Adobe Premiere Elements 12 Cracked Full Download

Saints row 2 keygen. Predictive Self-Healing is a set of automated management functions that reduce the work of system management. Both smpatch and Oracle Enterprise Manager Ops Center allows you to install patches. Just getting my head around patching on Solaris Could someone please briefly explain difference between the following: Sun Update Manager Sun Update connections Solaris 10 Patch manager Also could someone advise wither or not it is possible set up a local patch repository on network get all local hosts to point to this repository rather than get all hosts to point directly at Sun patch. So the way to configure/enable XDMCP is different. I entered \\SIP-3\docusp-1 as the username and the password for that account set up through smbpasswd on the Solaris system.

Install Solaris 10 Zone On Solaris 11 Firewall

Afterstep – The afterstep window manager aget – Aget is a multithreaded HTTP download accelerator. However, the reality is that most users enter passwords. Hack ragnarok online wiki. Tekkit launcher cracked deutschland. Reading explorer 1 answer key dig this. For Solaris sysadmins, it's been very difficult to find solid information on Solaris security.


Configuring Solaris 10 for SHA512 Password Hashing

Server running Solaris OS via a Fibre Channel interface. If using Solaris 10 containers, typically the variable in /etc/system is set only in the root container, and project variables are set for each container. Solaris 10 patch set manager. Component monitors Click here for an overview about SAM application monitor templates and component. Chris: Note that Solaris 11 uses GDM as the login (or display manager) program by default while Solaris 10 and earlier used CDE login. SSH and Perl installed on the target server.

Sun Certified System Administrator for the Solaris 10
1 How to troubleshoot Solaris 10 SMF (Service Management 60%
2 Solaris 10 Extended Support Patches & Patchsets Released 96%
3 How to set Display env variable in solaris 36%
4 Differences between Solaris 11 and Solaris 10 18%
5 Packages - How to manually download individual files from 14%
6 Freeware List for SPARC and Solaris 10 22%
7 How to import Symm BCV on Solaris 10 with VxVM5.0 45%
8 Solaris Operating System (Unix) 51%

2509 FTP DOWNLOAD 2020's CRACKED SOFTWARE - Google Groups


Patch 'EXPECT' Package on Sun Solaris 10

In ArcGIS 10.1 SP1, text in a few of the dialog boxes has been modified. Hold, Free, Force OK, etc) are delayed and take a long time to occur. Omnisphere air keygen manager great site. Both are working fine. Contents vi Cisco WAN Manager Installation Guide for Solaris 7 Release 11, Part Number 78-13567-01 Rev. DOWNLOAD PKGS FILES XFER (MB) SPEED Completed 4/4 309/309 2.9/2.9 0B/s Downloading linked: 0/1 done; 1 working: zone: zonea Downloading linked: 1/1 done PHASE ITEMS Installing new actions 426/426 Updating package state database Done Updating package cache 0/0 Updating image state Done Creating fast lookup database Done Executing linked: 0/1 done.

Free arcgis 10.3.1 License Manager Crack

With collaboration tools such as events manager, tasks manager, company forums, project workspaces, instant messaging and many more; Precurio is uniquely suited to jump-start your internal collaborative efforts. Solaris 10 1/13 patchset released and latest Solaris 10 Kernel. Dino hunter deadly shores hack ifunbox https://sneakers-top.ru/forum/?download=7402. They contain an install script for ease of. Oracle Solaris 10 1/13 (Update 11) Patch Bundle for. The Solaris Security FAQ.


How to update Solaris 10 Update 3 to Update 11

A Fatal Event icon (red letter "F" in a circle) is displayed. I will explain you it here. The patch 118833-17 is also included with Solaris 10 06/06 aka Update2. Security and other bugs continue to be fixed as soon as possible, patches containing such fixes for the. Myheritage family tree builder keygen. If anybody can give me a starting document, it will be great.

Installing packages for Solaris 10 and earlier

Oracle set a retirement date of January 2020. Solaris now conforms to this practice and Solaris OS CPUs are now available. I use MPxIO in Solaris quite often and it works very well for me. This time I needed to test. Unikey 4.0 rc2 crack. Kde's kget is in kdenetwork, which may be something you could use, (i have not installed kde myself in solaris). Its a physical disk or LUN from storage.


