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Just played a match (id:94991611)
I played predator.
I got bloodlust and finished my steamboots at 3.30
I finished sol's bulwark at 7.20
At 10 minute mark i had 73 creep kills.
I had level 3 shieldbreaker at 18 minute mark.
Whole game my gpm was floating between 470 and 530.
My team managed to throw the game.
How can this possibly happen and how the gug am i supposed to motivate myself to keep playing after such lose?
lol ? u dont wont get the answer u want to hear...
okok little advice : dont solo-Q
An article everyone got to read : http://forums.heroesofnewerth.com/sh...ding-your-Game
Tip of the day: 4-queue is worse than solo queue. 4 queue is broken in TMM's algorithms. I used to know exactly why, but I can't remember. All I know is it's bad. Watch any prostream, if they have 4 people playing they will split into two groups of two rather than solo.
Part of it has to do with a group of 4lock+1 has crazy high odds of facing a 5-lock, meaning you, 3 friends and some random have to play against, likely, a team. Also, the 4-lock algorithm has to pull some crazy s*** to balance a 4 lock (insert player with 200 MMR less than you).
I rather solo-queue than 4-lock any day of the week.
@OP - Pred is a lackluster solo-queue hero. He needs some level of support to win a game. Yes, you played awesomely and should have won, but without some stuns, slows, etc, from your team, even the most farmed Pred becomes a fat kid in a gangwar. It ain't pretty. He's really single target and needs someone to cc the team while he rips them apart. I'm guessing your team was really lacking stuns? Or they were jsut too dumb to use them.
Hence why high-rated players always suggest WH, DW, Bubs, Valk, Pebs for solo-queue to raise MMR. They are team independant. You never see them suggest Pred, MB, TDL, SW, even though they can destroy games given the right circumstances.
For further information on the game: http://honedge.com/94991611
I don't have an access to a client at the moment so I can't watch the replay but it is pretty obvious that the game ended up being more of a farm-match, also with your team having no real way to control Nighthound or Ra and Ra ended up dealing incredible amounts of damage. Too long time farming without taking advantage of your good earlygame and failed to take control of the map, giving them all the time they needed to come back.
Personally, I don't much care for solo-queueing. If you have three friends online and they all want to play, then I'd suggest explaining to them that 4-lock is terrible in HoN and suggest that you break into groups of two. If they won't budge on playing as a group, then you can suck it up and play with them knowing you will likely have an awful game with poorly balanced teams or you can man up and go solo until one of them is done for the night.
That may not be why you're stuck in the 1500s, but it can't be helping your cause. 3-lock is always your best bet for a good game.
Yep, don't solo que![]()
Send me a private message if you have any questions and I'll be glad to help you out!
2 is decent since you can either pair up in lane and pick a good combo and completely rape a lane or you can split up and have one of you take mid so you know that whatever lane you go to, at least your mid won't fail miserably.
5 is a bit rough unless you really know the players that you're queuing with and you all work well together. The downside, is that you are likely to face a clan. If you don't play coordinated, you will likely get stomped.
My order of queue preference is 3, 2, 1, 5, midwars, casual mode, public, public nostats, then 4
from where do you know the MM algorithms?
No idea, specifically. They were all over the forums when they first came out. Mostly, though, from personal experience, seeing the experiences of others on streams, and following the patch notes when they make changes to it.
Because predator cant carry against even a half decent team. Pick a strong carry and youll win with that farm.
Pick magebane or DL over pred imo. Mage has an easier time escaping and has an ult that scales into late and can punish grouped up enemies
DL's silence is just a pain and really useful if you focus their main cc so after your shrunken wears off you don't get stunlocked.
A 4+1 team will be matched against another 4+1 team 98% of the time.
Source:
http://forums.heroesofnewerth.com/sh...1#post14759517
Last edited by MacroHard; 07-13-2012 at 06:12 PM.
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That may be what it says and that may be the case, but that +1 feels like playing with a ticking time bomb 98% of the time. I'd rather run the gauntlet with four randoms knowing that the other team is in a similar boat than rolling the dice on that +1. Not to mention, in my experience, getting matched against a 5-lock is almost as likely as 4+1.
Maybe it's superstition and it used to suck and S2 has fixed it since, but I still dread 4-lock like the plague.
I played 11 games last night. Four 3-lock, six 5-lock, and last game was a 4-lock. Our +1 in the 4-lock dc'd in pick phase, reconnected just in time to walk three feet and timed out again never to return. Can't say it made me feel any better about 4-lock.
Last edited by Jenova26; 07-13-2012 at 07:05 PM.
Magebane, Silhoeutte, valk, > pred
I'd prefer panda too even. But both heroes are countered by void.