Sink and swim for the LCK: Rift Rivals recap

With Rift Rivals completed, it may be time to examine the League Championship Korea’s surprising second place as each team continues their swim back to Korea.

Most already know that kt Rolster coach Lee ji-hoon had jokingly said that if “the LCK comes in second or third place, we’ll have to swim our way back to Korea, but that’ll never come to pass, so I hope the fans continue to watch comfortably,” tragically creating a bitterly ironic disposition as the LCK squad came in second place. Losing to none other than the LPL, jokes arose around LCK veterans who had spent time in China’s LPL giving birth to a new era of memes around players like Heo “Pawn” Won-seok, Cho “Mata” Se-hyeong and Kim “Deft” Hyuk-kyu.

As someone who mostly watches the LCK with some scattered NALCS throughout, watching the LCK lose at Rift Rivals was shocking. While kt Rolster proved that their team fighting was still on an LCK caliber of play, the other Korean squads are going to have to clean up their play on the swim home. This is all rather convenient as they will have to wash up on shore anyways after that 739-mile swim. Memes aside, the unexpected defeat suffered at the hands of LPL teams came in a best of five Relay match resulting in a 3-1.  

 

Game One: Samsung Galaxy v EDward Gaming

(LPL) EDG Victory 45:44

Here it is, a combo that is potentially stronger than the Galio and Jarvan IV ultimate synergy: Kalista and Rakan. Courtesy of Lolesports

Game one between SG and EDG started with a poor draft phase by SG and an even worse early defend of an invade, giving EDG a lead that they would not let go of. Draft phase left EDG with an incredibly strong engage composition with Kalista and Rakan, a combination that offsets Rakan’s lack of tankiness with the safety of Kalista’s ultimate. This combination is devastating, but even more so when the Kalista and Rakan combo is on a team leading in tempo. A tempo lead is exactly what EDG gathered in game one.

Brutalizing their opponents, the LPL’s EDG did not give up a kill until past the thirty-minute mark. This is especially impressive given the nature of their diving hard engage team composition. The double hard engage Kalista/Rakan combination allows for such a long duration of virtually unavoidable crowd control, that EDG was able to take each team fight without suffering casualties. This changed during a team fight at the forty minute mark, where a huge Orianna ultimate coming out of SG’s Crown was able to change the tides. However, this team fight proved to be a fluke as the power of the Kalista and Rakan engage was too much for SG to handle.

 

Game Two: SK Telecom T1 v Team WE

(LPL) Team WE Victory 31:55

WE miss the Galio and Jarvan IV ultimate combination, but they’ll have plenty more shots at it. Courtesy of Lolesports

Game two between SKT1 and WE once again began with the surrender of a crucial team fight combination by the LCK. This time around, SKT1 gave both Galio and Jarvan IV, giving up most team fights in the process. With play at this level revolving heavily around engage, SKT1, like their Korean counterparts SG, prioritized Ashe over all other engage tools. While Ashe is a strong pick, she performs much better when her AOE damage and slows can be combined with other AOE based champions. Champions that, with the exception of Cassiopeia, SKT1 failed to draft. In addition to not drafting for AOE damage, SKT1 picked carries whose only mobility comes from their summoner spells in the face of a Jarvan IV and Galio combination.

Regardless of the players behind the champions, SKT1 drafted a composition that required them to use their Achilles Heel as a battering ram. It would have been an amazing feat for the Korean squad to overtake the wombo combo styled composition that WE had drafted for. Even with improper execution of their team fights, WE was able to secure an early lead from the camp-the-Faker strategy that so many teams utilize against SKT1.

 

Game Three: kt Rolster v OMG

(LCK) kt Rolster victory 34:37

Kt shows that the LCK can draft a team comp and then put that comp to use. Courtesy of lolesports

With kt Rolster’s bottom lane giving up first blood to a gank so early on, you would have expected this game to go in much the same way as the games prior. But this time was different because kt Rolster drafted a team with enough AOE to capitalize on their engage. Ashe and Zyra already have devastating AOE CC and damage to pour into their opponents, but kt took this draft a step further by grabbing Jarvan IV and Zac to further disrupt their opponents alongside the high damage of the skillshot based Corki mid.

