Why is league of legends so hard




















If you spare some gold buy a couple of wards in the first teleport back to your base and put them in the bushes to avoid being easily ganked attacked by an enemy coming from mid or another lane and basically attacking you from where you dont expect them to attack you from.

In addition, I just found this guide that I think is good to read for a beginner: 10 things every League of Legends player should known. Actually, this is basically true for just about any team-based game - if you're in the right place, you're helpful regardless of how unskilled you are as a player. If you're in the wrong place, you're either contributing nothing, or getting butchered by the enemy team, and this is true regardless of your individual skill level. With regards to LoL specifically, my suggestion would be to find a good, general purpose build, then print it out and tape it to your monitor.

Follow that build exactly, every game. It won't be optimal, but it will be "good enough" and let you basically ignore that part of the game and focus on learning the important stuff. Like positioning. Then once you're comfortable with that, you can start to investigate different builds. Pushing is what wins games, not killing.

Killing just makes the job of pushing easier. It is perfectly possible to push with the entire enemy not dying once. I pick Sivir a fair amount and get called a noob, people queue jump. Ok she offers a lot less than a lot of champions in team fights, but she had great escape mechanisms and unrivalled pushing.

Always make sure your team has some sort of pusher. A good technique is to backdoor. Just tell your team to be defensive during a team fight, so it is 4v5 and a tower on your side whilst you teleport up to an enemy tower, and later in the game, its probably going to fall VERY quickly.

Make sure you don't overpush and flee if you see the enemy coming back to gank you. Pushing also gives you map control, towers are a defensive checkpoint and champions won't want to push too far in fear of getting ganked. When team fights start you need to co-ordinate and know who to focus and when. There is no point focusing a tank, at all. Focus on the vulnerable damage dealers carries. Worry about the others later. My first word of advice would be to play with bots for a while, probably the first thirty or so games.

They are generally regarded as 'scrub' games so there isn't much pressure, fortunately. If you're stuck on what to do with runes and masteries, find your favorite champion on Mobafire and go from there. You can learn a lot about runes, masteries, and strategies for those champions on mobafire.

You may want to go with a more defenseive build, and then change it as you go on. More expensive runes are not necessarily better. Each champ has strengths and weaknesses; it's often a good idea to build runes that best compliment your favorite champion.

When playing against bots, don't be afraid to try new champs and strategies! It can be scary at first, but don't be afraid. Feel free to play the tutorials a few times if you are still unfamiliar with the controls. First, The Game Challenge. Developed by the kids over at lowelo. They can explain it best over at their site , but I'll give you a quick rundown.

Essentially, the game challenge is precisely what it sounds like: games with the same champion, with each block of 25 games focusing on a different aspect of the game. Games 1 - 25, you focus on last hitting. The goal is not to win the game, or to win your lane, or even not to die. Your only focus is learning precisely when your champion of choice can take advantage of a minion that's about to die.

Games 26 - 50, the goal is item build. Again, victory is not your primary goal. Play around with itemization. To that end, try as many different builds as you can -- a different one each game is ideal. Do your best to figure out what items are so effective they're must-buys, which items are good in some situations and not others, and which you should avoid entirely.

Games 51 - 75 focus on teamfighting. The broad strokes are the same as above, do your best to focus on teamfighting, using the last-hitting skills you built over the first 25 games to build the items from the next set, without beating yourself up too much over your failures. Personally, I find the initiation to be the most important part of teamfighting with my champion, when should I initiate?

Who are my best targets? Should I initiate at all, or leave it up to the Malphite? For ADCs, teamfights are more about knowing who to hit with what when, whereas for mids keeping yourself safe is usually paramount, and most tops have to worry a bit more about keeping their allies safe than dealing damage.

The final set of games, 76 - , is just putting it all together. By now you should have a good picture of what you're meant to be doing during each phase of the game, and during this set start exploring higher concepts, such as what your strong and weak matchups are, your overall style of play, and the other ineffable sorts of things that none the less matter quite a bit in League.

While the benefits of the Game Challenge are manyfold, one of the most important things I took away from it is that you are the most important aspect of your success or failure. While you can absolutely get carried to victory on the shoulders of stronger team members, and get dragged down by wumblers, over a long enough time frame the only constant is you. Focus in on one portion of the game at a time, and it becomes much more digestible. Lowelo has talked about putting out similar things for junglers and supports, but as of this writing they haven't.

Secondly, play Ezreal. He might not be the very best champion, and he might not mesh particularly well with your personal style, but I'm a big believer in newbies playing at least 10 or 20 games with him. Every single one of his abilities is a skillshot, that is, an ability that fires in a particular path, not according to a specific target. Not every champion has a skillshot in their kit, but the vast majority of them have at least one.

Forcing yourself to play a champion where you have very little choice but to get good at skillshots can have a dramatic effect on your ability to actually land the dang things.

Finally, Read. A lot. I said above you shouldn't rely too heavily on Mobafire for your exact loadouts, and I stand by that, but they can be extremely useful for a number of reasons. Most guides have the subject's skills laid out in plain English rather than the rather dense and opaque language that Riot tends to use, as well as including some nice bits about how those skills are used.

