First Blood Gaming › Forums › Leagues › Legion Tower Defense › Legion TD Inhouse League (LIHL) › Vouch Requests › Denied › Vouch Request – Snoobzzz
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hunomiai.
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March 6, 2021 at 12:55 pm #9546
Tell us what other previous league or in-house experience you have: FBG
Provide a list of aliases and other accounts. These are names that people might recognize you as:
Snoobzzz
Discord account: Snoobzzz
BattleTag on Bnet: Snoobzzz#2255
If possible, provide a list of LIHL players who might know you or that you are acquainted with:
I guess some players from LIHL know me or played with me before. Not sure tho who to name.
Any additional information that you would like to provide:Since the new version of the map will come out sooner or later i thought to give it a shot and try to get vouched, so i can learn the new meta from/with the best players and improove my gameplay.
Also please attach some replays so we can analyse your current skill level
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This topic was modified 4 years, 2 months ago by
hunomiai.
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This topic was modified 4 years, 2 months ago by
hunomiai.
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March 6, 2021 at 12:57 pm #9551+ Replays
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March 6, 2021 at 1:01 pm #9554March 11, 2021 at 6:59 pm #9685LOD REPLAY:
roll: rev, egg, tribe, pris, hb, lod
team rolls: ea yolo, cw yolo, grizzly semiYou have the best carry roll for lvl 10 and 15 on your team so you should aim to be mid all lvls.
level 3: You build prisoner for 3 banking 40 gold. This is a mistake. Enemy team has not sent yet and you would most likely leak to a bo as would the rest of your team. Also this prisoner is useless value for 7 and 10 which are key levels you need to go mid as the big carry. It’s obviously also dead value in the midgame. I would have added 2 tribesman and aim for egg + 2 alpha + hades for lvl 7. This is a much better hold for 7 and sets up 10 hold better than egg + hades + lod + prisoner. It also gives you early push.
level 4: Enemy team still hasn’t sent yet and you don’t build anything and save 114 for 2nd lod 5. This is too risky imo but you have to do it since you do 2 lod build. Your build is quite good for 4 but if you get an angry bo and you don’t snipe him fast enough you could still leak enough creeps so that you have to sell egg to get the 2nd lod. You could add an aco and hope to send a bow pre inc if your send doesn’t go to king.
level 5: Mr. Carlos from Sweden tk calls to send lvl 5 which makes this game very hard since they eat it and you most likely will receive a big send on lvl 7 now. During the lvl you start to push 5/0 instead of waiting 5 seconds for 4/1. This is fine if you go 5/1 asap.
level 6: You wait till after income to late push to 6/0 instead of 5/1. This is very bad. You would only need 2 more income during lvl 6 to get the lumberjack and hades for lvl 7. That’s one king upgrade or bowman in worst case. 6/0 gives you 12 lumber per 10 seconds whereas 5/1 gives you 15 per 10 seconds. Worth noting is enemy scouts grizzly on green and lod + prisoner on you.
level 8: Enemy team got free hold lvl 7, you have stomp, a medium amount of king upgrades, and the rest of your team clearly leaks vs send. You should full build here. If the enemy team sends lvl 8 you lose the game right there. Also, you need to go mid on 10 to have any chance to carry after 10. For this reason you should max push 7/2. Instead you push 7/2 asap and save 70 gold to push 7/3 during lvl according to teammates advice.
level 10: The enemy team makes the only losing play: Sending on 10 but way too little. This allows your team to have 2 mids eating all the sends and bosses in mid while the enemy team loses a heal. You push 7/5 during the lvl which is a mistake. 15 will be a race and you are down a heal. You have go mid to give your team a chance. 7/4 is a must imo.
After 10 you make 3 hades and mass revenants.
On 15 you don’t get an inf and carry your team to victory.I rate this replay a 4/10. Too many mistakes in the early game. You got lucky that the enemy didn’t take advantage of their position. They could have sent 8, gone all in 10, or k15 and you would just lose. But you built well after lvl 10.
MALF REPLAY:
roll: proton, ranger, malf, mermaid, hb, flamebeard
team rolls: naked ea, 5 lubbers, sg with mediocre/bad adds.level 1: You play it safe with 2 malf + ranger. This is fine, you have a good roll and your team is not the best vs wars. They send wars and your team leaks 22 creeps to 2 mids
level 2: You call to send 4 if no scout vs 3 fast killers and 1 slower than ygg and sg. Fine call.
level 3: Orange pro leaks and enemy team scouts sg, malf+ranger, priv. You send lvl 4 with the leak and you skip lj to send bo + furb. Good decision.
level 4: You add a ranger. Slight mistake. 4 malf + ranger already holds 4 quite reliably. You could have added a proton if you were worried. Of course you would do better vs a send with an extra ranger but there’s a very low chance they come 4 after lvl 1 and 2 were so fast. Also they know you have an sg lane. With a proton instead you would get your 7/1 and abno for 5 instead of being stuck 7/0 with 40 gold in the bank.
level 5: Enemy team sends lvl 5, you get a bo and only leak 2 birds and the bo. Here your ranger comes in handy I suppose.
level 7: You stay 7/3 and upgrade another abno. Good.
level 8: During 8 you decide to push 7/4. This is a mistake. You and green are your team’s only hope to hold 10 and your team has decided to go full 10 for the killshot. So you need mids in case it’s a race and you need lumber to kill them. You’re most likely not going to get that lumber back before completing your send. And you will certainly not get the gold back for lvl 10. Optimal play is to stay 7/3.
level 10: Here you add a mermaid. This is again a mistake. Better would be to mass rangers since you are playing to end the game on lvl 10. Although it seems you were not set on that idea. Enemy team skips lvl 10 and they die.
I rate this replay a 5/10. You had a good and easy roll and played it well. Slight mistakes on lvl 4, lvl 8 and 10.
ZOMBIE REPLAY:
roll: murloc, corrupted ent, ice troll, ywd, zombie, god.
team rolls: disc, disc, zombie with mediocre/bad adds.level 4: Enemy team has not sent yet so you add ice troll and save some gold. Idm this since you already have 1 big ob lane and 2 disc lanes. If they send you can get some extra push and avoid building dead value. They send and you king leak 30 or smth pigs. The team call is to not upgrade king which gives the enemy team a lot of time.
level 5: You upgrade zombie. Building up is a good idea here. There’s a high chance enemy team will resend and you want to ob for 7 anyway. Enemy sends lvl 5. Your team decides to save lumber and use stomps, leaving your king with 0/1/3 in upgrades and 1k hp. At this point it’s clear your team wants to send armageddon on 7. You decide to push from 3/1 to 5/2. This is a mistake. Your 2 yolo lanes will already send 2k lumber together. Your job here is to protect your very weak king and take the feed. It’s not worth to lose 200 value to send 1 more herm when whether you go mid or not can decide the game.
level 7: You upgrade another zombie, now you have 980 val. If the enemy team sent like furb + bo your team would maybe have 1 weak mid and a naked king. Luckily they send furmit with tm and no holders so they die. You have very good focus and good adds so you barely make it mid. Your other zombie holder also makes it mid with 1200 val.
You played well until lvl 5 with a good roll. I rate this replay 4/10.
Conclusion
I didn’t watch anymore replays after this. I am missing a clear vision of the game and the role you play in your team. You tend to push a little too much when your team needs you to be the anchor. I also saw too many basic mistakes like not starting wisps early, not doing the math, poor push optimization, and building dead value for key levels. These kind of mistakes can be and often are game deciding in LIHL.
Denied.
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