GXD – A clearer way to communicate player diff stats

Some time ago, I introduced the concept of “slash lines” as a way to measure players’ early game performances. The idea was to move away from creep score difference (CSD) stats, especially for junglers, and begin looking more at gold and experience differences.

Gold and experience diffs have several advantage over CS diffs. They capture the actual value of each CS, instead of treating a siege minion as having the same value as a caster minion. They also handle the rewards from jungle camps in a more consistent way, compared to the challenges that existed with the past approach of counting every jungle monster as 1 CS, or the current approach of counting every camp as 4 CS.  Gold and experience also do a better job of normalizing measurement of oddball lanes like the current Spellthief’s Sona, or last year’s Spellthief’s/Klepto Zilean.

There are some problems with the slash lines approach, though, and I’d like to move forward with another step that should help.

What problem are we trying to solve?

First, let’s understand the challenges with using slash lines. The biggest issue is that slash lines are messy to read and write. When I say that Lira has +132/-68 GD10/XPD10, that’s a whole lot of characters on the screen. It can definitely feel pretty cryptic.

Continue reading GXD – A clearer way to communicate player diff stats

Analyst Challenge – SKT vs Afreeca

Here’s your challenge: look at a brief video clip from a recent game of professional League of Legends and use the available information to recommend one team’s next move.

June 24, 2019 Challenge

Yesterday’s challenge came from game 2 of the 2019 summer week 1 match between SK Telecom T1 and the Afreeca Freecs. The question was: what should the next move be for the blue-side team (SKT)?

The Responses

Here are a few of the responses that came in. Continue reading Analyst Challenge – SKT vs Afreeca

LCS Early-Game Team Stats

Team Liquid have the best early game in North America, hands down.

Their early-game rating (EGR) of 70.7 means that they hit the 15:00 mark their games with an average win probability of 70.7%, the highest EGR among the major regions. That’s a clear improvement over Liquid’s spring regular season mark of 56.3, though with a smaller sample size, of course.

Liquid aren’t earning these leads by farming: their early lane and jungle control has actually been decidedly average. But Liquid are executing as a team and making intentional plays, which is far more valuable than mechanical laning advantages. When you take Liquid’s ~50% control of the early minions and monsters and then add an average of +1.4 kills, +0.3 towers, and +0.7 dragons, you get a team that is firmly in control as it enters the mid game.

Xmithie’s 63% First Blood rate (FB in 5 of 8 games) is definitely worth pointing out here.

Golden Guardians represent an interesting comparison point, since they have some of the highest early lane and jungle control in the league (51.7% for both) but just 54.0 EGR and +360 GD15. They’re giving up early kill deficits and going even on dragons, despite doing well in the lanes and knocking down some early towers. GGS are grabbing dragons later; in fact, they’re tied with Liquid to lead the LCS in overall drake control at 66%. Some extra priority on getting those drakes earlier in the game might be beneficial, though.

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