Likewise, most guides have some portion of the text dedicated to why the items highlighted in the guide are used. It can be very useful to have an understanding not only of what champions actually do, but how they are most frequently played. In addition to Mobafire, lowelo. Hmm for beginners here is my crazy logic. Play bots and play singed, run in to fights and die, a lot! This is how I started playing. Once you start to get this down, try and play matches where don't die, if you do die, don't worry about it whatever, this is just a goal to try and reach.

Logic behind the madness: I've seen too many people play way too passive, as in not even farming because they are scared, its stupid. Same with the next one. And the next one.

And the one after that. Never mind the tutorials, I realized, this is how you learn to play League of Legends.

I kept asking my teammates for small pieces of advice. Sometimes I'd find myself in a team that barely said a word to one another after calling out their positions.

Far more often I found willing friends and allies. No single person laid bare the secrets of League or anything like that. But over the course of many more co-op games during my first two weeks playing, I gathered up enough bits and pieces of feedback from vocal and friendly smurfs that the game finally started to make sense. Shyvana is a "tank," these players helped me understand. That means she's best suited for the top lane, where the heavy bruisers of the team go, or killing monsters in the jungle.

I should kill as many minions as possible early in the game rather than champions to level her up as fast as I can. Her "W" helps with that, since it casts a ring of flame that damages anything in her immediate vicinity.

Her ultimate dragon-transforming ability, or "ult" in League- speak is a great way to get an extra leg up against an enemy since, I mean, it turns her into a friggin' dragon:. But the ult is useful in other ways as well. It can also help her jump away from a dicey position when she's getting ganked. Shyvana seemed sturdy enough in co-op that I'd decided to step into full-on player-versus-player mode.

The game had only just begun. I'd just been killed by Garen, a hunky sword-wielding champion. Each time your champion dies, you have to sit through a cool-down period before they're dropped back into the base. I was using this downtime to peruse the shop and try to decide what to buy next—another tip I'd picked up in co-op after a smurf noticed I was spending too much time idling at the base.

Shyvana dropped into the base, and I sent her back to the top lane. Like the cool-down times you're forced to endure after being killed, traveling to and from your bases eats away valuable seconds of game-time that can and should be better spent.

It's an incredibly clever form of punishment, making you feel so powerless to the ticking of the clock. Every unbearably long walk from the base to my lane hammered home a crystal-clear message: don't fuck up.

I made it back to the top lane and started killing minions. Garen showed up. I kept my distance, skirting around the edges of the enemy minion cluster to put as much distance between the two of us as possible. It wasn't enough. A few seconds later, we edged close to one another and Garen leapt into the air, falling back to the ground by my feet with a resounding thud. My health bar dropped. I tried to run in the opposite direction, back to the safety of my tower, but I was stunned.

Shyvana moved in slow motion. Garen started spinning around in circles, slashing at me with his sword. Not this guy again. This was pvp. No more time for co-op's idle chatter. It was strictly business now. Back to the lane. There was Garen, again. He had two levels on me at this point. I stayed well away, darting backwards pre-emptively whenever he seemed like he was getting too close.

Things seemed like they were going fine for a minute or two, and I managed to close some of the gap between our levels. Then I heard a short ding—League's ping sound. A small red icon appeared near the two of us, at an opening in the top lane that goes into the jungle. I'd been hearing a lot of pings, and still hadn't mastered any part of League well enough to multitask so effeciently that I could actually listen to these same pings, so I didn't make much of it. Suddenly a giant unsightly demon of some sort ran through the opening and charged at me.

I'd never even seen this champion before. I fumbled with my keyboard, jamming blindly on the q,w,e, and r keys.

It didn't do much. Garen leapt into the air again while the demon kept slicing at me. I wanted to write: "What the fuck do you think I've been doing? Should I just stop playing? I started to think, completely defeated by the thought that I was messing up so much I'd become an extra burden on my team rather than a genuine asset. Can I leave the match—is that a thing you can do in League? Not really, no. Once a game begins, there's no easy way out of it unless your entire team surrenders.

You can just sign off, leaving your team to finish out the battle one man down. Doing so is universally frowned upon, though. It might not feel very good, but you're better off just sticking it out—seeing the game through to the end, however bitter that end may be. I sat through yet another cool-down, fuming at myself and wondering what, if anything, I could do to salvage the rapidly deteriorating situation.

Then as I was running back to the top lane, I noticed something. Garen wasn't there anymore. I could see from the circle icon with his face on the mini-map that he'd gone to the middle, where he was duking it out with two of my teammates. Maybe he'd grown bored of having so little competition. Or maybe his team said they needed him more on mid. Either way, I had an opening! I could take the next tower with only minions to deal with. Even I knew how to deal with minions. Finally , I thought, I can do something useful!

I was wrong. As I ran past the safe zone of the last standing tower in my lane, I noticed things were quiet. Really quiet. Way too quiet. I came up on one of the patches of tall grass peppered throughout all of the lanes. When I was directly next to it, the demon leapt out and started hammering at me.