The frontline and CC of this composition gives Ashe, Corki and Zyra the time to drop their damage loads onto enemies who are not able to dodge out of the way, while the long range initiation of Ashe allows for easy follow up CC for Jarvan IV and Zac. Despite early laning hiccups, kt Rolster was able to finally prove that with a well-drafted composition, the LCK could stand toe to toe with the LPL.

 

Game Four: MVP v RNG

(LPL) RNG victory 55:14

MVP pulls off an amazing wombo combo using Rakan. Unfortunately for them, they lose this fight too. Courtesy of lolesports

The closest and longest of the entire finals had the LCK showing promising early game play-making that fell short despite some well-executed initiations by the likes of MVP Max. While draft phase looked good for MVP, as they drafted a hard engage composition into the poke composition of RNG, some crucial misplays by MVP or just genuinely good plays by RNG ultimately led to an LPL victory.

Every time these teams fought, there were heavy casualties resulting in a long drawn out game that was as close as it was tense. When MVP would secure Baron, RNG would take it off at least three members immediately, while the same would occur on the opposite side when RNG secured Elder Dragon. The game finally fell into RNG’s favor when they secured an uncontested Baron thanks to a Gragas ultimate that left MVP out of smite range. This baron buff then led to an open base that RNG would ultimately destroy through a TP back door. Unlucky.

You can like The Game Haus on Facebook and follow us on Twitter for more sports and esports articles from other great TGH writers along with Rodger Caudill 

All images courtesy of LoL Esports

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MSI Semifinals 2017: Team WE v. G2 Esports

MSI: Team WE vs. G2 Esports Preview

Saturday May 20, 2017, the second semifinals match of MSI will be underway. Team WE will face off against G2 Esports for a spot in the finals. Both teams have exhibited their fair share of stellar and underwhelming performances throughout the tournament. They will be doing their best to shore up the weak spots and study their opponents in order to reach peak performance. This best-of-five series will be all or nothing.

Team WE

The LPL representatives have made it through MSI with a 7-3 record, just below SKT. They dropped games to TSM, SKT, and GAM. Every player has had standout performances throughout the tournament. Team WE will be favored to win in this match-up, since they defeated G2 in both of their Group Stage bouts.

How They Win

WE outclasses G2 in almost every statistic. Gold difference at 15 minutes (+1,047/-342), first three turrets (80 percent/10 percent), dragon control (47 percent/30 percent) and baron control (54 percent/38 percent) all heavily favor the Chinese team.

In both of their victories against G2, WE drafted Ashe for Jin “Mystic” Sung-jun and Malzahar for Nam “Ben” Dong-hyun. WE’s jungler, Xiang “Condi” Ren-Jie, massacred Kim “Trick” Gang-Yun in the early game. Su “Xiye” Han-Wei played AP diver-assassins LeBlanc and Kassadin. And Ke “957” Changyu has been most impactful on tanky disruptors, particularly Kled.

All of these pieces come together to form a bursty pick composition. Jesper “Zven” Svenningsen was most often caught out by Enchanted Crystal Arrow, Nether Grasp, Explosive Cask, or Chaaaaaaaarge!!! and deleted before he was able to output enough damage. Team WE should maintain this draft strategy and playstyle, because G2 does not seem to have an answer at the moment.

Both wins were secured between 28 and 31 minutes. Team WE took first turret in both matches, which led to the first three turrets in just under 20 minutes. They then proceeded to take baron between 21 and 25 minutes, which allowed WE to break G2’s base and win. In their first game, G2 secured one tower and one dragon. In the follow-up match, WE did not allow them to take any towers or dragons.

How They Lose

Karma and Nami are champion picks that stick out in Team WE’s losses. Xiye lost both games when taking Karma to the mid lane, and Ben lost both games when playing Nami support. 957 looked weak on top lane Jayce, as well. The individuals cannot be fully to blame, but it seems like a good idea to keep these picks on the bench for now.

