then there's the utility tree. Out of all of them, I currently feel like this one is the weakest. I don't like the entire first level of it; the most important in my mind. This is because if you're planning to split up your mastery focus and you want to get some of the nice stuff in the lower levels of the utility tree, you have to deal with all the junk that comes before it. In the old tree there was the awesome health and mana regen one. So it feels really inefficient right now. Especially if you're someone who doesn't use mana.
What, no. The old health and mana regen mastery was
absolutely terrible. Like, you had to have 25 regen per 5 seconds for it to make a 1 per 5 difference. So early game, you ended up probably getting an extra 4 HP/MP per minute or something. And late game, regen doesn't matter as much. I
always got reduced death time on every single person, no matter what. Even though the reduced death time one was pretty mediocre.
Elo system is broken, guy looked up all his allies and enemies stats and found that every one of the enemies had a higher number of games, w/l ratios, and I beleive even k/d ratios. It showed the huge difference in experience between the 2 groups.
1) That's one game. Outliers exist.
2) Additionally, that data still has little information on how good his opponents were. There are people with over a thousand games that are horrible players, so number of games is a bad measure of skill. Kill/death ratios also have no relevance either, for reference see the countless people who go 7/2 every game as leblanc and still lose because they're bad at leading their team and carrying. Win/loss ratio is more difficult to talk about without context, unfortunately. But it's not a perfect measurement either.