League of Legends

League of Legends Dev Tracker




13 May

Comment

Originally posted by tflo91

I’ll play monkey in the middle here

The problem with his initial take is that he selectively removed data from his statistics by removing all of RNG’s rumble games because “they were free wins”. Sorry? But they were still wins and he didn’t remove lesser teams that picked Rumble that also stood no chance of winning. That means any conclusions you draw from the sample will be flawed. The bottom line is that in group stages, the close games that can be used as champion data are few and far between. If he really wanted to get his point across, he could have simply used c9 vs DK as his case study, and suggest a better jungler Canyon could play in Rumbles place.

LS also likes to say how drafts should be assessed on champions being executed perfectly. While that sentiment can be appreciated and even applied in trading card games and even which draft is technically better ON PAPER, humans are inherently not perfect. League is much more open ended than any TCG and at one si...

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The tweet wasn't meant to be a well-formed argument. Maybe I should have known better, but it's not like I expected the topic to blow up.

Comment

Originally posted by topdrogon

Absolutely, you’re 100% correct on this. It’s impossible to play test every situation.

But (and I might be wrong on this) it shouldn’t be hard to play test versus META champs and META styles that are common in pro. You just need to beat what’s common and what you’re opponent are trying to do - you aren’t trying to beat a 99.9999% optimally drafting and playing AI.

For example, you can just play test Rumble jungle versus Lucian or Tristana mid or Leona or Alistar support. Of course different champs have important differences and nuances, both both have similar flavors/playstyles.

Similarly, you can play test the rumble-Morgana and Rumble-Udyr jungle matchup in customs in isolation from laners and then in in-houses with laners. Again, I’m not a league expert, so I’ll leave it to the pro players and coaches who have experience in the various ways champs need to be tested as to the best way for doing this.

Most importantly, I genuinely think your ana...

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Generally agree, yeah.

Comment

Originally posted by Puzzleheaded_Bowl386

The difference grows with player skill, and it's bad for Rumble jungle.

That is true when we are comparing Rumble Mid against Rumble jungle, but imo for the most part they should be considered on their own, because:

Sure, maybe Morgana (liked you suggested in the video) is the best jungler, maybe mid rumble is the absolutely best champion in the game. I think the part that people most take offense to/disagree with is that Rumble jungle is just bad.

And Rumble Mid has the "Azir curve", whereas Rumble Jungle looks to either have the bellcurve (if we want to interpret into the -0.5 between Plat and Master/include Bronze, Silver) or is pretty much completely flat (past gold).

Rumble jungle is underperforming very simlarily among multiple brackets of play. And that flat underperformance can again be attributed to players having less experience on the champion than would be ideal.

One final note, somewhat unrelated: I alw...

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I'd propose it's due to his actual crowd control profile and lack of a real role on the team. He's there providing damage when teams already have champions who do that. FWIW I looked up Rumble jungle's highest winrate mid laners after hearing Pabu's interview about AD mids. The top of the list are all melee AD mids (Nocturne, Renekton, Sett, etc). In some cases, those champions just have very high win rates, so beware the biases, but it also feels accurate: Teams don't need substantial magic damage out of the jungle if they already have it in mid. They don't need a CC-less jungler because how exactly are you going to gank someone who already builds Mercury Treads for the lane matchup? It's the exact same reason people like Taliyah-Renekton and Elise-Renekton.

Comment

Originally posted by qo3s17

I'm seeing 51.45% winrate over 344 Challenger games on 11.10 from u.gg but maybe the site is wrong? 344 games probably a big enough sample size to read into the variation, but again I'm not sure. Also not sure how 51.45% that compares to the avg jungler.

I think the intuition has been presented elsewhere, and makes sense to me: people in Bronze-Master are not learning the champ well/fast enough, so the trend is they get punished harder as they get closer to master; then from Master-Chall the players are learning the champ quickly and getting rewarded for it in terms of winrate.

I think this intuition makes a lot of sense because even in pro play junglers have been getting criticized for not playing the champion optimally (heat management during clear, equalizer placement, etc.) so it makes sense that soloq players below Challenger are also having a rough time.

