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Koridorda Minyon Kontrolü - Minyon kesmek (2. sayfa)

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  • sufistike kullanıcısına yanıt
    Teşekkürler
  • Reddit'ten alıntı yapayım. İngilizcesi yeterli arkadaşlar için yararlı olacaktır.

    What is lane management? Lane management is a fairly broad term and it's a subtle aspect of the game that when exploited will slowly start to earn you exp and cs leads over your opponent. I like to break lane management up into 4 separate categories, one for every situation.
    Holding Lane. This is typically how you want to manage your lane during the early stages of the game when neither you nor your opponent have a clear advantage. Holding lane is where you do your best to keep your the minion waves in the current position they are in in lane. You do this by looking at both you and your opponents minions. Ideally you want your minion wave to die right around the same as time the enemies minion wave or a little bit earlier in order to prevent yourself from pushing your lane. This makes it much harder for you to get ganked and allows for easy last hitting.
    Slow Push. Slow pushing lane typically occurs when the enemy is vulnerable due to low health, mana etc. What this does is it will slowly build your wave up and push to the enemies tower. There is no set way to "slow push" per say but the best thing to do is to auto each creep once when they are full health and then focus on getting the last hits. You do this when your enemy is vulnerable because it forces them to focus on csing under tower allowing for poke chances under their tower, as well as the fact that you are probably denying your opponent some farm, which is great. When you slow push make sure you have good ward coverage because you are pushing lane, making you vulnerable even if the enemy is also low.
    Hard Push. Hard pushing is something you want to do when you know the enemy is gone. This is something so many low elo players do not do and it ends up making them lose up to 20-40 cs by 15 minutes. The reason you hard push lane is because if you back without pushing you are going to miss out on some cs, but more importantly you risk your lane "RNGing" the other wave and pushing. THIS IS REALLY BAD. By the time you get back to lane your wave could be 3/4 pushed to the enemy tower and now you get to stand back and watch them freeze lane for the next 5 minutes denying you a ton of farm. Hard pushing forces your wave to the tower and if you do it fast enough forces a complete lane reset, which is your end goal when you hard push. Something low elo players also do pretty often is they will stay in lane way too long thinking thats earning them an advantage in cs and experience. In some cases this might work but for the most part your enemy has just given you a free +6 cs lead and a free back because you will get back to lane without hardly any creeps or exp. Plus, the enemy will get back to lane just slightly before you, which lowers the chance of you missing any cs because they will be doing damage to your wave trying to counter push. This puts your wave in a great position for when you return to lane.
    Freezing Lane. Freezing lane is a pretty misunderstood term in my opinion. When a lot of players think of freezing lane they think that they can just freeze their lane all game, come out + 150 cs on their opponent and stomp the game, this isn't how freezing works unless you are stomping as a top lane tank, but because I'm focusing on ADC's for this I won't go into that (If you REALLY want me to I can later). Freezing lane is a great way to punish your opponents for pushing when they don't have an advantage on you. Ideally, you want to be able to freeze the wave just outside of turret range. How do you freeze lane? Freezing lane is done by simply pulling aggro on the 3 approaching melee minions. You will know when youve successfully done this because you can see little "!" effects above them when they aggro you. Once this is done you can offset the path of the minions by simply walking to one side of the lane, typically you wanna walk to the outside where the pushes lie. This will force the 3 melee minions to all attack the same target when they lose aggro on you. This deals much more damage to a single minion per second and it continues til the wave is dead. More or less you are forcing the enemies minion wave to RNG and progress farther towards your turret while you focus on getting the last hit. Good freezes are hard to continue for very long, usually you will get 3-4 waves out of a freeze unless you are absolutely stomping and are not worried about dying at all. It is easy to mess up freezes because even a couple auto attacks that aren't the perfect last hit can cause your minion wave to catch up in damage and force them to progress towards the enemy tower. I find that I can freeze quite often if I hard push after they back. Because you aren't in lane when they return they automatically think "oh they aren't here, push", and very rarely will they be able to get the wave to push entirely to your turret. Even if you only get 2 waves out of the freeze that is still 12-13 creeps you possibly denied from your opponent, and that adds up.
