Tag Archives: early game

Improving CSD – A better way to measure effectiveness in lane

The Creep Score Difference statistic is commonly used to evaluate a player’s laning phase; however, it’s far from a perfect stat. One of the main problems I have with the stat is that it doesn’t account for the champion matchup, which may give each player advantages or disadvantages before the game even starts.

To account for the strength of matchups in CSD, I have created a matchup-adjusted CSD stat which is calculated by taking the actual CSD and subtracting the matchup’s average CSD from it.

Adjusted CSD = CSD – Matchup CSD

Since this formula uses matchup averages for CSD, it is important to set some limitations on what can be used as the matchup average. I’ve set the sample size limit for each matchup to 5 games: if a matchup has been played 5 games or more, then the average CSD over those games will be used, but if the matchup has been played for fewer than 5 games then the matchup CSD will be registered as 0, meaning that the adjusted CSD will equal the actual CSD.

One issue that arises from implementing a minimum number of games for a matchup is that there may not be enough data on a lot of the matchups. While I only want to use pro play for the matchup CSD value, I also need to ensure that I can get a value for almost all matchups. To do this in the calculations that follow, I’ve decided to use data from the CBLoL, LCK, LCS, LEC and LMS. All of the data used from these leagues is from games played on the same patches (9.01, 9.02, 9.03, 9.04, 9.05) during the Spring Split 2019 regular season.

To illustrate, the size of the adjustments that can be made using this approach, the tables below show the 5 matchups for each role that have the largest average CSD at 10 minutes with a minimum of 5 games played. Continue reading Improving CSD – A better way to measure effectiveness in lane

Turret Plating and Early-Game Variance: How well did Riot manage the metagame for the 2019 spring split?

Turret plating was introduced to League of Legends for the 2019 season as a way to improve and extend laning phase. That change, along with some other factors, had the potential for huge impact on the pace and metagame of pro LoL. After a full split of domestic and international play, it’s time to evaluate the results to see whether Riot’s changes produced the intended effects, and just as importantly, whether or not they created any collateral damage to the game’s balance.

Spoiler: things worked out pretty well!

Where did the shift come from?

In a development update going into the preseason, Riot stated:

“[Turret plating provides] a more protected and slightly longer laning phase, but still rewards those early push or strong lanes types with the opportunity to destroy a lot of barricade segments and reap the gold rewards.”

Essentially, the goal was to make the first 15 minutes of the game less volatile, but still give it a high influence over the outcome of the game. There was also a sub-goal of bringing down game lengths, partly seen in Riot saying that they wanted to see “decided games resolve faster.”

The goal was not to make the laning phase or early game a more influential part of the overall game flow, and that is the most important aspect of what we’ll evaluate below. Continue reading Turret Plating and Early-Game Variance: How well did Riot manage the metagame for the 2019 spring split?

Mid Laner Play Styles in the Early Game

The stats tables below show the average kills+assists, experience gained, and creep score for Mid laners from the NA LCS, EU LCS, and LCK during the 2015 Summer split, including regular season, playoffs, and regional tournaments.

NA Mid laners stats by 15

NA Mids were the least effective at balancing out early combat with farming. Only Cloud9’s Incarnati0n had a reasonably balanced mixture of K+As, XP, and CS.

Bjergsen and FeniX stand out as farming very effectively, but not getting involved in much combat. That’s partly a commentary on the non-aggressive NA LCS meta, but also speaks to how their teams played out the early game as a whole. Compare to Keane and Goldenglue, who were even less involved in combat but couldn’t keep their farming up to compensate.
EU Mids stats by 15In Europe, the standouts are Febiven, nukeduck, and Froggen. All three had decent early aggression, while also keeping up their farming numbers. Meanwhile, xPeke, PowerOfEvil, and Betsy lagged behind in both combat and farm during the first 15 minutes of games.
LCK Mid laners stats by 15

Has anyone ever told you that Faker is an aggressive player? Well… he is. His 1.91 kills+assists at 15 minutes is incredibly high, especially relative to his own region. But Faker still managed to keep his average CS up at 131.7, which would have put him fourth in the NA LCS, though it’s slightly below-average for the LCK. Check out Ggoong, Coco, Easyhoon, and Nagne, as well, for good balance of combat and farming.LMS Mids stats by 15

In the LMS, Maple stands head and shoulders above every other Mid laner in the early game, though westdoor kept his experience gain up and Toyz and Chawy had reasonably balance, as well.

What players or numbers stand out to you?