PHP......as a unified cross-platform utility scripting language

EDIT: Based upon the feedback, I would like to clarify that I am not promoting PHP as the one and only cross-platform scripting language. Python, Ruby, NodeJS+Electron, Perl, and many other languages are used for creating high-quality professional cross-platform apps. The purpose of this article is to shed light on how a language that no one would ever think to write a cross-platform application in is actually on-par with the more popular languages.
I know you are likely laughing because the prospect that a scripting language embedded in served web pages could be used to create functional system utilities and applications sounds completely absurd, so hear me out:
  • You can easily write the same code for Linux, Windows, and BSD so long as you don't use any platform-dependent POSIX API.
  • For the GUI, use the script in the post below (see "Secure GUI Via Web Browser In PHP"), which internally executes php -S localhost:12345 after many many security checks, precautions, and hardenings. This will allow one to execute HTML files and JavaScript POSTing to PHP files for interactive content and such. I know this was meant for debugging, but really it can do a lot more. It offers a GUI that is 100% cross-platform with zero modification.
  • PHP has portable binaries for Windows that you can ship with your application
  • PHP can easily load an ini file to configure everything to ensure your application executes the exact way you intended it to. Your PHP-based software would include its own personal php.ini file to ensure that PHP works right for the project.
  • PHP is available pretty much everywhere. Linux, BSD, Solaris, Windows, MacOS, heck even Haiku.
  • PHP is concise and intuitive. I have found myself writing far fewer lines of code in PHP and being much more confident about error-handling than any other language. The reason why PHP has a bad reputation is not that its a bad language, its because people try to copy and paste and shove-together snippets from StackOverflow to make a server with PHP, which is always a 100% bad idea. SO is good, but exclusively copying snippets you don't understand from SO is very very bad. It's also about good practices and good habits. Some places tell you to use ==, other places tell you the double-equally is evil and only use ===. Really, both sides are wrong and you should understand the difference between === and == so that you know when to use each. I use === ~99.98% of the time and == ~0.02% because I know their effects and implications and am deliberate about my usage. When I do want to use ==, those two equals signs save me tons of work and avoid introducing possible bugs because I know the exact behavior of what will happen.
  • PHP is easily installable via whatever package manager is installed on the *nix.
  • Very avoidable breaking changes between versions. The reason why many scripts are stuck to older versions of PHP is because they were using old archaic PHP APIs that have been deprecated for quite a while. Further, PHP 7 introduces nothing that can't be done in PHP 5.4 with a little more work. If you use core solid PHP 5.4 APIs (which are abundant and not constricting at all), your PHP code will run in any version of PHP released in the last 8 years. How many scripting languages can say that? NodeJS v0.12 wasn't released until 2015, and it's adding all sorts of new important APIs every year, pushing from call-back hell into Promises. I'll bet that 10 years from now, the call-back APIs will be completely removed. So much for backward-compatible NodeJS code (without a ton of effort put into backward-compatibility, of course). I am not saying that NodeJS+Electron is bad; it has many unique uses that would be difficult/impossible to do in other languages.
  • Absolutely astounding performance for a scripting language. Every time I run a PHP benchmark, I am wowed by the magic going on under the hood. It outperforms every other scripting language hands-down because PHP has most of its functions heavily-optimized in C code.
  • Much lighter than Electron both in file size and system resources. Electron is needed for advanced things like RTC, but most applications don't need these advanced features. For comparison, the proportional set size usage of sleep(999) in PHP7.4 is only 6,888KiB, whereas setTimeout(function(){},999999) in NodeJS12 results in a PSS of 25,691KiB. Practicality-wise, PHP comes with every utility and helper you want, whereas you often want to load convenience libraries in NodeJS. The PSS usage of the npm utility written in NodeJS is 52,104KiB because of all these memory-bloating convenience libraries.
  • Full-toolbox is included by default. It has been extremely rare that I have ever had to install an extension other than CURL onto PHP, and I usually don't even have to install CURL because much of the basic functionality of CURL already comes with PHP out the box. I have almost always found every possible method and convenience feature already packed into the core of PHP.