All of WE’s losses came off the back of sub-30-minute barons secured by their opponent. Against TSM, the gold difference never rose to more than 2,000 until they took a baron. From there, TSM closed out the game, taking a second baron and only ceding 4 kills. Team WE was leading SKT by 2,100 gold at 22 minutes, but Han “Peanut” Wang-ho landed a baron steal. SKT broke their base, took a second baron and won. Team WE’s loss to GAM was mostly due to Đỗ “Levi” Duy Khánh’s Kha’Zix getting fed a triple kill around 10 minutes.

If WE gives over baron, their chances of losing are high. When viewing statistics for the four semifinal teams, their win rates align with their first baron rates. This objective is pivotal to their playstyle. Properly pressuring around baron was a main catalyst for drawing in G2 and picking off key carries. However, if WE is sloppy in clearing vision or shot-calling around Smite, then it could spell disaster.

Player To Watch

Team WE’s top laner, 957

Team WE’s victory will rely heavily on 957 in the top lane. They have won every game that he has drafted Kled, and he has maintained a 27.0 KDA with the champion. On the other hand, his single Jayce game fed TSM their first 5 kills. G2’s Ki “Expect” Dae-Han is not necessarily the same carry threat that SKT or TSM have. WE will rely on 957 to repeat the masterful disruption he exhibited against G2 in their prior match-ups.

G2 Esports

Making it into semifinals by the skin of its teeth is G2 Esports. The EU LCS representatives finished the Group Stage with a 4-6 record, only picking up wins against Flash Wolves (2), GIGABYTE Marines (1), and TSM (1). Seeing as they lost both matches against Team WE, they are the underdog in this best-of-five series.

How They Win

G2’s victories varied drastically from each other. Three of the four wins were secured 42 minutes or later, and allowed the enemy team to secure at least one baron. Two of those three late-game wins involved G2 falling behind 8,000-9,000 gold at some point. The only champions drafted in multiple wins were Caitlyn, Nunu, and Orianna.

In all of their wins, Zven had two or fewer deaths and had a gold lead on the enemy AD Carry. It is obvious that he is their primary carry threat. G2 lost both games that he drafted Ashe. Zven only has wins on Caitlyn, Twitch, and Kog’Maw thus, G2’s draft will need to revolve around these champions. Ivern, Lulu, Karma, and Orianna have at least 50 percent win rates for G2 thus far. Combining multiple enchanters into the draft may allow Zven to break even through the early game and fully carry in the mid-late game.

Luka “Perkz” Perković has also been a consistent source of damage throughout MSI. Mid lane is arguably the most stacked position at the tournament, and Perkz has been going toe-to-toe with some of the best in the world. He has been averaging 28.8 percent of G2’s damage, the highest among all mid laners (second highest overall behind Zven). Putting Perkz on a champion that can control side waves, particularly Fizz, could be a good back-up if Orianna is banned.

How They Lose

There are several situations that G2 should avoid. Keep Trick off of Lee Sin, he failed horribly twice on the champion. Also, they should not draft Ashe for Zven or Zyra for Alfonso “Mithy” Aguirre Rodriguez. Zven needs to be able to output immense damage, and Mithy plays much better on protective champions. Even Tahm Kench or Braum are preferable to Zyra if Lulu or Karma are unavailable.

If Trick continues to have poor early games, then this will most surely be G2’s defeat. Trick has the second lowest KDA and the second highest death share of all players at the tournament. He also has the lowest average damage of all junglers at the event.

While their best strategy generally results in early deficits, G2 will need to play intelligently between 15 and 30 minutes. Team WE’s average game time is over 5 minutes shorter than G2’s, which means if they cede 4,000-6,000 gold leads, then it will be highly unlikely for G2 to win.

Player To Watch

G2 Esport’s top laner, Expect

Expect has been putting up some big games this tournament. He has maintained a 3.7 KDA while only contributing 11.9 percent of G2’s deaths. The top laner has secured wins on Jayce, Gragas, Shen, and Nautilus. G2 also released a video of the final shot-calling from their win over TSM, showing the team’s faith in Expect.

The flip side is that Expect has some of the lowest damage of the top laners at the tournament, and his kill participation is low compared to 957. G2 will need him to be more involved as a proactive member of the team, matching 957’s map movements. Perkz and Zven can pump out the damage. Mithy can shield and provide vision. And Trick is under-performing. Expect may be the biggest factor that could turn this match-up on its head.

