Every week the pros file into the studio and play two games that, for most fans, are largely inconsequential. At the end of the regular season they will have played 4 games against each of the other 7 teams for 28 in total. It is great that the LCS has given us plenty to watch, but it is hard not to regret that most games do not mean much. It does not matter where a team finally places in the regular season as long as they are not in the bottom 2 – the 6th place team goes to playoffs and has just as much a chance to win the split as the 3rd place team and barely less of a chance than the 1st place team. Although the top 2 teams are rewarded with byes in the quarter finals, those byes are ultimately only worth just 2 wins (the quarter finals are a best of 3). In the 2014 Spring Split, Team Curse ended the regular season in 5th place with a record of 11-17, 13 wins behind 1st place Cloud 9 at 24-4, and managed to beat Team Dignitas in a quarter finals set that went to three games. Once they made it into the semifinals, they were on precisely equal footing with Cloud 9. They had won 13 of their 31 games up until that point, or roughly 42%; Cloud 9, on the other hand, had won 24 of 28, almost 86%.
So the Quill Coat/Armor/Mail has been out for awhile now and a proper opinion can finally be given about the item. The item was released in an attempt by Riot to give jungle tanks a much needed boost in relevancy and power in the jungle. However, the item was a dud though as it really did not solve any of the problems jungle tanks are facing and may have had a worse effect on junglers than intended. It is not a bad item on its own and the idea behind it was good but its release and ineffectiveness echoes the problem facing Riot when it comes to trying to buff jungle tanks. My friend Foxdrop already released a video on the item and it gives a good summary of some of the things I will be going over so give it a watch!
Part of doing well with a champion is knowing how to get the most out of your abilities to maximize your damage. Many people think that with Rengar, all you need to do is build four Doran’s blades and press Q to one shot the ADC. This is only true if you are extremely fed but most Rengars that I see on my team or on the enemy team fail miserably at using the proper combination. Most champions will not die to just two Qs. Before I get into the proper combination, I want to discuss some essential parts that are required for you to succeed.
Riot has announced that they plan on adding jungle timers into the game which will keep track of the respawn times of the buff monsters, dragon and the baron. Almost there were members of the community raging and making threads on Reddit and on and the League forums expressing their outrage over Riot's decision. There seems to be very little middle ground where some members of the playerbase expressing pure hatred for the change while others welcome it. As expected, both sides have certain good arguments on their sides although the camp expressing hatred has more silly ones. I personally do not see them as a big deal and welcome the change into the game.
For starters, the change will not affect competitive play and will likely not affect top level play either as most of the players, even non-junglers, took timers already. This just removes the burden of bookkeeping from these players. In the lower division games it will make an impact but for the better. I will explain this in a bit but first I have to expressed that I firmly believe that taking jungle timers is not an example of being skilled. There is no real skill involved in knowing timers and jotting them down. The only thing that taking timers shows is that you are considerate for others and/or not lazy. Taking timers is absolutely pointless if you do not bother to utilize the knowledge of said timers. This brings up the next point of this argument in favor of the jungle timers.
By far one of the topics fans bring up to me the most is about jungle recovery aka "What do I do when I get stomped?" Most inexperienced players get invaded by the enemy jungler early, have a gank become catastrophic or have some random thing like a dc cause them to get behind in gold, levels and time and have absolutely flounder for the rest of the game because they do not know how to recover from the setbacks. Even then some experienced junglers still have problems with recovery. Jungle recovery and resilience differs based on which type of champion the player picked and even so the types of recovery methods are not equal as some methods are just naturally better than others. To add to this, junglers can only recover with the help of their laning teammates whether they directly assist you or not. The fact that recovery relies heavily on the actions of teammates tends to be the main reason why recovery tends to be a difficult thing for players to learn as less experienced players would also likely have no idea how to assist their jungler even if they wanted to.
In this article I will cover what jungle recovery and resilience actually means, natural resilience and the two main methods of jungle recovery. Jungle recovery is by no means an abstract concept or complicated at all. The only reason that it is difficult for players is because, as it was already mentioned, you rarely get a chance to legitimately practice it while at the same you can be prone to stress in a situation like this and you may have made recovery much more difficult for yourself because of a weak champion choice. With no reliable way to practice it until it happens it is crucial one understands it before they have to wing it but even with studying you will probably still have improvise your own recovery.