The following article was contributed by Cody Gerard.
NOTE: For some interesting discussion on the article, check out the Twitter thread!
If you’re a League of Legends stathead like me—and let’s face it, if you’re reading this article then you are!—you’ve probably wondered why there’s such a lack of reliable, useful advanced metrics and statistics in League of Legends. On the surface, everything about League of Legends should lend itself to this. After all, it is a game that, in many ways, is all about maximizing value and efficiency, the things which most advanced stats in traditional sports are designed to measure, and yet by and large League of Legends lacks those advanced stats.
When I first started trying to write this article, that was the problem I was endeavoring to solve. I wanted to create, at the very least, an outline for a stat designed to give an overarching valuation of an individual player, something similar to baseball’s Wins Above Replacement (WAR) or Weighted Runs Created Plus (wRC+). Continue reading LoL’s Advanced Stats Problem – Cody Gerard
There’s a pursuit that’s been going on in high level League of Legends for years. No one brings it up, no one talks about it, I’m not even sure most people realize what they’re doing when they’re looking for it, but it is constantly in play: it is the persistent search for the next great source of free or cheap early game sustain.
You could argue that this goes back to the days of Doran’s Blade, Crystalline Flask, or even Long Sword/Boots + Health Pots, but for the first half of League of Legends’ lifespan the options remained fairly stagnant. It was really the introduction of Warlord’s Bloodlust at the start of Season 6 that made people realize just how powerful early game sustain could be. And thus began a cycle: high-level players would discover a source of early game sustain, one that was cheap or free, and they would use it to bridge champions’ weak early games, or make their oppressive laning even stronger, by mitigating opponents’ ability to trade against them.
How Did We Get Here?
If sustain is such an early-game inhibitor and Riot wants to encourage early-game aggression and player-to-player engagements, why have meaningful early game sustain at all? Well, the answer is simple: sustain feels good. Continue reading League of Legends’ Sustain Problem