champion or team composition, you should try to close the game before you get outscaled. When you are 3-0 in lane, you absolutely should work out how to take objectives without letting the other person back in, or how to convert that lead into another lane. If you are simply 4-0 in top lane, but your bottom lane is 0-2, you still need to press and snowball your lead to actually convert it into a win. When you are 4-0 in lane, it's absolutely not worth it to lane your opponent anymore, and you want to do things like call your jungler to gank the turret so you have the freedom to roam. Learning how to close/not throw is an important skill. On the other hand, if all of your lanes are winning and everyone agrees that the game is over before the 15 minute mark, what are you really going to learn from one team AFKing for a few minutes? If team 1 is Vlad, Shyvana, Karthus, Lulu, Kog'Maw against Pantheon, Lee Sin, Talon, Lucian, Braum, you can fully expect Team 2 to just stomp the game due to the draft. Team 1 is a super greedy lategame team with nothing to get through the earlygame, team 2 is a very earlygame and lane focused team. What would team 2 learn by backing off and letting team 1 into the game, only to get outscaled later? They need to end the game before 25-30 minutes or else they simply lose the game. If you get absolutely crushed in lane, learning how to sit back and not die can be important, so that other people can step up to carry. When you have lost lane, you don't have as much agency in terms of winning the game, but performing damage control is also a skill. Obviously there is less to analyze in a 10 minute game versus a 60 minute game, but there is still stuff there to analyze.
  3. I've made my feelings on doing the 'off role/new champ' thing before, but I guess I can reiterate them after the semi-disaster that was tonight's League of Learning. League of Learning is already difficult to balance with the wide range of skills we have. It ends up being a complete mix of skills relative to people on their top 4 champions. For me personally, I'd like to think that I have at least a few champions in each role that I can play at a low-plat level, and I think that on my main roles, I can find several champions that I have barely/never played, and play them to a low plat level. Moving me to a champ I have never played before that I have some interest in For people who only main a single role or only a few champions, going to a different lane results in a sharp drop in effective skill level. I think everyone who regularly or semi-regularly attends League of Learning plays at at least a silver level on their main role. With bans aimed at the higher ranked players' main roles, it narrows the skill range of the game, and hopefully makes the game competitive. When we do offroles/new champs, the skill level for a lot of people drops drastically, and I start to see major mechanical errors Another issue I have with off roles/new champs is that it's hard to talk about matchups because people probably aren't familiar with how they are supposed to go. In tonight's game, as Kled vs Cho'Gath, I knew how the matchup was supposed to roughly go because I've faced Kled, and I play a decent amount of Cho'Gath, but I can easily see 2 people who are unfamiliar with a matchup just get the power dynamics wrong, which can result in 'learning' something that will need to be unlearned later. When people are familiar with the basics of their champion and their role, they can learn the details of the matchup. I think even when the game is a stomp, we could have briefly talked about how each lane ended up snowballing badly. For example, in today's game, Support Welfare was unfamiliar with the dynamics of top lane (as he rarely plays there). I could point out several errors I saw in the way he played the lane that resulted in him falling as far behind as he did. Pinpointing why things went right and wrong is critical in improving, and I can't help but feel that our post-game analysis ends up too focused on the 'what happened' rather than the 'why did this happen'. Doing stuff like going over the replay is great to really drill into the details, but takes too long if we are trying to play 2 games. Still not sure what the best solution to this is. With Discord Streaming, I've been wondering if that makes following someone's gameplay easier (it's tough to provide live feedback through the 3 minute delay...). Lastly, when there is a full map-wide stomp going on, the way the game went tonight, I think 'giving your opponent space' isn't really worth doing. When you are already 0-3 in lane, there isn't really much you can do but try to CS a bit under tower, and concede all priority. If all lanes are doing that, there's no hope of a comeback. No one can get a CS lead, no one can contest neutral objectives, etc. If anything, we should be able to coordinate a super early remake if both sides agree the game is a complete stomp. I think we could have called the game tonight at 10:30 at the latest (that was the point where I'd argue that all lanes and jungle were completely won) and potentially fit another game in. No one is really learning anything by extending the duration map-wide stomp. In tonight's game, by 5:00, there was a 2.5k gold difference. By 10:30, it was almost 7k. Even if the winning team 'lets up' on the other team, they have such a massive lead that short of intentionally feeding a bunch of kills back, they will have an advantage for the rest of the game. I'd be down to watch someone's gameplay live and provide coaching/postgame analysis, but I always worry that I come across as preachy/rude. Maybe it would make sense to just break down a League of Learning game once in a while, and just dig in to how everyone played in every role, and post it on the forums?
