Lately I've been losing a lot of games for the same reasons, including in cases where we were ahead. There’s a trend. It’s a bad one. And it’s one I suspect happens more often since the vision changes.
That is the lack of focusing on pushing.
Here are some situations that you might find frustrating:
- Your team doesn’t have consistent vision of an area, or any area, or much vision at all
- Your team doesn’t push
- Your team’s carry does poorly and/or gets blamed for everything
- Your team spends lots of time trying to get kills as the other team gets a larger and larger turret lead
- Any of these situations happen and despite winning a teamfight or two when you hadn’t won anyway, it is too late to defend because it’s too hard to push afterward, especially with late game builds meaning your team has only trinkets and the support’s Sightstone for vision
The reasons why this can happen I’m are something I’m not sure about. My theory is that with the larger jungle, poorer vision, and less punishing inhibitor deaths, there are many more longer games which leads to more people getting into “Robot Farm Mode” (RFM) where people aren’t playing League but a grindy MMO in the attempt to catch up in gold and levels. This leads to careless teamfights, poor defense, and, again poor pushing. I could be wrong on why it happens, but the why isn’t quite as important as the how to combat it.
1 Pick map champions, not just lane and teamfight champions.
2 Make sure your team has strong pushing and waveclear. Great teamfighting isn’t as important because it doesn’t always get there, and people are more likely to cover teamfighting than they are waveclearing/pushing.
3 Pick high sustain damage and/or high sustained cc.
Some mobility principles for Season 4:
- If you are a tank and you aren’t mobile, you are at the mercy of your teammates.
- If you are a tank and you are mobile, you can pretty much do you what you want.
- If you are a dps and you aren’t mobile, you are at the mercy of your tanks unless the other team has low-skilled or poorly fed or poorly mobile tanks, or, unlikely as it is, no tanks or assassins at all.
- If you are dps and you are mobile, you have to still be able to get away from tanks by yourself; it is only sometimes true that you can get yourself out of situations.
- If you are dps, your ability to waveclear is related to your ability to keep turrets up. This is more important than before because less vision means people are more likely to split push or barrel down the lane as a group. Poor clear also means being at the mercy of tanks to push. If you do have good waveclear, you are not at the mercy of tanks to defend, and you can split push if you don’t get caught.
With the vision changes has come extended games. With extended games comes a higher priority on taking and keeping turrets in the late game. Getting a big turret lead early is not as damning as it used to be in high-level play, but it is in solo queue, because of the way teams often cower in fear while they farm a jungle with increased camps, afraid to push or ward. Teams only come back this if some of the following conditions are met:
They are not blaming each other or resenting each other
They can win a team fight, despite their deficit in gold and/or map control and presence
They can push and not also be split-pushed or backdoored to a loss
They manage to maintain vision presence
To boot, this will usually have to happen repeated times.
Will you see comebacks? Sure. I have. I have had games where I would have sworn we have no chance and we consistently start winning fights and then pushing afterwards. But, this is the exception rather than the rule. You don’t want to get to this position. You are more likely to win when you push and defend well. Lanes matter less now; a lane that is won with a champion that is poor at pushing (LeBlanc, Ezreal) is not as a strong a win. A lane that is lost by a champion who is awesome right now (Ziggs, Sivir) is not as bad of a loss. Those champs can clear waves very easily. Ziggs is what Anivia used to be like. Anivia’s mana costs are insanely high and the chances to passive farm and stack her tear are the same. Ziggs, on the other hand, got buffed many times until his Bouncing Bomb offers better wave clear for less mana. Sivir, Jinx, and Lucian are all strong at killing turrets quickly and clearing the waves
There are champions with crappy or moderate wave clear that are doing well. Those are champions that are strong roamers or that can consistently kill and live, such as Warwick, Leona, Wukong, or Kassadin. In this instance, their ability to consistently take out targets gives their team the ability to push. They are also generally able to damage the turret well as long as they’re unmolested (i.e., WW gives the AS buff to teammates even if he can’t clear well, and Wukong doesn’t clear well without Hydra but does hit turrets hard with his Q).
If you are mid and you can’t outroam, you have to push hard. You need to do one or the other. If you can’t do both, you are hosing your team.
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