That's a pretty reasonable count of games. I was using lolalytics.

Regardless, I'd want to see more games when we're trying to nail down pretty small deviations. For reference, across 11.9 Rumble mid was 6.7% higher win rate across the patch for challenger (54.7, 48.0) according to u.gg. Right now, Rumble mid is sitting at 45.5 on that site, which is clearly not accurate.

That said, I'd expect some growth, but the changes seem too big. For reference, across all of 11.9 according to u.gg, challenger and GM Rumble jungle were within 0.7%. GM to master was under 0.1%. Master to diamond, 1%. That low-difference trend continues all the way down to Silver. In 11.10, that trend is the same except for the challenger-GM divide is 5%. Nothing makes me believe that Challenger players suddenly uniquely excel at Rumble after May 12. I believe the problem is more with sample size.

Comment

Originally posted by topdrogon

Yeah I have no idea how to account for any of that. There’s no proper mathematical way of doing so. That’s why pro play shouldn’t be on the chart at all.

BUT that doesn’t mean that the chart itself is useless. If done correctly, I actually think your analysis has the beginnings of actually statistically correct analysis that can provide meaningful insights for the pro scene as well as soloq in general.

The best way of approaching this IMO would be to keep soloq analysis as soloq, and then draw conclusions from soloq as to new possible strategies and in what contexts they could be good for pro.

From the conclusions you draw from soloq, you can then form hypotheses as to what new strategy (champ/build/rune) might be OP. You then can test these hypotheses in customs in-house and in scrims.

If a strategy passes all these tests and then doesn’t perform well on stage, it doesn’t necessarily mean you were wrong (low srs he sample size). But it could mean...

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It makes perfect sense and I agree with virtually everything you wrote.

At the end of the day, it'd be great if teams could test everything. Certainly, it's wise for them to at least test promising candidates. But ultimately they just can't. There just isn't enough time to hypothesis test everything in League of Legends. There are 5.9 * 1021 possible team compositions. Good luck getting enough data on each one.

So by necessity you have to cut corners. You have to go more general. There are billions of possible drafts after the first six bans and a first pick Rumble. No team in the world has accounted for all the possible mid/jungle matchups by the time they made that pick. So I think to some degree a rigorous testing regimen is just not possible anyway, so don't try to hold anything to that standard.

This isn't to say you shouldn't practice anything. Of course your should. But you realistically can't VoD review every game of every champion you pla...

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Comment

Originally posted by Kyriios188

Ah my bad then

It really felt like an answer to their previous stream where they talked a lot about your tweet and your usage of soloQ data since it came right after

Yeah I feel that. It's a popular topic, so it makes sense. It's just a reply to the topic in general as opposed to any one piece of content.

Comment

Originally posted by qo3s17

Hey man! Think your content is great and the fact that you're interacting with people on reddit is awesome.

Some other people have mentioned it, but I think your grouping of Masters+ as one tier is misleading, because the skill difference between 0 LP Master and 1k LP Challenger is very significant.

Looking on u.gg, looks like Rumble jungle's Masters+ winrate is 47.71%. When you break it down between Masters, GM, and Chall, his winrate goes from 45.74% in Masters to 46.58% in GM to 51.45% in Chall. So his winrate isn't even dropping in higher skill brackets, the way you group the data just makes it seem like it is.

If you're looking at just 11.10 data, there are currently 49 recorded challenger Rumble jungle games. If you do 14 days, you see a pretty flat ~-3% win rate compared to the average jungler.

I'm interested in the sample being large enough that I'm confident in not having huge swings in win rate because of 1 result (keep in mind 55% win rate in 49 games is just winning 2 more than you lost and that's just unacceptable for this). Second, once I'm confident in low variance, I care about the trend. If a trend doesn't exist when travelling from bronze to diamond, why do you think one suddenly shows up when travelling from masters to challenger? It's possible for one to exist, but shouldn't be a leading theory.

Comment

Originally posted by Disafae

Wouldn't you expect that as Jungle Rumble is played in higher and higher skill brackets that the people playing against Jungle Rumble would better know how to punish an off pick like that?