  • You can bundle tons of PHP files and any kind of resource up into a single executable PHAR file. When you need a single self-contained file, PHP is indispensable. Granted, an app image provides much of the same functionality, but app images only work well with compiled languages and not so well with scripting languages. (Scripting languages do work, but it can be a pain to deal with the associated dependencies of the scripting language when moving an app image to a different PC)
  • PHP automagically converts from Unix paths to Windows paths and vice-versa depending upon your platform. PHP DOES NOT UNIFY UNIX AND LINUX PATHS! It just swaps forward slashes with backslashes on Windows and vice-versa on Unix, so you can do //sharedfoldername/path/to/file in PHP on Windows to access a shared folder.
  • PHP has amazing operator integration with objects, just the way you would hope things would happen but never do in other languages: array(1,2,3) === array(1,2,3) is true because even though each array is at a different location in memory, comparisons in PHP compare the contents of the arrays instead of the actual values. This greatly cuts down on the amount of code one needs to write.
  • PHP has excellent error handling that enables much PHP code to survive mistakes that would otherwise kill the whole program in other languages because it does what you would hope it would do: array()[10][20] emits a warning to tell you you should do something but still yields NULL anyway because that's what it should do. Instead of emitting a null pointer exception or segmentation fault error, PHP continues on its merry little way just like you would hope.THE PROBLEM with PHP's error handling is that PHP makes it too easy to forget about it. People write code that depends upon PHP's wonky error handling, and this causes these problems to escalate until you reaching a point in your coding where nothing works as you want it to. The problem is not PHP's error handling, rather it's people who think "it works, so let's not touch it." Those people are the real problem, not PHP.
  • PHP itself is very secure and thoroughly tested to eliminate potential security vulnerabilities in the underlying engine. This is not to say that all PHP code is secure because it isn't, rather this is to say that PHP functions do not have strange unedge cases which could result in undefined behavior and escalation of privileges or buffer execution attacks.
  • PHP has separate operators for string concatenation and addition. This is a huge plus because PHP is loosely typed, so having a separate operator for string concatenation tells PHP it needs to convert both operands to a string, which cuts down on validation code and reduces the potential for bugs.
  • PHP now comes pre-installed on Macs. There's no need for the user to have to open the terminal to install brew. This is because a decent portion of people who use Macs are rather computer illiterate and would recoil at the notion of opening this evil hacker black magic thingamajigger called a "terminal."
  • User-defined variables are separated from built-in methods via a prefixed dollar sign so that future versions of PHP do not implement a function with the same name. This issue is not totally fixed of course because you can still use define and write functions without the dollar sign, however, I would say the dollar sign makes code easier to read and mitigates this forwards-compatibility issue.
  • PHP's policy on strings is laissez faire, which is to say that PHP views strings as an array of bytes with helper functions layered on top. This is advantageous over, say Java and Javascript, which both manipulate strings as if they were UCS-2 but displays them in the GUI/console as if they were UTF-16 (WTF, right?). To further complicate matters, Base64 in JavaScript works by treating the UCS-2 string as a Windows 1250 string and throwing an error on characters larger than 255 whereas URI encoding works by translating the UCS-2 into UTF-8 by viewing it as UTF-16 before viewing the UTF-8 as Windows 1250 and escaping the non-URL-safe characters, whereas XMLHttpRequest's responseText and fetch with .text() both work by autodetecting the downloaded document's encoding and converting it to UTF-16 in UCS-2 (WTF, right?). It is a necessary evil for PHP to have Windows 1250 strings in order to avoid the headaches of other languages like JavaScript because, when working with binary data, JavaScript cannot guarantee that none of the characters in the string won't be above 255, whereas PHP does guarantee. This greatly reduces bugs and proactively solves many headaches. I am not saying that how PHP handles strings is all good. It is not good for human text because it messes with multibyte characters. See the cons section below.
  • Controversially, the @ operator can be used for lots of good. The problem is that it is too often misused to handle errors that should be dealt with more aptly. I use the @ operator almost exclusively for IO and other interactions with the outside world where I already have a mechanism for dealing with error, I already have the code prepared for the function not working, and I just don't want to see a useless warning message that I can't do anything to fix. Basically, developers should not view @ as telling PHP to "shut up." A better way to look at it is that @ tells PHP "it's OKAY. I am already handling failure cases and don't need any diagnostics about them."