Prediction

Unless the stars align, and G2 are able to draft a true “protect the ADC” composition, then Team WE will skunk them 3-0. Trick got steamrolled by Condi in both of their Group Stage games. Mystic and Ben have been performing well enough to keep up with Zven and Mithy. Expect and 957 will most likely be trying to execute similar strategies, but 957 has proven to be more successful up to this point. Perkz matches up against Xiye pretty well, but the synergy among the entire team is heavily in WE’s favor.


Player/Champion Statistics: Oracle’s Elixir

All Images: LoL Esports Photos

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Franchising in the World of Esports Part 1

According to multiple sources, Riot has decided to scrap the relegation model and move to franchising in 2018. The first taste of this will be in the LPL where they will officially move to the new model this summer. All of this came after Blizzard similarly announced that they would be franchising for 2018 as well. Now that we got the old news out of the way, let me tell you why franchising is the best thing for League of Legends and Esports as a whole.

Many people have given reactions and opinions to this news. In this three-part series, I will also be putting my opinion out there. I plan to tell you how I envision the new structure could work and some of the realities of it all.

Academy Teams…

To start, I have been asking for Riot to do this since around this time last year. After owning GameHausGG for a few months, I could already see the struggle of even attempting to get a team into Challenger, let alone LCS. The amount of money it would cost was unreasonable (unless you had a lot of backing), and players were and have always been extremely flaky. There is no set system or organization to the whole thing. Players, coaches, and even owners are still as unreliable as ever. (We wrote about the recent Blue Rose debacle)

Image by: Yahooesports.com

With all that in mind, I have personally found that there needs to be a real structure in place. Trying to get to Challenger is what every amateur team strives for, yet many of the best never reach it because of “Academy” teams, or as I like to call them, “ways for their mother teams to get more money by selling off their LCS spot.” Academy teams are a major reason why the Challenger league is not only boring, but also a waste of time.

Normally these teams consist of four reject vets and a rookie, Flyquest being the outlier. The mother teams take a chance because they know it wont cost them much, and it gives these players a chance. Then they normally win due to better backing and they are sold to the highest bidder.

For those of you who may argue that this is a common practice, please look at the closest comparison, the EPL. Relegation happens all the time, but teams do not create sister or ‘Academy’ teams and then sell their spots.

While I understand that many of the owners are losing money, this system will help them short term, but may hurt them long term. Luckily it is rumored that Riot has decided to ban Academy teams.

So far Overwatch has not had this problem, but they also have not been established as long. For now I think that Academy teams will not be something that plagues the new Overwatch league.

CHALLENGER TURNS INTO THE MINORS?

Luckily I believe franchising will end and fix all of these problems in Challenger.

Challenger is the perfect opportunity to develop League of Legends’ next stars. While it has done that to a certain degree, it needs to be an established minor league. They can model it after the minor leagues in baseball, or an even better comparison would be the D-League in the NBA.

Image by: http://faculty.de

This developmental league would allow for players to hone their skills. Every team could be associated with a pro team where they could call up or send down players.

It would be its own league that could be promoted as such. The players would get their chances to shine, and those of us who watch League of Legends religiously could have a new thing to complain about, teams not making certain call-ups and sending certain players down.

Overwatch could very easily institute a similar approach. A developmental league of some type for Overwatch would be extremely beneficial as we barely have any established players, teams, or even styles to the game yet.

So what would adding minor leagues solve?

To start, it would allow for the player pool to grow immensely. People could actually have a better chance of being picked up by orgs to be developed in the Minors just like they do in traditional sports. This could have a huge trickle down effect as well.

Colleges could groom the players thus adding another league, again similarly to traditional sports. Then teams could have scouting departments that could either pick players up or they could even do a developmental draft. That would be the dream. Tell me you wouldn’t watch a League of Legends or Overwatch developmental draft? Your favorite team could pick the next big star and the hype would be all too real. But, I must remind myself, one step at a time.

Also these minor leagues would give players more of a chance to go professional and build their own brand. For now it is all about players trying to grind in solo queue and hope that they get picked up. All the while they are still living at home with no guarantees of a potential career.