And pros don't know how to do that? Why would this relationship suddenly flip?

Comment

Originally posted by Cahecher

The issue with the underlying point is that your entire argument only holds up based on the global data that is scewed towards EUW and NA. If we look just at the Korean server, your argument falls flat, since Rumble jungle winrate is actually high and continues to go up with ranks. Considering the initial point was that western teams and western players in general are behind on the pick, it actually supports the argument of LS and IWD.

Another thing, even though mid Rumble in Korea has slightly higher winrates, the amount of games is significantly lower, i.e. on u.gg there ~560 mid Rumble games and ~2900 jungle Rumble games tracked in dia2+(cumulative 11.9 and 11.10). So it is kinda expected that a lower pick rate would inflate winrate, it's a rather common occurrence. However, if you still want to use it to say that Rumble is not a jungler because his winrate is somewhat lower than in mid, you'd still be wrong - if a champion has 52%+ wr in both roles, I'd say it's good ...

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Ooh, that's a good point, but also unsupported by data.

  • Korean Rumble's Mid minus Jungle win rate in bronze: +1.14.
  • Korean Rumble's Mid minus Jungle win rate in Master+: +3.12

Now I'll grant you that if you slice the data down far enough until you find data that supports you, you can eventually find data that starts to close the gap, but then you get a host of new issues. For example, there were under 500 games of Rumble mid in master+ Korean solo queue over the last two weeks. If we're going to debate 1-2% win rate shifts as indicative of champion performance, that's not enough samples to support those claims. You also have metagame issues that aren't relevant to pro play.

See, Korean solo queue is rife with early surrenders. Over the last two weeks in master+ Rumble jungle games, Korean solo queue had 23.25% of games end in 15-20 minute surrenders and another 33.23% end pre-25. Worldwide for the same skill bracket and time, it was 15....

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Comment

Originally posted by topdrogon

You didn't use MMR as your independent variable. You used tier (Bronze - Masters+). The analysis SIGNIFICANTLY changes if you actually use MMR (more precisely MMR range) as the independent variable. I quickly made a visual where each cell = a standard unit of MMR range (100 LP). (Not sure if this is actually the case as obviously MMR and LP are not 1-to-1, but this is the best I can do as a non-Rioter).

https://i.imgur.com/g0VwYdL.jpg

You CANNOT group Masters+ when the range for Masters+ is LARGER than all of Iron - Diamond combined. Sure, you might have sample size issues at the highest of MMR ranges, but for popular champions the analysis would at least be somewhat correct if done in this way. I promise you that with enough games, the Lillia and Rumble plots you made would look parabolic and their winrates would get higher and higher as MMR increases from masters to GM and beyond. In that case, wouldn’t it actually be...

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So, valid point on word choice.

However, keep in mind, pro play is only far to the right on things like coordination. Canyon may be rank 1 in EUW solo queue right now, but where should we put some of the other players? Cody from INF is 50-48 on his EUW account and is firmly in Master. If we're graphing how well champions play based on their hands and game knowledge... should he be to the right of challenger? If so, why? He's not even to the right of Master in solo queue. It's the same player. Yeah the coordination is different and I agree that one goes off the graph. But not hands. Not laning. Not positioning. Not target selection.

How about his teammates? His opponents? Should we give Rumble jungle the same lofty possibility that we give Wei to every team at MSI, or should teams maybe draft better?

Comment

Originally posted by ExceedingChunk

I would expect that true damage was a class at this point, and that things like this shouldn't be possible. But I guess the legacy code is too spaghetti to fix.

Also, it should be standard developer practice to create a unit test to check obvious stuff like this on all spells or items that increases or reduces damage. I'm really curious about how much of this is bad practice, and how much is just working on a system that was poorly coded and got too big to fix.

Bugs obviously do happen everywhere, but for things like true damage the system itself should prevent a single developer from "forgetting" or messing up.

I mean, it's very easy to just tell the ability "amplify magic and physical damage" instead of "amplify all damage."