Shit, shit, shit. I turned around and started racing in the other direction, triggering my ult to put a precious few feet between me and the enemy. Another two champions ran out from the jungle and cut off my retreat. The three of them made short work of me. It was a simple question. But something about it sounded desperate. This was the week after my Shyvana struggles had officially come to an end. She'd been taken off the free champion rotation, meaning that I'd either have to spend the "Influence Points" I'd gathered from playing to permanently unlock her or purchase her with "Riot Points," the other main currency in the game.

Champions cost a lot less Riot Point than Influence Points, the catch being that you don't accumulate RP over time by just playing the game. One of the main ways Riot makes money off League, then,is by selling huge bundles of them for real-world cash. I had a few thousand IP at that point—enough to purchase Shyvana if I really wanted to. But I was doing so poorly with her that cashing in on all my game time didn't feel worth it.

Better to try something new instead. One of my roommates, who's a veteran League player going on more than three years, told me to try someone named Quinn instead. She's a ranged character who excels in the ADC position. I still didn't fully understand what an ADC is meant to do, but I eagerly took his advice all the same and started focusing on playing games in the bottom lane. Quinn was a good choice. Ranged attacks let me keep a safe distance from opponents.

Two of her abilities—"blinding shot," a single overcharged shot that temporarily blinds targets, and "vault," a neat jump move that bounces her off opponents to land a few feet away from them—proved enormously effective in helping me out of tight scrapes. She also has a transforming ult like Shyvana, only Quinn turns into an eagle instead of a dragon.

I found it more handy than the dragon ult, mostly because Quinn's eagle form doesn't just help her jump a small ways away from enemies before returning to a more normal speed. It also lets you keep zooming in and around a lane, which is great for making long-distance escapes.

Most importantly of all, though, was the simple fact that once I started playing as Quinn I stopped dying as much. I had the relative space and comfort to start toying around with her move-set, figuring out how to use vault and blinding shot in quick succession to take out an enemy champion, or using her ult to close the distance between me and an opponent who was trying to run away.

At her highest levels, the combination of damage-per-second and sheer speed make this eagle move an absolutely devastating way to take out whole chunks of the enemy team in a few seconds:. Just realizing that I was the one trying to catch a fleeing opponent was empowering. I was finally doing some serious damage. Once I had Quinn's basics in place, I was finally able to do another very important League thing: pay attention to her place on the team.

An "ADC" is important, I came to learn, because the position is meant to develop into a powerhouse capable of dealing massive amounts of damage by the end of the game. That's where the name—"Attack Damage Carry"—comes from: you develop attack damage over the course of the game, and then use that to carry your team to victory.

You're meant to play the early game cautiously as a result, which was totally fine by me. Rather than gunning aggressively for champion kills, I learned to lean on the support of my fellow lane-mate who, fittingly, is meant to play a position called "Support" —farming hordes of minions for gold and only taking out champions when the two of us could quickly tag-team them after they'd stumbled.

This is how you do real damage in League , I thought one time after a lane-mate and I simultaneously killed both of our opponents when they tried to move too fast in our direction. It's not about one character over another. The team working together and acting as one organic unit—that's the truly powerful champion.

I was sticking to the bottom lane, as I assumed everyone still was at such an early point in a game. Quinn was still only level four, after all. League games shift dramatically over time as all the champions destroy towers, kill one another, and use the resulting experience and gold to beef themselves up. The tight structure of the early game's map gradually gives way to something much more formless and chaotic—you move from lane to lane depending on where you're needed most.

If a team is communicating effectively, all five players begin to coordinate attacks against enemy champions or push against a weak spot in their base's defenses. The second half of a League game is when all the epic stuff happens—giant five-versus-five team battles, rapid-fire assaults to destroy a series of enemy towers in quick succession, stuff like that.

Lots of insane episodes unfold at such a rapid clip that I'm still not really able to keep up. Team battles in particular are like all the minute, hyper-granular aspects of League, only on steroids and happening at the exact same time. I often lose sight of where my character is amongst all this noise:.

There's much less room for spectacle early in a game, which looks a lot more like this:. But the very beginning of a League match is my favorite part by far. It's a quiet, tense period when you square off with one or two opponents at most. You circle around one another like boxers, waiting to see who will try to go in for an attack first.

It's a wonderfully delicate few minutes, trying to keep your cool and anticipate your opponent's next move. That's the mindset I was in when my teammate started to panic about Yi. I had no idea what he was talking about at first.

But then I saw it for myself a moment later. An enemy champion who looked like a ninja wearing funny high-tech goggles showed up at the top of my screen. He was running down the lane towards me with alarming speed. I saw that he was level 8. How on earth did he already get to level 8? I fired what was supposed to be a warning shot, aiming Quinn's reticle down the lane to track his trajectory.

Yi was too fast for that, so it missed. League of Legends overtakes Fortnite to become the most-watched game on Twitch in The MOBA is back on top.

Yes, Fortnite has currently more active players than League. If the question is which game will be more difficult to learn then I would suggest that you consider Fortnite over League of Legends. Dota IS mechanically harder than LoL though.

With more item actives means more buttons to push.



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