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theBMB wrote:
As for late game, I don't think it's necessarily defined by the number of towers up, since it is possible to win with one lane having all towers up. While this is more and more unlikely to happen as the game gets longer, it is still a possibility.
This is a misconception.
The event of winning a game with en enemy lane still possessing all its towers is a game ending in its mid game.
It is possible to end a game during the mid game. It is however risky and usually difficult to do this, as the remaining intact lane provides the enemy team map-control strength to make comebacks.
To succeed in a mid game victory usually requires 2 lanes on the enemy team to fail miserably while the other one doesn't budge, AND for your team to be neglectful of that stronger lane.
I've seen many of BMB's example game get turned around because someone on the enemy team ends up backdooring the stronger lane and evening up the turret-count (and sometimes getting an early inhibitor) because the team forgets to defend that lane and is too busy hunting the other enemies and being cocky.
In my opinion, it is usually smarter to attack the outer turrets and get your team's late game started sooner. The lost turret means having access to the enemy's minions waves on those lanes sooner, and superior map control due to being ahead in towers. Not to mention the 150 gold for all members of the team.
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Ah good point, I suppose this is just mincing words in terms of terminology, but just wondering if you came up with this description yourself, or if this is the general consensus among people you talk to.
It's my interpretation based on my experience of the game and what I've read from the forums.
I personally think it covers how the game really works.
(Yes, I came up with the descriptions myself, though you could consider this discussion an attempt to create a consensus)
Early game -> Farm fest + Jungler/Roaming ganks in an attempt to conquer one lane
Mid game -> Someone broke a tower, so one lane is more free to roam and team can group up to down more turrets. (Possible to get inhibitors now)
Late game -> Outer turrets have fallen, enemy is getting boxed in, possible to initiate a team fight in your favour. This is when it's possible to control the enemy side of the map with selective wards, ensure your own victory (if played right).
If anyone cares to share their own interpretation, we can see whose concept works better.
I personally think it covers how the game really works.
(Yes, I came up with the descriptions myself, though you could consider this discussion an attempt to create a consensus)
Early game -> Farm fest + Jungler/Roaming ganks in an attempt to conquer one lane
Mid game -> Someone broke a tower, so one lane is more free to roam and team can group up to down more turrets. (Possible to get inhibitors now)
Late game -> Outer turrets have fallen, enemy is getting boxed in, possible to initiate a team fight in your favour. This is when it's possible to control the enemy side of the map with selective wards, ensure your own victory (if played right).
If anyone cares to share their own interpretation, we can see whose concept works better.
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How to end a early game in half minute:
Get Trynda and lane with Yi against a solo top. Let the idiot come until the first bush and exhaust so he'll not run. Kill him and tower down.
That really works. Did it already, but pay attention to something: the enemy must not has flash. The tower goes down for sure.
Get Trynda and lane with Yi against a solo top. Let the idiot come until the first bush and exhaust so he'll not run. Kill him and tower down.
That really works. Did it already, but pay attention to something: the enemy must not has flash. The tower goes down for sure.

I think Jun has a pretty strong argument. It might come down to opinion, but if you're looking for a clear cut answer, saying early game is over when first tower is down seems to make sense. However...
When people start *****ing at me for not leaving top lane.
D:
Seems like an easier way to remember :D
Temzilla wrote:
When people start *****ing at me for not leaving top lane.
D:
Seems like an easier way to remember :D
I don't consider there to really be an early, mid, and late game. I judge it differently.
Laning Phase
When all players are in their lanes, farming it up, until towers start to fall and teams start to group up.
Roaming phase
This is when teams begin grouping up and pushing lanes. Wards become very important for catching enemies and objectives like buffs and dragon are much more highly contested. Farming still goes on in this phase, but it's much more risky.
End game/teamfight phase
This is when all 5 members of each team are completely grouped up at all times. At this point in the game, mistakes lose you the game, so you must be grouped up and have the map warded.
Yeah, you can basically divide that into early/mid/late game, but this is how I think of it. Reason being, most people feel that early game is levels 1-6, mid game is levels 7-11, etc.. That's just not true. In each game, the timing of phases very quite a bit.
Laning Phase
When all players are in their lanes, farming it up, until towers start to fall and teams start to group up.
Roaming phase
This is when teams begin grouping up and pushing lanes. Wards become very important for catching enemies and objectives like buffs and dragon are much more highly contested. Farming still goes on in this phase, but it's much more risky.
End game/teamfight phase
This is when all 5 members of each team are completely grouped up at all times. At this point in the game, mistakes lose you the game, so you must be grouped up and have the map warded.
Yeah, you can basically divide that into early/mid/late game, but this is how I think of it. Reason being, most people feel that early game is levels 1-6, mid game is levels 7-11, etc.. That's just not true. In each game, the timing of phases very quite a bit.
when my ******* anivia mid feeds leblanc 10 stacks of meijai in 15 minutes... pretty much over, no matter if our sona+vayne combo was raping bot, I got 1shotted even if my warding was excelent. Also top had fed morde to be 100% sure of making us lose.
For **** sake at 1st recall Vayne already had B.F. sword and berserker greaves still, no match.
For **** sake at 1st recall Vayne already had B.F. sword and berserker greaves still, no match.
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I beg to differ. Early game doesn't end when the first tower falls. I've been in games where the lanes were very equal in strength and the laning phase took forever. If anyone left their lane to gank, there would of been a consequence for their lane.
Personally, I think Early game ends when someone is forced out of lane to either help/gank or IS forced out of lane by gank/harassment/death/tower destroyed.
I mean I've seen strong laners take a tower easily by 4 minutes but tend to stay in lane to apply even more pressure.
Ergo, when a tower gets destroyed. If you force someone out of a lane, the smart thing to do is break a tower.
The game cannot progress without a tower being destroyed.
If a lane phase lasts a long time, it has the same bottle-pop effect as a long mid game. Someone initiates or steps out of line and one team dominates a fight allowing a tower to be swiftly destroyed, thus, ending the lane phase and early game.
Your try to say something different, but in the end, your thoughts amount to the same end result.
It's all about the towers.