After all, exceptions are useful. Ahri's Charm impacts the back half of Q. If true damage is hard coded to ignore all damage modifiers, you get way more issues than just making sure you build the skills or buffs correctly.

Comment

Originally posted by Easilytitled

I maybe stupid here, but I just feels like where you see the huge drop off in winrates from diamond to master because people are better at abusing inexperienced players and the margin of errors got significantly lower, which I feels like it will get better as times goes on.

Edit: I still feels like the total games played have to still be significantly lower than Rumble mid, as the pick just became recently popular in the Jungle

I have no doubt that Rumble junglers are relatively inexperienced. But unless I see an Azir curve, I'm not buying it.

It also means, regardless, that teams are still hard trolling their drafts. Even if you are in the camp of, "He's actually OP when played well, but teams aren't there yet" then why did virtually every team int all of their drafts by picking or banning him? How bad are you at understanding how your scrims went?

The end result is still the same: Draft better.

Comment

Originally posted by bigfish1992

I mean Lillia has been around 44-46% win rate jungler in D2+ as far back as u.gg allows (which is 11.6) and yet is still highly prioritized as a competitive jungler.

Trying to conflate solo queue winrate with competitive viability is not good analysis. If the argument was/is Rumble isn't good in solo queue and you could make arguments for why it's not sure that would be more reasonable as Lillia requires a good amount of coordination with her ultimate. Rumble is probably similar in his equalizer and fighting in spots where his ult is most impactful.

But Phreak wants to use this data to say it's a bad competitive pick when he also tweeted about Rumble having I think a 3-7 record after taking out RNGs "Free" wins (it's actually 4-7) without taking into account some of the free losses from teams like DWG beating Infinity on the last day. If we take the RNG wins into account Rumble is 7-7 in jungle, if we take out Group A games his record is 4-6 in jungle.

I'm c...

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Except she's not "still highly prioritized as a competitive jungler."

Her p/b at MSI is 14%. Her two picks are from players eliminated from the tournament. She lost both games.

Literally no one good at League of Legends is playing Lillia today.

Comment

Originally posted by Kyriios188

IMO Phreak shouldn't answer them so directly so quickly like this.

For a part of Riot to argue out in the open directly with two other big league personnalities feels very unprofessional to me

I'm not interested in arguing specifically against Dom or LS or anyone. The first draft of this video was two days ago unscripted and it was so rambly I left I unpublished and spent a couple hours yesterday writing a script. It so happened that they put out a new video in between those points in time.

Comment

Originally posted by catseye013

I've never had issues with Phreak being wrong, the issue is him being unable to admit it. Wasn't long ago he had that whole Zeal item Caitlyn argument about how building a Zeal item on Caitlyn was objectively bad because it's not as gold efficient as full AD Crit items, and when multiple pros added how Zeal items give movement speed and lets you stack headshots faster (which can't be measured in gold effiency) he literally said "i don't care, it's a bad build" while casting.

Rumble could literally go 100% wr 100% pb for the rest of MSI and Phreak would still argue he's not a good jungler and that he's right

Stacking Headshot is easily measured in gold efficiency: Headshots scale linearly with both AD and AS. It's a non-argument. Simply scaling DPS scales Headshots. To argue that AS is somehow a better Headshot scaler should make you trust them EVEN LESS.

"I need movement speed" is the exact same argument as "I need life steal first on Kog'Maw." I'm glad you feel that way. You're still wrong.

Meanwhile, I can not only prove out the DPS-per-gold, the exact same metric I used to predict new Phantom Dancer as overpowered (spoiler: it is), but also look at solo queue win rate data to see that in real-world applications, a second Zeal is still bad.

So, every single non-subjective form of proof is on my side. And on the other is... Opinion

Comment

Originally posted by azaza34

But isnt there something to be said for Rumble not really being analogpus to other league of legebds champs in the same eay that other picks are? IE experience on other champions does not translate well to rumble. At least for mid and toplaners, they have probably laned against rumble and are more familiar with the mechanics and playstyle than junglers necessarily would.

I agree that learning Rumble is more unique than, say, learning Cassiopeia. We are in total agreement here.