Lastly, this would give the players at all levels some real stability and organization. Signing with a team and being in their minor league system allows for these players to get a good contract and know that they could be called up at anytime. They would not have to wait and hope that their team would play into the main league. Also they would know that they are affiliated with an established brand. They would not have to create their own, the fan base would already be there for them.

The Fans

So why would you, as a fan, want this minor league or Challenger system?

Courtesy of: Polygon.com

I will start with the most obvious answer, more games and players for you to watch. There would be series of your favorite game being played more often. You could watch these lower leagues to try and see if your team has some good potential talent to bring up and help the roster, or if they need to bring in different talent. Also you could just watch good gaming all the time.

Another reason is that this system would help the established teams quite a bit. Sponsors would be way more likely to invest in this type of system. You know why? Because they have seen it work with traditional sports. Investors and sponsors are more likely to give their money and time if they know something works.

Lastly, this would also create the possibility of even more teams in the league. League of Legends for example, only has 10 teams in NA and EU. Wouldn’t it be awesome if they had more? With an established minor league system, more people would want to be owners. They would understand the organization better and feel better about establishing a new team. With that, they would establish more minor league teams.

Conclusion

I feel as though I have opened Pandora’s Box with all the possibilities of a minor league system. The new franchising could offer all of this and more.

It also could not solve anything with regards to Challenger and the amateur scene of esports.

Honestly, it will depend heavily on the owners and the companies like Riot and Blizzard.

I understand that many people want esports to be different than traditional sports and they are against the ideas of franchising. My only response is, who cares? They will model it after these traditional sports because that model works. In my opinion, doing it like this will ensure that esports is more than a fad. It can last for decades and people can feel comfortable growing up watching Bjerg or Faker and knowing their legend will continue like Babe Ruth’s or Michael Jordan’s.

Wow, this is only Part 1! Tomorrow I will be looking at how franchising will grow each esport and their individual leagues.

LPL Summer 2016 Power Rankings

With the LPL getting started back up tonight, I figured I’d release my power rankings and expectations going into the split. I’m going to be splitting my rankings up by Groups, but I’ll weigh in as to which group I believe is stronger.

Group A

  1. Edward Gaming – To me, EDG is the only clear standout in Group A. There are some good teams in this group, but without the competition of RNG, I think EDG will have no problem having control over Group A. With an allstar roster (and the addition of former SKTT1 Sub Scout), I think EDG has an easy split.
  2. Newbee – Newbee (Previously QG Reapers) played really well last split, but after not being able to field a mid for the semifinals, had to forfeit. I think they will have similar success this split, and hopefully will be able to show up to the playoffs. dade is now the primary mid laner, with Peco (now HappyY) moving to the ADC position. If there is a team in Group A that can challenge EDG, I think it’s Newbee
  3. Snake Esports – Snake had a great spring split as well, but fell short against EDG in Round 2 of the playoffs. They’ve made a couple changes in the bot lane during the break, and I expect to see a solid performance.
  4. Invictus Gaming – Rookie is probably in my top 2 LPL mids, but last split his shoulders just weren’t strong enough to carry his team through round 1 of the playoffs. With consistent abysmal performance from the bot lane, its no surprise a new support has been brought in that will hopefully bring some new life to the Rift. If Tabe can fix IG’s bot lane, then they may be able to climb much higher.
  5. Saint Gaming – formerly Hyper Youth Gaming, SG had an astounding 1-15 record in the spring. Since then the roster has had an intense overhaul. Highlight pick up is definitely former Samsung Blue top-laner Acorn. Frankly I’m not expecting much from SG this split, but I’ve been surprised before.
  6. Game Talents – Who? Game Talents purchased Energy Pacemaker’s LPL slot. With a roster made up of EPA and M3 players, I don’t have a lot of faith they’ll do any better then EPA’s 4-12 last split.

