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BUT , it is true that attack and defense stats are not very important , the idea was good but it seems that execution is not ( same thing with fitness arrows , I don't see impact )
A strong rock will still get beaten by a weak paper most of the time. A weak rock will still beat a strong scissor most of the time.
A strong scissor will likely win against another scissor. The rock you're against may be strong against your scissor, but with the right player abilities and a large enough difference between stats, there's a small chance your scissor will win.
If you have a rock that protects your paper, your paper can beat the other rock threatening your scissor. If they have paper, your two rocks can still work together to trap and scratch the paper.
That's how the game works.
This game has more value as a strategy game than a management game. And ultimately, ban & pick, the part you're in control of, lets you setup a match in your favor by going with what works well for your player, and what works well with and against a given character. It's all about understanding and weighting your options against eachothers.
They must be paying you a lot to defend this pile so hard!
Once you learn your bans/picks, you've beaten the game.
A lot of compositions Will not work if you have No proficiency with the champions.
It's easy to observe Characters will attack 1-2 hitpoints harder every 2 attack points or so and same goes for defence. So much so that if enemy gets a comfort pick , you MUST outdraft them hard.
Similarly champion stats play a crucial role.
For instance Warewolf in my campain started at 130-140 ish HP, but by the time We got to worlds, he was at 80hp.
For all intense and purposes this champ is half the champ he used to be and serves one role, 1 wombo combo , 2 healing reduction and third hidden function.
Feeding and loosing games. Since games are decided by count of deaths.
The notion that "stats don't matter" can ONLY be brought up by someone who has NO idea what they're doing and cannot conceptualise different champions in composition.
When you get to play against world level contenders who have around 20+ stat points above your "super rookies" with few Champion masteries, You're going to feel difficulty spike , your go to compositions WONT work, because you lack profficiency to execute otherwise Winning composition. Similarly , when your stats are above you will get away playing BAD compositions and falsely assume the comp is strong , when The players might be 10-20 Stat points ahead and thus Outhealing and Outdps-ing by skill alone.
This is why I like The perk which gives you stats over time and Points if WINNING, you use your ults early , then you scale into lategame. Moreover the game is by nature very Snowbally, because of spawn camping. You almost never want to Spawn 1 by 1 , with maybe exception of Lancer, because he can push back enemies and buy time.
To go even further Champion Perkz Break some champions.
For instance Thorn applies HEALING reduction so having thorn and iron body on a player , basically Changes the draft COMPLETELY. Enemy can never Pick Pure healer , because thorn has too great of an effect, you draft for Range and easily oudps the healer only all thanks to Thorn.
I will go so far as to say that 80% if the game IS the ban and pick phase.
I watched a fair amount of videos..and purchased this game yesterday. I won the Amateur League the first season, and came in second in the events.
Second season just started, and I am getting my butt handed to me, as I expected. I still have two players from the first season with poor stats.
Given equally strong ban/picks, the team with higher stats will win. With SLIGHTLY less favorable ban/picks, a statistically better team will still have a chance to win. Bad stats and bad choices? Blame the game for your loss. Sure.
If you start an amateur soccer team, with the objective of joining the Premier League, then at some point you will realize that your starting core of players just aren't going to get it done. I am OK with this system.
Exactly, just wanted to refute that point that stats don't matter, because they do in the higher leagues. So that statement is false. Obviously it's not the most critical matter in the game.
Because stats aren't the most critical component of your team's performance is no reason to ignore them. I have won MANY matches where I should have lost, due to a massive benefit from training up the correct archetype. Stats DO matter, if only as a tie breaker for evenly matched teams.
You CANNOT completely ignore stats, and expect to dominate.
I've lost matches with a dominant comp in later seasons against much stronger teams even though the simulation said I would have won the match hands down.