    How to prevent poor lane management? This is actually a good question. I'm really surprised by the amount of players that don't know the option to disable auto attack when you aren't moving. Disabling this alone is one of the best ways to avoid managing your lane poorly, because with this option on you run the risk of constantly auto attacking creeps you didn't intend to attack, slow pushing and missing cs. Auto attack canceling is also very important as an ADC. I'm not going to go into orbwalking too much as I've seen tons of threads on it but if you want to learn about orbwalking here is a good description of it, and here is an example of how effective orbwalking is on my favorite champion Vayne. Watch how these guys reposition Vayne after every auto attack in order to dodge damage. Every champion has an auto attack animation specific to themself. Some are slower than others in terms of when the projectile is released, as well as how much additional animation they have after the projectile is released. By auto attack canceling, you are stopping this animation that occurs after your projectile has already taken flight allowing for quicker repositioning and more accurate last hits.
    This thread is already pretty long so I don't want to make it too boring so I'll just end with some tricks for improving your gameplay with this new knowledge.
    Minion waves spawn every 30 seconds starting at 1:30. Early game it takes both you and the minions roughly 26 seconds to get to your turret. The middle point is reached at right around 32-34 seconds. So ideally, if you want to shove a wave out and provide yourself with a good lane reset, you need to shove the lane so that all of your creeps die to turret before the enemies next wave of minions gets to the turret. If this doesn't happen then you've pushed the lane on yourself. How? Because every second that the enemies minion wave is stopped from progressing forward is a second your wave has to push. How i try to track is is by looking at the game clock and deciding if I can push the wave before they get reinforcements. The actual math I'll leave up to you guys.
    What about late game? Lane management is definitely more important in the early to middle stages of the game. Once you get damage to clear waves seconds this probably about the time that the laning phase is over so you should clear and then look to make plays on the map. Freezing at like 25 minutes in unless your Nasus is not going to win you very many games. Late game is when turret pressure becomes way more important than missing 12 cs, so here is a great trick for manipulating lanes in the late game. I know leaving cs is painful but sometimes it can benefit your team greatly. If you've ever seen an LCS team create a 30+ minion wave of mage creeps and wonder how they did it look no further. This is pretty easy to do but takes time for the wave to build up. All you have to do is catch the enemy minion wave as it meets yours similar to freezing. After this kill the 3 mage creeps and leave the melees to die to your wave. This creates a slowly building minion wave that will become huge in about a 1:30-2:00. It is best to do this with the wave right outside your turret, giving the wave as much time as possible to build up. You can use this to apply huge pressure on 2 areas of the map forcing the enemy to either split up or decide where they should team up.
    I have a couple of really handy images I've taken from helpful threads in the past, and honestly I don't have the links for the threads but I'll post the images anyway, I'm sure someone knows of the posts and will correct me so I can give them credit as I'm ridiculed. These are extremely handy.
    Here is a map showing travel times of minions. It doesn't show the travel time in the mid lane, but I'm pretty sure mid lane minions arrive 6-8 seconds faster than top and bottom minions.
    This image shows why freezing doesn't last forever and you shouldn't expect it to. This chart doesn't take into affect RNG but it is really accurate and a great drawing. I really wish I had the original posts because both of them were very well done. I'll be sure to include them if someone provides me the links.
    This is a nice table for checking max cs at certain points in the game, great for challenging yourself as well as seeing just how many cs you are missing from your lane alone, you will probably be surprised. A couple people let me know that the max cs you can have should be shifted down 1 column. ie. Max cs is 44 at 5 mins.
    I think I've added a decent amount of information but please ask questions if you are unsure about something and I'll be happy to answer. This can go a little more in depth by describing which champions do better with each lane tactic but I'll only do that if you guys ask. Good luck summoners!