Group B

  1. Royal Never Give Up – This is perhaps the easiest team to rank in all of LPL. After a fantastic Spring Split, and a respectable showing at MSI, RNG is definitely poised to be the champions of LPL once again. I have high expectations of RNG, and would not be surprised to see them in the top 3 at Worlds.
  2. Vici Gaming – I’ll probably get some hate for this one, but I have high expectations for Vici this split. Despite a fairly average performance in the Spring, I think Easyhoon can lead this team to great places.
  3. Team World Elite – WE took second in the regular season last split, and definitely has the guns to continue being successful. Mystic and Zero aren’t the best bot lane in China, but are consistent enough to provide a good rock for the team. I think Condi is the real wild card for WE, if Condi succeeds, WE will succeed.
  4. LGD Gaming – On paper, LGD should be one of the best teams in China. MaRin and imp are some of the strongest individual players in China, but last split something just didn’t click. I’m afraid that LGD is just missing some key factor of success. I predict this will be MaRin’s last split with LGD.
  5. OMG – To be honest, I wanted to put OMG at number 4. But with 11 people on their roster I struggle to have high expectations for their ability to trust, communicate, and execute. OMG has not done anything particularly impressive since 2014, and doesn’t seem to have done much to change that. Maybe they’ll be able to swap players in and out without a problem, but with that many players I expect that developing any kind of synergy may be difficult.
  6. I MAY – I really like I MAY. Their logo is cool, they’ve got an experienced roster, and they have a lot of potential. I just don’t see them succeeding on the stage. Now: This is almost identical to what I said about Europe’s G2 before the Spring Split. If anything, by placing them here at #6, I’m guaranteeing that they will win the LPL.

 

Overall, I think Group B is the stronger of the two. If I were to rank them all together EDG and Newbee would be the only Group A teams I’d put in my top 6.

Best of luck to all of the LPL, and to all you folks who stay up until 7AM to watch them play!

LPL Quarterfinals Team WE vs. Vici Gaming.

Last night in the wee hours of the morning, the first round of the LPL Quarterfinals began with a clash between WE and VG.

Image result for Team WE vs Vici Gaming

WE came in as the favorite with a marginally better season than VG, though personally I was leaning in VG’s favor. Easyhoon and DanDy have both made me pay for betting against them, and WE hasn’t been playing massively better

.

Game 1’s draft was fairly balanced. WE picked up Ekko, Kindred, Karma, Lucian, and Trundle and VG ran Poppy, Nidalee, Lissandra, Sivir, and Braum. Both teams elected to play standard lanes and Farmville 2k16 began. The game was pretty quiet until about 3 minutes in when DanDy and Easyhoon took an easy kill from Xiye’s Karma. There wouldn’t be any more action until a little after 5 minutes when DanDy landed a max range spear on Condi and managed to get the kill with a little help from Easyhoon

DanDy roamed top next where Loong’s Poppy had 957’s Ekko fairy low. DanDy connected with a spear, but on the dive, 957 managed to pick up a kill on Loong before going down to Easyhoon.

 

At 7 minutes VG was more than 1000 gold ahead of their opponent with noticeable superiority of the map.

VG continued to have complete control of the game and at 30 minutes they found themselves with a 10-1 Kill Advantage, a 11,000 gold lead, and a Baron buff. VG continued to snowball to a win at 36 minutes in what was almost a perfect game from Vici.

 

In Game 2, I feel VG left the draft with a slight advantage. Ekko, Kindred, Lulu, Lucian, Braum for VG and Lissandra, Graves, Karma, Sivir, and Bard for WE. Neither team has a massive advantage, but I feel VG had a minor advantage.

 

This time, WE chose to send Sivir and Bard to the top lane, but VG managed to react fairly efficiently. They took the bot tower before WE could take the top. Managed to go about even on the opposite tier 1’s, and then managed to snag Rift Herald in time to stay even on towers by getting a tier 2. 8 minutes in with the lane swap WE’s only advantage was forcing Loong’s TP. The gold and objectives were almost completely even.

 

At 12 minutes, WE started the second Rift Herald of the game, but VG easily contested 4v5 and pushed WE out of the pit, managing to snag the herald with no casualties.

First blood didn’t come until around 16 minutes in when WE contested at Dragon. VG took the Dragon in no time at all, but a well placed Bard ultimate put WE in position to take an easy 4 for 0. (and its worth knowing that Zero’s Bard went off in this fight and took 2 of these 4 kills)

at 18:30, Loong gets caught in WE’s blue side jungle and slaughtered.

