![]() ![]() ![]() Unfortunately, this is something you’d have to use a calculator for. KDA vs Damage per Minute or Gold Share to Damage ShareĮsports enthusiasts like more complex stats like Damage per Minute or Gold Share to Damage Share. ![]() It would mean that they helped to hit the turret after successful ganks, kept their grip on neutral monsters, and stuck around after team fights to push. Junglers should aim for a high number as well. If they get sneaky turrets and then get out (or even not), it is already that they missed out on a few kills or assists. This is something you’d hopefully get to pat your split pusher on the back for. Your Ezreal may have a lot of damage thanks to stinging Qs, but does it really matter when they die all the time? Total Damage to ObjectivesĪ more niche metric would be Total Damage to Objectives. This stat, however, may be misleading in later stages of the match. Although it doesn’t work for Enchanters and tanks, champions, you can generally measure the impact of your AP and AD threats. Total Damage to ChampionsĪnother decent metric is Total Damage to Champions. Sounds pretty reasonable for a 5v5 team game. Kill Participation also shows whether you were around most of the time. Save for glass cannon assassins (and Top refugees), this metric indicated how much of a team player you are. It stacks your kills+assists against a total kill count of your team. Personally, I’m a big fan of Kill Participation. Here are a few options that you may use together or separately depending on role distribution, state of the game, etc. The example with assassins applies here as well: they have fewer takedowns after focusing on one target than a Janna who shielded the ADC.Īs a preface, we have to accept that there’s no singular metric to assess one’s performance. High numbers do little good when your Mid keeps farming enemy Mid for 50 gold but never roams to secure Herald or Drake. The same applies to a split pusher who opens up the map by taking down a side lane inhibitor.įinally, KDA doesn’t reflect one’s presence. You don’t exactly blame your Jungler when they sacrifice themselves for an Elder Dragon steal, do you? Well, giving your assassin a hard time for a high death count is wrong as well, if such an assassin takes the main enemy threat to the grave with them. You should avoid that even in a winning team fight to maintain your Drake/Baron/push opening, but a well-executed suicide mission can give you that opening. Then, dying is not necessarily a bad thing. If your early-focused team gets a lead but never closes it out, both KDAs and the Nexus will drop. You may be styling on enemies as Draven, but without proper map progress their Kassadin and Master Yi will farm their way back into the game. Clash Scouting | Source: Riot Games What makes this ratio a poor metric?įirst of all, killing enemies is just a means of winning the game. ![]()
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