Post by Nutronic on Dec 18, 2010 22:33:35 GMT -6
Howdy ya'll! So it's occurred to me that we might need a little bit more "thought" in how we all play as a team. I've had a few ideas that many of you may be familiar with, but I thought I should share and post a strat thread here on the forums for everyone to contribute to.
The hopeful outcome of this is that we'll have a few key team play options for whenever we all play together. Not to mention a list of things we can run new members by so that we're all on the same page.
TEAM COMPOSITION
Tank, Off tank, DPS, Carry, Support. -
This in my opinion is the most basic and well balanced team composition. I must add that to me Damage Per Second doesn't exclusively mean physical to me. The reason being is that there are many magic DPSers in LoL and it seems silly to refer to only the physical ones as Damagers.
That aside. I think having a tank is an absolute must in most teams, but that goes without saying considering the meta game. I really love off tanks, and they fill the role of additional beefy person, so the tank isn't soaking ALL the damage (because a dead tank can't tank). They also do their own thing and help the team in team fights. I think it's important to have a hard carry, but having a strong DPSer who can either gain agro from the enemy team, back door, or just anyone who is strong at 1v1 will help support the carry in doing their job. For the last one, call me biased, but a good support either keeps everyone alive, or makes getting kills very difficult for the opposition.
I just think of this make up whenever I want a balanced team, that is as a default, but other ideas that I've had would include:
Tank, Off Tank, Anti-tank, Off Tank, Tank
Carry, Carry, Support, Support, Tank
Off Tank, Off Tank, Off Tank, Anti-Tank, Support
I know at first glances some of these might not look like they work, but our own MW proved that all tanks and one anti-tank works well. Of course all of us may not share the same definitions for characters who would fit those roles, but these are things to discuss.
The most important thing we have to worry about though, isn't always team composition, rather who we play when the game begins.
EARLY/MID GAME PLAY
I think we can all agree that the main object is getting down towers. But we all have little goals we try to achieve before doing that. For some it's getting fed, for others it's just farming. Me personally, I farm first and kill only if it's opportunistic. That isn't to say I don't harass (many of you know I harass recklessly sometimes) but my main focus is always to get gold, and xp early game.
Now the idea I had for this, is to try a mix of jungle and laning. I figure if the appropriate champions were used, a balance of in lane and jungling could occur with a positive gain in overall XP and gold for each lane partner who stays put, while the quasi-jungler levels at the same pace.
Before it's shot down, this is just an idea for a coordinated team play.
Another idea is to have the whole team head to the enemy's Golem camp, and secure it for a solo laner (defaults to mid or our carry {if they are not the same}). This should safely give our whole team an edge early game if anyone gets a kill, or at the least deny it to the enemy.
Warding seems to be an issue, but I think this can be fixed by simply holding EVERYONE to buy at the least a single ward (provide they have space for it) every time they go back. This spreads out the cost of the ward, and means we should always have map awareness.
In mid game, we should focus more on ganking or tower killing. The reason this needs to be either or (rarely both, but if the game is good...), is due to the sway of the match. If we're losing on kills, we need more map control, and towers. If we're ahead on kills but behind on towers, we need to be getting a kill every time one is available. The one note I want to make here, is I've noticed that we tend to lean towards kill dominance more than anything else, and seemingly give up if we're behind.
This is very bad, because when people feel they have no other options they give up, and a game that may possibly had a turn around simply ends like a quiet whimper. This brings us to late game.
LATE GAME
If things are going well, and the enemy team has not adapted, there is no need to switch things up. If things were going well, but the enemy has learned to either counter us, or their late game carry now has his items, or their back doorer has finally gotten his groove, this is what we need to have plans for.
I feel that many of us know who to shut down a late game carry, but should say we find our selves in an unfavorable position where the enemy late game carry is winning team fights and gaining their team towers. I'd like to think I know a lot about them since they are the only types of carriers I know how to play. The biggest problem I have is obviously being killed, but more than that is having to carry a team that maybe gave up 2 team fights ago. The best way to make that happen, is to open them up, and deny them additional income and buffs. Forcing the enemy team to make mistakes or split up, isn't done by accident it's having 2 people push a lane, 1 person wipe out all their jungle, and the other 2 in another lane. It's making them run around, and spreading them thin. The problem is the carry, but the way to deal with it is still taking down the team.
As for back doorers, I think we've lost a few games simply because of either a lack of map awareness for a sneak tower lane push, or leaving the base unattended because we thought we could harass into a team fight knowing they only had 4 people distracting us. The simplest way to avoid it is keeping the lanes clear, easier said than done; but just as they can make us run around we can make them run around. False pushing a lane, planing a gank on a solo pusher, or back doorer. I think these are important ideas to always keep in mind.
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I decided to make this thread because complaints don't turn games around, ideas do, planing does, and morale is most important. I think it's also important to let your teammates know they are playing dumb or shitty (I know I play bad quite often). Obviously be careful how you do it, but offer advice or having a back up plan is the difference between being a good player and a great teammate.