For some people, PHP is the bane of their existence. It would be the bane of my existence too if I had to pick up the PHP project of someone who wrote bad PHP code. However, dealing only with good PHP code, I view writing PHP as a delightful treat to work with.
  • Durability-wise, there is only one con I can think of: there's no standardized location for the PHP binary on all Unixes like there is with Bash having #!/usbin/env sh, but that's true of most scripting languages.
  • PHP is too easy to start using, and thus many people use it incorrectly and write bad bug-ridden code because they don't know how to write good code due to lack of experience.
  • Performance-wise, well-written C++ and Java can beat well-written PHP hands-down. PHP8 may get on-par with well-written Java with JIT, but it will never outperform hand-optimized C++ code.
  • You can load platform-dependent extensions that need to be compiled per-platform, but this is true with just about every coding language in existence.
  • PHP does not unify the crazy windows drive letter and shared network folder scheme with the utopian Unix methodology of one root folder, and I doubt any language ever will. HOWEVER, PHP does work well with UNC paths on Windows, and not all programs on Windows work well with UNC paths, so that's a plus.
  • PHP has CoW by default for objects passed to functions and scoping must be done explicitly, which (in this dev's mind) both really stink.
  • PHP is loosely typed and does not do a look-ahead validation that all named functions actually exist. A small typo in one of the standard PHP functions could cause the PHP code to unexpectedly crash.
  • It is too easy to make the GUI insecure. Without proper authentication, any other application could connect to the socket, and feed malicious data into the socket as if it were from the webpage. This assumes the malware is already in your system or has a tunnel to your system because an external attacker cannot access applications bound to from outside the computer.
  • Some of the PHP API is inconsistent, and this leads to some confusion when writing code.
  • PHP is a bit weak/lacking when it comes to certain utilities lacking a multibyte counterpart.
  • PHP is not cross-platform when it comes to larger >2GB files. Big files only work out of the box with 64bit integers on 64bit *nixes: Linux: BSD, and MacOS. PHP in 32-bit PCs and Windows takes the lower thirty-two bits of the file size. Ideally, PHP would use floating-point doubles on 32-bit platforms to represent these larger file sizes, but sadly it does not.
  • PHP does not distinguish between binary strings and multibyte strings. Ideally, multibyte characters should by a separate type of variable (multibyte instead of string, perhaps) that is manipulated like an array of 24-bit integers instead of as a string. Multibytes would use a # for literals, concatenation, and conversion: #"Example string\n" is a literal and $mbstr # #"str" appends the text str onto the variable mbstr, but can be shorted to $mbstr # "str" because the binary string "str" is automatically converted to multibyte as if it were UTF-8 encoded. Ideally, all string functions would also accept multibytes and behave the same with multibytes as they do with strings with the exception being that the atomic unit of multibyte strings is 24bits. However, this is sadly not the case in PHP (yet).
  • Backslashes are actually valid characters in a Unix pathname in certain file systems, albiet improper and frowned-upon. The only truly restricted characters are the null character and forwards slash on some file systems. This can conflict with PHP auto-transforming to and fro between backslash and forwards slash depending upon the platform. This really only poses a problem on Unix systems, where malicious code might create a file name in a permissive parent directory, then direct PHP to read a folder with backslashes in the name to coerce PHP down another folder in the same directory towards revealing the contents of a secret file. Not really sure about the practicality or usage of this exploit. Just throwing it out there.
I would say the biggest CON of PHP is that it's not really the beginner language it's advertised to be. It's used to build very powerful servers that need to be very secure to prevent very bad things from happening. This is not an appropriate task for a beginner to coding. Controversially, I would say that PHP is an excellent precision tool for advanced power-users.
Auto-PHP-detection And Dependency Installer
Call me crazy/insane/whatever, but my favorite software is software that just works. I do use my daily driver as a toy when I want to play with it, but when I stop playing with it, I want my daily driver to stop playing with me. I don't want to have to try to open LibreOffice, only to discover that a recent update to one of its dependent libraries has caused LibreOffice to no longer function until I sort out the dependencies because I have work to do and work that needs to get done.