  4. First champion that came out after you started the game: Orianna First champion you played: Galio First Penta kill: Anivia Favorite Champ: Camille Cutest champ: Yuumi Champ that needs nerf'd: Pantheon Champ that needs a buff: Taric Hardest champ to play: Fiora Easiest champ to play: Garen
  5. As a Camille player, she gets dumpstered by Malphite pretty badly as long as he can figure out where his E key is located. Just can't find a favorable trade until about 3 items. You can cheese Malphite before he gets mana, but otherwise the lane generally goes terribly. Press just seems worse than Grasp, you can easily win trades with a single auto, rather than having to get 3. The 2nd game is the tank playstyle in a lot of matchups, get what CS you can, be more relevant in teamfights and hope for the best.
  6. Man, when Aatrox got reworked and he was sitting in the low 40s for winrate, I remember thinking how busted he was. They keep nerfing his ult, but put damage back into his Q. Standard combo is usually Q1-W-EQ2-Q3 on the W pullback. Not a huge fan of DD first on Aatrox unless you can actually complete it, the build path is awkward compared with BC. You almost always go Warhammer into Kindlegem into boots 2/Cleaver. The early 20-30% CDR reduces the window where your Q is on cooldown to almost 0s as long as you don't cast Q3. DD and Yomuus leave you vulnerable to getting busted in ganks due to a lack of max HP. Without the revive, not too much changed. A lot of the time, when you get a reset on your ult, Triumph+ult heals you for like 20% of your health, giving you enough to push the next kill on a fleeing team. You just can't be completely fearless after a reset now.
  7. I think the important thing you are missing is priority. If your lanes are pushed up, they have some time to help you counterjungle, or at least be the first to arrive ahead of the enemy laner. Ganking depends on the jungler. I'm not going to complain when Shyv or Karthus hasn't ganked any lane 8 minutes into the game, but I would be unhappy if they haven't hit 6 yet. Showing your face in a lane without getting something for it isn't ideal, if you can position to be able to support without showing, it's a lot better, since you don't lose pressure on the other side of the map.
  8. Knowing how to play melee vs aggressive ranged is important. You almost always concede a few minions at level 1 because 40 gold isn't worth 100-200 hp. I think Jax can actually beat an overly aggressive Teemo pre-6 and at 6, until there are a few shrooms down. Jax doesn't need to use his E until after he has jumped on Teemo, and he can just use his E for damage and run into a bush to drop aggro. Teemo does well vs the melee fighters, but struggles a lot against safe champions that don't need to autoattack to trade, like Sion.
  9. Counter matchups exist in the top lane, but there are a decent number of good picks without easy counters, like Kennen or Aatrox. Knowing your lane matchup is quite important in top lane, knowing when you have to concede farm or when you can pick a good trade is important. Nasus doesn't see much play later because he has little ability to play the map. Even if I'm in a bad matchup against a Nasus (some sort of tank who can't push Nasus off the wave), I can look to roam. Aside from the triple dorans e-max build, which delays your Q stacks by a few minutes and leaves you extra vulnerable to ganks, Nasus is vulnerable to good wave management. He has no ranged CS ability that does not push the wave hard, and he is incentivised to farm with his Q, leaving him open to trades. If he doesn't push, my jungler owns the top river. Later on, Nasus has no ability to close gaps, no initiation, and is vulnerable to getting kited to death by a reasonable AD. Games get shorter as you go up in rank because people know how to close games better. So Nasus has less time to get stacks before he is forced to help his team and group.
  10. Now that it's been 2 months, I think I would stand by my position that inhouses are generally better for learning than normals. When we played normals, it felt more like we were playing for fun, there was no real postgame analysis, almost everyone just played their normal stuff. On another note, last week we had an amazing 2nd game that was very close and well played by everyone. I felt like we could have spent at least an hour dissecting that game, and it would have been helpful for all involved. When playing inhouse games, I feel like 10% of the games are incredibly close and well played by everyone, whereas in normals I find that maybe 1 in 100 games is actually like that. I think it would make sense to have another session, or just spend a long time going over a particularly close game should one occur in League of Learning. Doing extra analysis weekly doesn't seem like the best use of time when some League of Learning games turn into stomps.
  11. https://streamable.com/mxr55 Pretty glad I timed the ult correctly. EDIT: Also, where would we be without my unparalleled escaping skills:
  12. Everyone has some sweet outplays or big moments. Post your big plays here! Everyone can make highlights by recording from a replay, then something like https://streamable.com/ to post your highlights to. Aatrox vs team: https://streamable.com/bw6sm Camille outplay vs team: https://streamable.com/podmp #MaokaiThings: https://streamable.com/0nl7y
  13. Thanks everyone! Glad I can contribute by flaming Namflow providing feedback.
  14. Darren Coach is no longer a member of our community. I could probably help you at some point to review your gameplay. I would also try to come to League of Learning, which takes place each Thursday at 9 PM eastern. It's a weekly event where we get together to play some games and review them after.