The hopeful outcome of this is that we'll have a few key team play options for whenever we all play together. Not to mention a list of things we can run new members by so that we're all on the same page.
TEAM COMPOSITION
Tank, Off tank, DPS, Carry, Support. -
This in my opinion is the most basic and well balanced team composition. I must add that to me Damage Per Second doesn't exclusively mean physical to me. The reason being is that there are many magic DPSers in LoL and it seems silly to refer to only the physical ones as Damagers.
That aside. I think having a tank is an absolute must in most teams, but that goes without saying considering the meta game. I really love off tanks, and they fill the role of additional beefy person, so the tank isn't soaking ALL the damage (because a dead tank can't tank). They also do their own thing and help the team in team fights. I think it's important to have a hard carry, but having a strong DPSer who can either gain agro from the enemy team, back door, or just anyone who is strong at 1v1 will help support the carry in doing their job. For the last one, call me biased, but a good support either keeps everyone alive, or makes getting kills very difficult for the opposition.
I just think of this make up whenever I want a balanced team, that is as a default, but other ideas that I've had would include:
Tank, Off Tank, Anti-tank, Off Tank, Tank
Carry, Carry, Support, Support, Tank
Off Tank, Off Tank, Off Tank, Anti-Tank, Support
I know at first glances some of these might not look like they work, but our own MW proved that all tanks and one anti-tank works well. Of course all of us may not share the same definitions for characters who would fit those roles, but these are things to discuss.
The most important thing we have to worry about though, isn't always team composition, rather who we play when the game begins.
EARLY/MID GAME PLAY
I think we can all agree that the main object is getting down towers. But we all have little goals we try to achieve before doing that. For some it's getting fed, for others it's just farming. Me personally, I farm first and kill only if it's opportunistic. That isn't to say I don't harass (many of you know I harass recklessly sometimes) but my main focus is always to get gold, and xp early game.
Now the idea I had for this, is to try a mix of jungle and laning. I figure if the appropriate champions were used, a balance of in lane and jungling could occur with a positive gain in overall XP and gold for each lane partner who stays put, while the quasi-jungler levels at the same pace.
Before it's shot down, this is just an idea for a coordinated team play.
Another idea is to have the whole team head to the enemy's Golem camp, and secure it for a solo laner (defaults to mid or our carry {if they are not the same}). This should safely give our whole team an edge early game if anyone gets a kill, or at the least deny it to the enemy.
Warding seems to be an issue, but I think this can be fixed by simply holding EVERYONE to buy at the least a single ward (provide they have space for it) every time they go back. This spreads out the cost of the ward, and means we should always have map awareness.
In mid game, we should focus more on ganking or tower killing. The reason this needs to be either or (rarely both, but if the game is good...), is due to the sway of the match. If we're losing on kills, we need more map control, and towers. If we're ahead on kills but behind on towers, we need to be getting a kill every time one is available. The one note I want to make here, is I've noticed that we tend to lean towards kill dominance more than anything else, and seemingly give up if we're behind.
This is very bad, because when people feel they have no other options they give up, and a game that may possibly had a turn around simply ends like a quiet whimper. This brings us to late game.
LATE GAME
If things are going well, and the enemy team has not adapted, there is no need to switch things up. If things were going well, but the enemy has learned to either counter us, or their late game carry now has his items, or their back doorer has finally gotten his groove, this is what we need to have plans for.
I feel that many of us know who to shut down a late game carry, but should say we find our selves in an unfavorable position where the enemy late game carry is winning team fights and gaining their team towers. I'd like to think I know a lot about them since they are the only types of carriers I know how to play. The biggest problem I have is obviously being killed, but more than that is having to carry a team that maybe gave up 2 team fights ago. The best way to make that happen, is to open them up, and deny them additional income and buffs. Forcing the enemy team to make mistakes or split up, isn't done by accident it's having 2 people push a lane, 1 person wipe out all their jungle, and the other 2 in another lane. It's making them run around, and spreading them thin. The problem is the carry, but the way to deal with it is still taking down the team.
As for back doorers, I think we've lost a few games simply because of either a lack of map awareness for a sneak tower lane push, or leaving the base unattended because we thought we could harass into a team fight knowing they only had 4 people distracting us. The simplest way to avoid it is keeping the lanes clear, easier said than done; but just as they can make us run around we can make them run around. False pushing a lane, planing a gank on a solo pusher, or back doorer. I think these are important ideas to always keep in mind.
-----------------------------------------------------------------------------------------------------------------------------------
I decided to make this thread because complaints don't turn games around, ideas do, planing does, and morale is most important. I think it's also important to let your teammates know they are playing dumb or shitty (I know I play bad quite often). Obviously be careful how you do it, but offer advice or having a back up plan is the difference between being a good player and a great teammate.