I present you.....the PHP auto-detector and auto-installer script. It is supposed to work in any shell except older versions of Solaris because they have their own backwards funky shell language going on that I don't want to deal with.
Example of an integrated CLI utility using PHP script. Notice how this is actually a shell script that searches for PHP and uses it to execute the rest of the file. This script will only work on Unix systems, not on windows.
#!/usbin/sh searchPathForPhp() { ( IFS=: for p in $PATH; do phppath="$(command -v "$p"/php[0-9]*)" 2>/dev/null if test "0$?" -eq 0; then echo "$phppath" | tail -n1; return 0; fi done ) return 1; } zenitylogin() { prompter="$1"; shift 1 if test -z "$username" -eq 0; then msg='Please enter username and password so that PHP can be installed so things can continue to work smoothly' logininfo="$("$prompter" --forms --text="$msg" --add-entry='Username' --add-password='Password' --separator=' ')" # If the user clicked "cancel" or a Zenity error, then don't even try: if test "0$?" -ne 0; then exit 1; fi username="$(printf '%s' "$logininfo" | head -n1)" password="$(printf '%s' "$logininfo" | tail -n1)" fi printf "%s\n" "$password" | sudo -S -u "$username" -- "[email protected]" } run-su-cmd() { sucmd="$1"; program="$2"; shift 2 "$sucmd" -c "'""$program""'"' "[email protected]"' - "$USER" -- "$0" "[email protected]" } phppath="$(command -v php)" 2>/dev/null if test "0$?" -ne 0; then # calling searchPathForPhp will set the status code to 1 if not available phppath="$(searchPathForPhp)" fi if test "0$?" -ne 0; then # Prompt the user about installing packages and confirm confmsg="$(pwd) needs to install PHP in order to work. Are you OKAY with this script installing PHP automatically?" if test -x "$(command -v xmessage)" 2>/dev/null; then test "$(xmessage -buttons Yes,No -default No -print "$confmsg")" = "No" else # Prompt the user about installing packages test "$(osascript -e 'display dialog "'"$confmsg"'" buttons {"Yes", "No"} default button "No"')" = "No" fi if test "0$?" -ne 0; then exit 1; fi # Exit if we don't have consent e="" if test "$(id -u)" -ne 0; then case "$-" in "*i*") if test -x "$(command -v sudo)" 2>/dev/null; then # Most Linux distros e=sudo else # BSD e="run-su-cmd su" fi ;; *) if test -x "$(command -v pkexec)" 2>/dev/null; then e="pkexec env DISPLAY=$DISPLAY XAUTHORITY=$XAUTHORITY" elif test -x "$(command -v gksudo)" 2>/dev/null; then e=gksudo elif test -x "$(command -v gksu)" 2>/dev/null; then e="run-su-cmd gksu" elif test -x "$(command -v zenity)" 2>/dev/null; then e="zenitylogin zenity" elif test -x "$(command -v yad)" 2>/dev/null; then e="zenitylogin yad" fi ;; esac fi if test -x "$(command -v apt)" 2>/dev/null; then $e apt install -y php-cgi && $e apt install -y php72 || $e apt install -y php elif test -x "$(command -v apk)" 2>/dev/null; then $e apk add --no-cache php72 || $e apk add --no-cache php elif test -x "$(command -v apt-get)" 2>/dev/null; then $e apt-get install -y php-cgi && $e apt-get install -y php72 || $e apt-get install -y php elif test -x "$(command -v yum)" 2>/dev/null; then $e yum install php72-cli || yum install php-cli elif test -x "$(command -v pacman)" 2>/dev/null; then $e pacman -S php72 || $e pacman -S php elif test -x "$(command -v brew)" 2>/dev/null; then $e brew install php72 || $e brew install php elif test -x "$(command -v dnf)" 2>/dev/null; then $e dnf install php72-cli || $e dnf install php-cli elif test -x "$(command -v zypper)" 2>/dev/null; then $e zypper install php-cli || $e zypper install php elif test -x "$(command -v pkg)" 2>/dev/null; then $e pkg install php72 elif test -x "$(command -v emerge)" 2>/dev/null; then $e emerge --ask dev-lang/php:7.2 elif test -x "$(command -v pkgman)" 2>/dev/null; then $e pkgman install cmd:install fi phppath="$(sh -c 'command -v php7.2')" 2>/dev/null if test "0$?" -ne 0; then phppath="$(sh -c 'command -v php')" 2>/dev/null if test "0$?" -ne 0; then # failed to install PHP echo "FAILED TO INSTALL PACKAGE: Package manager not found, you have no internet connection, or another error occured. You must manually install PHP (>=5.4)">&2 exit 1 fi fi fi if test -x "$(command -v grep)" 2>/dev/null; then grep -A1073741823 '<''?php' "$0" | php -- "[email protected]" else echo '/PHP_SCRIPT_''STARTS_AFTER_HERE/+1,$p' | ed -s "$0" | php -- "[email protected]" fi exit 0 PHP_SCRIPT_STARTS_AFTER_HERE  You'll probably want to add -c . to the arguments list to use the php.ini in the current directory to ensure completely consistent behavior wherever this script goes or whatever updates happen. Here is the Batch script for Windows:
@php.exe the-php-script.php -- %* 
However, one might want to use a slightly longer VBScript in order to hide the ugly terminal window:
ReDim arr(WScript.Arguments.Count-2) For i = 1 To WScript.Arguments.Count-1 arr(i-1) = """"+WScript.Arguments(i)+"""" Next CreateObject("Wscript.Shell").Run "php.exe the-php-script.php " & Join(arr.ToArray, " "), 0 
The PHP for Windows would be extracted into the same folder as the Batch script to provide php.exe. Then, the contents of the-php-script.php would be the same as in the script for Unix after the PHP_SCRIPT_STARTS_AFTER_HERE marker:
 It's that easy to redeploy your PHP script on Windows.