    İncelemek isteyen için link:

    http://www.reddit.com/r/leagueoflegends/comments/2vsksf/indepth_tips_for_lane_management_as_an_adc/




  • Buda yine Reddit'ten yararlı bir yazı:

    Understanding creep waves is a truly hidden gem that is not utilized to its fullest by the vast majority of players. Creep waves follow a set of rules that allow you to predict there movement with just a glance and we know when something becomes predictable it can be used to our advantage. This series of articles will cover the two rules that govern all minion movement and how you can manipulate them for your benefit. In order to dive deep into this topic a baseline level of knowledge must be known so I will quickly go over some of the basics and terminology to catch those who need it up to speed.
    Let’s go over the basics first, to start creep waves spawn every 30 seconds with six minions three of whom are caster and the other three melee. Every 3rd creep wave that spawns will have a cannon minion added to it. Minion waves mirror each other so if your incoming creep wave is at your 2nd tower your opponents incoming creep wave is at his 2nd tower. That’s all that is needed for the basics now we will go over a few key terms to know as they will be referred to later in this article and in future articles.
    Wave Reset: The incoming creep wave will meet in the middle of the lane as if it was the first wave of the game. (We will go more in depth on this topic in a future article)
    Even Wave: Refers to the number of minions for each side being the same in terms of both health, number, and type (caster, melee, cannon).
    Formed Wave or a wave in formation: A wave that is already in battle formation with 3 melee minions in a line up front and the 3 caster minions in a line behind as opposed to a minion wave coming in a single file to lane.
    Reinforcement Wave: The next incoming creep wave, the creep wave that will “reinforce” your current creep wave.
    That is all the terminology we will need for our purposes everything else will be rather basic in terms of language. There are really only two types of creep waves, there are waves that are even and there are waves that are uneven in favor of one side or the other. Each type, even and uneven have their own specific rule that they follow. The first rule is the Even Minion Rule which is the easier of the two to explain and understand.
    The Even Minion Rule states that whenever there is an even creep wave whichever side of the map it is on will push to the opposing side.
    Picture the first creep wave of the game in top lane, right when the minions start fighting draw a line right between each teams melee minions; that is the middle or halfway point of the lane. So any even wave on the purple side of the lane will push toward the blue while any even wave on the blue side of the lane will push toward the purple side.
    http://imgur.com/pAbekNk
    Now you might be wondering how one wave can push against another when they are even waves containing the same number of minions. This is where reinforcements come into play, now we learned earlier that minion waves mirror each other so both reinforcements will be at the same place on the map at the same time. But things have changed we are no longer meeting in the middle of the lane we are now meeting closer to one of the team’s reinforcements. The even minion wave being on one side allows that sides reinforcements to get there first which causes that lane to kill off the current wave while some of that initial force survive to fight the next wave. This leads to an uneven creep wave which will begin to push until stopped by either a champion or a tower.
    http://imgur.com/a/EAQMi
    Now that we understand the basics of the Even Minion Rule and the reason behind it being reinforcements we can draw more conclusions. Due to travel distance of reinforcements the farther away from the half way line the creep wave meets the faster the wave will push to the opposite side. This is pretty straight forward the farther away from the halfway line the shorter distance reinforcements have to travel for one team while the others travel distance increases drastically. Inversely the closer to the halfway point the creep waves meet the slower the push will be for either side because the reinforcement travel time difference is so small.
    http://imgur.com/hl7Pojx
    Now let’s talk about the exact halfway point which can be a little funky. The closer the wave is to the exact halfway point the smaller the reinforcement advantage is for either side. There is an area from the halfway line plus two Teemo’s to either side that is often too close to call which way it will push and can often be swayed by poor minion AI especially with cannon minions. An example would be one of the minion waves targets the others cannon minion first and kills it first creating an uneven wave that will push hard where it otherwise shouldn't.
    http://imgur.com/FKMmja4
    You should now be able to identify which way an even minion wave will push, this is a glimpse a few minutes into the future and will allow you to play off of what the creep wave is giving you. This Even Minion Rule opens up tons of opportunities for abuse to gain advantages which range from setting up freezes, to denying ganks, to zoning and denying the enemy precious minions, even allowing you to set a plan for the first 7 minutes of the game. In future articles we will dive more into the Even Minion Rule and discuss ways to abuses and take advantage of this knowledge. In addition there will be another article coming out detailing the Uneven Minion Rule which is much more complex but will round out the two rules that define all creep movement.

