%- Based Kills

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SomaQL

Member

11-26-2012

EDIT: Alright, my bad. I have two tabs open, one for the right thread, and one for the HUD threads. Is there any Way I can move or delete the post?

How would the game change if the kill was awarded to the player who did the most damage (% of the total HP rather than damage itself) instead of the Mandatory Rengar basic attacking the champ and grabbing the kill, instead of the AD carry with 15 assists who was chasing for the kill.

Would there be any negative connotation to this?
Let's Review:
51% = Kill
1% = Yeah. Right. Maybe 5g. Maybe.
48% = Grabs a BIGGER SHARE of the assist than the 1%.

This also prevents the support from stealing kills accidently, if I'm not mistaken.
Plus, it spreads gold around evenly for the team, meaning that the tank jungler, who already has two Gold Per Ten items, wouldn't be awarded as much gold as the AD Carry who is (almost permanently) gold-starved throughout the game.


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Pissfer

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Senior Member

11-26-2012

It can also do the opposite of what you want though: What if you have a strong low-level support who does 60% of the kill damage, but then let's the ADC get the killing blow? Especially true after poke is included. The other reason is simply because the killing blow IS important. The only time this system should apply at all is maybe if you look at all damage done in the last half-second to second, and do that calculation so that burst is more important.

But really, it's one of those things that's just not worth "fixing". Also, where would this leave buff assists (for instance, that clutch Kayle Invulnerability, or Soraka Ult)


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Zer0blizzard

Senior Member

12-02-2012

Quote:
Originally Posted by Pissfer View Post
It can also do the opposite of what you want though: What if you have a strong low-level support who does 60% of the kill damage, but then let's the ADC get the killing blow? Especially true after poke is included. The other reason is simply because the killing blow IS important. The only time this system should apply at all is maybe if you look at all damage done in the last half-second to second, and do that calculation so that burst is more important.

But really, it's one of those things that's just not worth "fixing". Also, where would this leave buff assists (for instance, that clutch Kayle Invulnerability, or Soraka Ult)
A strong low level support that can go toe-to-toe with an ADC to deal 60% of dmg? BS. That's not a support, that's a tank or bruiser. Supports do not usually (read: almost never) poke for more damage than the total health of the target.

The only time that the killing blow is important is if it's the difference between someone getting away vs them dying. Otherwise, someone gets more gold than they deserve (because they did less damage b/c in most cases, kill stealing is about beating your allies' timing on killing an easy target, not about working with your allies to kill an otherwise slippery/unkillable foe).

Here's the proper algorithm to assign gold worth for burst damage:
percentage of target's total health removed per person within the assist timeframe (8 seconds I think?, but I think this should be longer, say, 12 seconds) for each target killed MULTIPLIED by the gold worth of that target

This gets around the "support poking for more damage than target had in total health over a really long time" problem (because it restricts the time over which damage is counted for actually having killed the target).


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Pissfer

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Senior Member

12-04-2012

Ya, but it also does the opposite: What if the champion is at enough health that a Sona could Q -> Power Chord and ALMOST kill them, then the ADC takes the kill? What then? And really, I'm worried about early game here. End game, there's little to no issue with KSing there, because 95% of KSes late game are complete accidents or "kill them ASAP" (which is more important late game than getting the kill on the right person at that point).

And some supports can do some pretty heavy damage early game (Zyra is a good one to look at. I think Blitz can do some pretty heavy damage too, especially once he hits 6)


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Anesthetics

Senior Member

12-04-2012

Yea, except as a jungler sometimes you want to let the carry finish someone off for the gold. Which would be completely destroyed if you end up doing more damage. Allocating kills is a strat, the last thing you want to do is limit strats.


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Zer0blizzard

Senior Member

01-30-2013

Quote:
Originally Posted by Anesthetics View Post
Yea, except as a jungler sometimes you want to let the carry finish someone off for the gold. Which would be completely destroyed if you end up doing more damage. Allocating kills is a strat, the last thing you want to do is limit strats.
If the jungler had to do most of the damage, then the top laner (for example) should just be grateful that their lane opponent was killed and keep farming and pushing the tower. That, overall, will be worth more than a single kill.

Allocating kills is a strat, yes.

The last thing you want to do is limit strats? NO. 5 mid is a strat, but the current professional meta doesn't allow it, even though in low ELO, it wrecks games. Limiting strats is a byproduct of champion and item balance. You can't really control strats, b/c it depends on balance and the meta.


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SG3948

Junior Member

01-30-2013

imagine this, an ally is in a 1 vs 1, he kills him and the enemy has 31% health remaining, then you come and kill the enemy champ, do you think your ally deserves the kill even when he got killed?


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Zer0blizzard

Senior Member

01-31-2013

Quote:
Originally Posted by SG3948 View Post
imagine this, an ally is in a 1 vs 1, he kills him and the enemy has 31% health remaining, then you come and kill the enemy champ, do you think your ally deserves the kill even when he got killed?
What's more important than this argument alone is how freakin' common a problem that is.


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THE FECKFACE

Senior Member

01-31-2013

Terrible idea.


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Zer0blizzard

Senior Member

02-07-2013

Quote:
Originally Posted by THE FECKFACE View Post
Terrible idea.
No constructive feedback? Screw you too.


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