Secure GUI Via Web Browser In PHP

It's very possible and very easy to have a very secure GUI in PHP, you just have to do it very correctly. The way to establish a secure GUI is to pipe the command to open the browser with a query string UUID that JavaScript sets a cookie into the OSes shell in order to hide the command line from other processes to hide the UUID. It also uses netstat and cross-platform detection of the users browsers to ensure that a malicious program is not trying to pose as the browser. If the malware has already gained root access all bets are off and much hope is lost, so this assumes the malware is running as an ordinary user. Observe.
// open-www-gui.php // See https://pastebin.com/FPvP3SP6 
This should open a PHP local server in the gui-root directory, and the index.php in the gui-root directory needs this JavaScript to hide the UUID.
All PHP files in the gui-root need this AT THE VERY TOP for validation:
6)); unset( $usedHashAlgo ); } else { if (defined('CRYPT_BLOWFISH') && CRYPT_BLOWFISH == 1) { $gotHash = crypt( base64_encode($inPrivKey), get_cfg_var("custom_public_gui_param") ); } else { // else, try to make the best with what little we have got: $gotHash = hash("sha256", $input, FALSE); } } // hash_equals would be superfluous because we are timing for consistancy if ($gotHash !== get_cfg_var("custom_public_gui_hash")) { @usleep( (@random_int(20000,60000)?:240000) - (@microtime() - $authStart) ); exit(1); } unset($authStart); unset($inPrivKey); unset($gotHash); // clean up 
And, voila!: a secure PHP gui to the browser that cannot be intercepted by any non-root user or external attacker. It's not just a proof of concept, this could actually be reliably used in production too.
We additionally need a execStdIn.vbs on Windows so that the PHP server and web browser can continue running in the background after the initial PHP script executes because Windows does not have nohup and the start command either starts a detached terminal or stays in the invisible window but can't start invisible and detached.
' execStdIn.vbs Dim stdin: Set stdin = WScript.StdIn Dim input: input = Replace(stdin.ReadAll, "^", vbCrLf) Call ExecuteGlobal(input) 
View Poll
submitted by Peppester to linuxmasterrace