So, wouldn't learning Rumble be a byproduct of playing more games? If so, then why does Rumble jungle's performance drop as he's measured in higher-playing skill brackets?

Comment

Originally posted by AxeAndRod

Sorry for wall of text.

It's clear you still don't understand Phreak's argument at all.

If we give tiers for each soloQ level's amount of coordination I think it would be made clearer. (I'm making these up to show Phreak's point, but I hope we can all agree that coordination level goes up when you go up in rank)

Iron: 0/10 Coordination

Bronze: 1/10 Coordination

Silver: 2/10 Coordination

Gold: 3/10 Coordination

Platinum: 4/10 Coordination

Diamond: 6/10 Coordination

Master/Gm: 7/10 Coordination

Challenger: 8/10 Coordination

Now, you are right that Pro play is another level on top of this, for now we can just assume that Pro play is the highest level of coordination, AKA a 10/10.

So, in the video Phreak demonstrates that Rumble's SoloQ jungle relative win-rate goes down with increasing rank. This simply correlates with the idea that as players get better, coordination ge...

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FWIW, I'd argue it's more like 0 / 0.3 / 0.6 / 1 / 2 / 3 / 4 / 10.

Just, things like Taliyah ganks only require a 3-4 to be good whereas Ryze ultimates need a 6 or something.

Very much an oversimplification still, but that's the general idea.

Comment

Originally posted by topdrogon

I completely disagree with your point about context of statistics. If you provide stats and use it for an argument, the onus is on YOU to provide the CORRECT context and interpretation of the stats and when it can be applied and when it cannot be applied. The onus is NOT on people to rectify your misuse of the statistics.

Example: Hecarim had a 48-49% win rate in plat+ soloq forever, but it turns out people were building wrong/using the wrong rune. Before people figured out phase rush made him broken, phreak’s ENTIRE argument could be used to make it seem like Hecarim is not a good pick for pro play in the jungle. This was categorically false, and people could have said “yes the soloq winrate for hecarim doesn’t matter because people are playing/building/runing him incorrectly” is absolutely a sound argument. Yes, that person needs to then say “this alternative playstyle, build path, rune choice is wholly superior”.

Saying that soloq data is useful because of large...

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Example: Hecarim had a 48-49% win rate in plat+ soloq forever, but it turns out people were building wrong/using the wrong rune. Before people figured out phase rush made him broken, phreak’s ENTIRE argument could be used to make it seem like Hecarim is not a good pick for pro play in the jungle. This was categorically false, and people could have said “yes the soloq winrate for hecarim doesn’t matter because people are playing/building/runing him incorrectly” is absolutely a sound argument. Yes, that person needs to then say “this alternative playstyle, build path, rune choice is wholly superior”.

This one is actually fairly easy to combat for the same reason that it's reasonable to use MMR trending toward pro: High MMR players have their ear to the ground. They pick up the new OP builds. For example, here is the purchase rate of Turbo Chemtank on Hecarim in patch 11.5, when his pro presence spiked to 97%

  • Bronze: 27.28%
  • Sil...
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Comment

Originally posted by Easilytitled

I think it's normal that the winrates for Rumble jungle in higher elo is lower because the pick is newer than Rumble mid, and jungler have not grown accustomed to how he should be played; therefore got abused in higher elos

It's actually accounted for, though:

If Rumble jungle is just 5% worse than Rumble mid because players are bad at him, you'd see a flat win rate difference, but you don't. The difference grows with player skill, and it's bad for Rumble jungle.

See, players in higher MMR play more games. So higher-MMR players have more practice on a given pick. That means you would expect an uptick in new champ performance at higher ratings. But you don't.

Yes, it's imperfect. We're using MMR as a dummy variable to represent practice games. I'm aware that it's flawed. But you'd still intuitively expect that relationship to hold. Instead, we get the opposite.

For whatever reason, as players play more games and play higher-quality League of Legends, Rumble jungle is even worse of a pick and Rumble mid is even better.

Comment

Originally posted by Wickd

Decided to fire this up on Reddit because the conversation is important

Thanks Wickd, you're a real one.