 

WE continued to snowball, and at 30 minutes started a Baron. In VG managed to kill 2 of WE, but WE managed to take the Baron and get Condi a penta-kill for a 5 for 2 and a 10,000 gold lead. With Baron empowerment, WE managed to push through VG’s base and take game 2.

Game 3 showed nearly the same team compositions, only DanDy and Condi swapped Graves and Kindred. I definitely felt this was more of a boost to VG seeing as DanDy’s Graves is one of the best in the world.

The game started almost identital to game two with the WE lane swap and VG’s Rift Herald response. The difference came at only 8 minutes when VG managed to catch Zero’s Bard out and snag the first blood. Things turned around at 10 minutes when WE managed to grab a 3 for 1 in a fight that VG had no reason being in in the first place.

The “1” in that fight would be the last real kill VG got in the game (I don’t count last second fountain dives). With a little less than 30 minutes on the clock and 13 kills on the board, WE took game 3, and a 1 game lead in the series. WE showed complete ownership of the game, turning every fight around on VG for a resounding victory.

 

Game 4’s draft finally showed some different champions. Vici elected to play Maokai, Kindred, Lissandra, Sivir and Bard and WE took Poppy, Graves, Corki, Ezreal, and Thresh. I definitely think the draft favored WE. They built a powerful triple ADC comp with 2 very powerful peeling champions to back up the damage. As much as I’d like to think that Meowkai has the power to change games, I just don’t think he’s a solid enough answer to WE’s insane damage.

 

Game 4 finally gave us some real action with legitimate fighting happening within the first 5 minutes. VG started off looking a bit stronger with an early two kills and managing to take a 4-2 lead in the first 6 minutes.

VG lost their lead on a bad play where Loong was caught out and DanDy died trying to save him. The game remained almost entirely even until 25 when a kill on DanDy allowed to WE to start a Baron, which helped WE to another 3 kills in the contest. This was the beginning of the end for VG. With the Baron, WE’s ability to push was nearly impossible for VG to stop. In an attempt to stop the push, VG went all in, and went 1 for 5. With the ace WE easily managed to push in and take the win, and the series.

You can check out the whole series here courtesy of LoL Esports TV – Tournaments

All photos courtesy of lol.gamepedia.com

Assessing The Lane Swap Meta

lane t

Lane swaps, particularly 3v0 and 4v0 turret pushes have dominated the game for quite sometime. They are incredibly good for the team that wants to avoid bad lane match-ups, the game quickly develops into the middle stage, and it is an incredibly safe way of getting out of the early game for both teams.
From the team’s perspectives, it makes it highly likely that they will transition into the mid game with an equal chance of winning the game.

Typically, both teams get a turret and farm on either the top laner or the ADC. Although the game can become a farmfest, sometimes both teams have an interest in doing so because the reward of setting up a play is not greater than the risk. In the early stages of the game, Dragon nor Rift Herald, give teams a significant advantage. In fact, in many occasions, teams that get either neutral objective uncontested, actually get behind because they sacrifice so much standing gold on the map.

How do lane swaps look in the eyes of the viewers?

The average solo queue player that wants to watch LCS looking for mechanical skill does not enjoy the lane swap meta. Someone who has watched professional League of Legends for quite some time may understand why the lane swaps are good and on what circumstances teams have an incentive to do so.

However, very few viewers enjoy the turret pushes and the lane swap meta because it is a skill that the average player does not need to acquire. It almost feels like watching a different game altogether.
The large majority of viewers watch Pro-League to improve at the game or for entertainment. There is also a component of following your favorite team, which falls under the entertainment category.

However, every skill that the pros possess can be translated and emulated in some way in solo queue. From the average viewer, learning certain team comps, learning how and when to ward, learning about matchups, etc, is useful information that can be readily used in solo queue. Therefore, it is understandable why most people are unhappy with the current lane swap meta.