    İncelemek isteyen için link:

    http://www.reddit.com/r/leagueoflegends/comments/2jj6pf/a_series_in_creep_wave_management_the_even_minion/




  • CuteButPsycho kullanıcısına yanıt
    Keşke Türkçe'si de olsaydı
    Fazla uzun bu



    < Bu mesaj bu kişi tarafından değiştirildi RaveryM -- 27 Şubat 2015; 13:23:44 >
  • Tutma yürüsün gitsinler bea :)
  • quote:

    Orijinalden alıntı: RaveryM

    Sion ile Vayne'e karşı çok güzel bi sinerjin var aslında. Çoğu Vayne'in yapabileceği gibi 3. atağa biriktirip 3.sünde q ile vurmaya çalışacaktır. W skilin ile 3. vuruşun truedamageini engelleyebilir ve olası yüksek bi hasardan kurtulabilirsin. Bunun dışında şuan değil ama diğer patchde Sion'ın skillerinin mana bedeli düşürülüyor. E skilini minyona atıp minyonun Vayne'e çarptırmasını sağlayabilirsen 5-6. E skilinde çok fazla dürtmüş olacaksın. 6 Level olunca Ormancıdan yardım rica edersen direk ultinle girip alabilirsiniz.

    Ayrıca farmı alırken de E skilini bekleterek son vuruşu yapabilirsen farma daha verimli bir lane safhası geçirirsin.

    Bu cevaba ek olarak true damage vuran şampiyonlara karşı HP çıkmayı da unutma Armor yerine HP çıkmalısın karşısında daha fazla durabilmek için bu da bir bilgilendirme olsun




  • Zone ve lane freeze bile bot lane tr de diamonda 2 günde çıkar. Bunlar önemli konular ama bizim millet hebele hübele dalmayı sevdiği için bronzum yardım konuları açıyor. Kolay gelsin . Bilmeyen arkadaşlara yardımcı olacaktır.
  • fkhan kullanıcısına yanıt
    Kim gitsin
    ______________________________________________________________________

    Konuya olan ilgiden dolayı içerik biraz daha ayrıntılı hale getirilip daha anlaşılır yapıldı. Ayrıca içerikler zenginleştirildi. İlerleyen zamanlarda görsel-videolarla anlatımlar ve içerik güncelleştirmesi de devam edecektir. Herkese teşekkürler.
  • quote:

    Orijinalden alıntı: RaveryM

    Kim gitsin
    ______________________________________________________________________

    Konuya olan ilgiden dolayı içerik biraz daha ayrıntılı hale getirilip daha anlaşılır yapıldı. Ayrıca içerikler zenginleştirildi. İlerleyen zamanlarda görsel-videolarla anlatımlar ve içerik güncelleştirmesi de devam edecektir. Herkese teşekkürler.

    Kırepler gitsin hocam :)
  • fkhan kullanıcısına yanıt
    Gitsinler tabi ya
  • Çok yararlı bence bunları yapan iyi yerlere gelir diye düşünüyorum
  • RaveryM R kullanıcısına yanıt
    Evet uzun ama baya yararlı bilgiler.
    Bir oyuna girdiğin zaman en az 25dk civarı sürüyor. Bir oyun oynamayıp şu yazılanları okursa ingilizcesi yeterli seviyede olan birisi, o oyundan öğreneceğinin çok daha fazlasını öğrenecektir.
  • Yararlı bilgiler sağol
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