Montecristo’s response was that if people do not like the current meta, they do not appreciate the complexity of the game. It seems naïve to say so, because if the game somehow changed so drastically that games were literally a push all the way to the nexus, I doubt even Monte would enjoy such meta. In other words, if the game evolved enough to where the optimal way of playing was a 5v0 turret push for both teams, I can hardly conceive anyone liking that meta. This argument shows that one can appreciate the complexity in League of Legends and the complexity of the lane swap, yet still not like it.

draven
I do agree with Monte that lane swaps should be viable options for avoiding bad lane matchups. However, our disagreement seems to lie in that I do not think they are enjoyable to watch. If more action happened like in the lane swaps of earlier seasons, where supports and junglers would roam around, maybe lane swap meta would be more interesting. Lane swap metas where top and jungler killed camps together and sometimes made plays around the map, although less entertaining than standard lanes, those metas were still entertaining to watch because of the strategic diversity the game had to offer. 3v0 and 4v0 turret pushes are not fun to watch even if one appreciates the complexity of that strategy.

 

courtesy of youtube.com and team-dignitas.net

League’s advantage over traditional sports

League of Legends and Esports in general are contrasted by traditional sports in that the demographic involved in Esports is much more specific than that of traditional sports. Traditional sports are not dominated by a specific demographic. Some races may prefer basketball, others may prefer football and still others may prefer soccer. Nonetheless, every demographic, including age, gender and race is heavily represented in traditional sports. One potential advantage and disadvantage of League is how heavily concentrated within one demographic League is. It used to be that of males in their late teens to early twenties, but even that is expanding.

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Initially, Esports was associated with only nerds playing games and watching other people play games. In the interest of the community that perception is slowly but surely changing as a legitimate form of competition. As Esports has expanded, the demographic of people that play League has expanded as well, with more and more females, older people and younger kids being introduced to the game. The game has transitioned from the nerdy stereotype to a game played by all races within the male demographic of early twenties and late teens. That is to say, the game has evolved into attracting all kinds of males, not only gamers.
Unfortunately, the game is still heavily dominated by the demographic of High school and college males, and this allows for considerable differences with traditional sports. We can observe traits or characteristic of people of this demographic throughout all aspects of the game. A few characteristics of this demographic are immaturity, trollness, interest in comedy and unprofessionalism. All these traits are not necessarily bad, they are just characteristics of the interest of a certain demographic. Everyone goes through different phases in life and there is nothing wrong with identifying them, and analyzing as to how they affect the game is marketed. There is nothing intrinsically wrong for someone to have a “trolly” personality, it is the job of the person to evaluate whether that it is something that provides personal satisfaction and whether he or she should continue to endorse such character. The same thing applies with the other traits, there is nothing wrong about being immature. Everyone is immature at some point in their lives, it is the job of the individual to determine if that is something he or she wants to adopt as a life-style. In modern times, immaturity has a negative connotation, but the way it is used here is just as generalization of a specific demographic and there is nothing intrinsically wrong with that.

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In particular, the NA and EU LCS broadcasts attempt to provide the most entertainment in light of their understanding of their audiences. The NA and EU broadcasts can be described as very trolly, and sometimes a little immature. They are trolly and immature relative to similar broadcasts in traditional sports. Which by the way, I find hilarious. The shows Primetime League and All-Chat are an exacerbation and satirical representations of the unprofessionalism we are discussing. All together, the leagues broadcasts, and the shows produced by Riot, even the popular videos by other sources like Sky and Thoorin, are specific examples that the community enjoys comedy as much as it does strategical analysis of the game and that is a wonderful thing.
The fact that the game is heavily dominated by a single demographic gives the ability to Riot to provide for more entertainment for their audience. Since most of all belong to that demographic, most of all will want something out of League related content that it is more specific than what the average Super Bowl viewer wants. The avergae Super Bowl viewer is not average at all. Almost half of the U.S population watches the Super Bowl and there is very little that unites them that can be specific enough to take advantage of, the thing that the average super bowl viewer likes is music and that’s what they get. However, in League we take advantage of the fact that we are immature, sarcastic, satirical and unprofessional people, and we can take advantage of that. Even though we all want League to expand because it will provide with some benefits, the specificity of the audience is something that will be lost as the game continues to expand.
The unprofessionalism of League and the small niche it targets can be seen as serious disadvantages, but they are in my opinion, big advantages over traditional sports in terms of the entertainment they are able to provide.