An examination of possible improvements in pro play

The contend of this examination is based on my own personal observation and thoughts + issues that LS has pointed out countless times on his stream and twitter
The case in favor of scaling team comps
Unlike other traditional sports, League does not have a set time limit after which the game ends. There is no penalty shootout or any sort of sudden death to decide a winner. Additionally and more importantly every champion becomes naturally stronger by leveling up and purchasing items. League can be considered however to have an “artificial” time limit, that being when all champions have reached level 18 and a full build (unless there are perma scaling champions like Veigar in the game). At this point a champions ability to influence the game stagnates.
The way League's current game design functions ensures that champions will get stronger, every player receives a minimal amount of gold (20.4 Gold per 10 Seconds, starting a 1:50 mins). This gold gain can not be influenced by the opponent and accumulated gold can not be lost. Obviously a players main income source in the form of last hits can be influenced by zoning him away and by crashing waves into the tower while the player is not in lane.
Experience gain can be influenced by the opponent by zoning the champion outside of exp range. However experience gain being based on proximity and not last hits makes it pretty much impossible to permanently deny experience to a champion. It does create level leads though and determines who reaches level 18 first.
Denying gold and experience is a huge part of League but the fact remains that gold and exp gain can only be slowed down, not stopped. If the game goes long enough every champion will reach level 18 and a full build.
The scaling of individual champions differs vastly from one another. Early game champions like Lee Sin and Renekton scale better with levels than with items. They are predicated on pushing early leads and snowballing from them. If they just passively farm without trying to set their opponents behind, they will soon be outscaled. The longer the game goes on the less impactful they become. The difference between a three item Renekton and a six item Renekton is comparably small. The difference between a three item Cassiopeia and a six item Cassiopeia is massive.
Here we reach a concept for which LS uses the term “Onus” which can be translated as “The responsibility/duty/burden”. Some of you who watch his streams might remember moments in which he stated something like: “The onus is on X team to make something happen.” What is meant by this is the fact that a team comp that scales worse than their opponents HAS to be active and aggressive, HAS to push their advantages. HAS to go for objectives. Otherwise they will get outscaled and lose. And scaling is always happening, it's a ticking time bomb. In contrast to an early game team comp, safe passivity favors a scaling team comp. A scaling team comp does not need to win lanes or take risky team fights, it does not need to set up dives to put enemy laners behind. The only “Onus” that's on a scaling team for quite a while, is to not lose. An there is only one way to lose the game. Unless the Nexus falls the game is not over. This grants a scaling team plenty of leeway in their behavior. “But what about Herald, Dragons and Baron?” I will get to that question in detail a bit later on.
This fundamental nature of League's game design incentivizes the picking of the best scaling champions for all positions. “But well-scaling champions tend to be weak in lane, they will just be crushed by strong early game champions.” Generally it is true that well-scaling champions are weak early but there are some exceptions like Ornn, Gankplank and Caitlyn. The recently returned Camille also falls in this category.
Ornn in particular is an absolute monster in a well- scaling team comp. Just the value of the stats he offers to his team and himself alone is insane. There are multiple charts out their detailing the gold efficiency of his upgraded items. I don't know if they are accurate and still up to date but the total gold value of the six items that most likely will be upgraded is more than 6000 gold. That is what Ornn can give to your team. For free. No other champion in the game has such a big impact on the stats of his team mates.
Even if all the champions on the well-scaling team lose their lanes to early game champions it's not the end of the world. It is possible to lose lane in a controlled way, this mostly entails avoiding deaths, and getting last hits/soaking up exp whenever safely possible. Losing the first tower on every lane actually offers some benefits to a well-scaling team, mostly in allowing the set up of the perfect freezing spots for safe farming, right outside the T2 tower range. Additionally the remaining towers are in closer proximity allowing for champions to help each other out faster in emergencies. The new smaller area is easier to defend than the larger area between the fallen outer towers. LS refers to this small area between the T2 towers as “The Triangle” and has pointed out its values in defensive play many times. I am not advocating for letting the opponent take plates and towers for free but it is important to keep the real value of the T1 towers in mind and not to over value them. Dying to protect a plateless T1 tower is an unnecessary mistake. There seems to exist the common misconception that League is chaotic, that anything can happen. League is actually pretty formulaic and controllable. Especially in the early game, it is nearly static. The only real variance at the very start of the game comes in the form of a possible invade, a Blitz or Syndra pick offering the maximum amount of cheese since they can steal buffs over walls. Personally I consider invades a near useless tactic in terms of risk and reward. It's a coin flip that can go either way. If a team with superior scaling gets invaded at red buff it is actually best not to contest the buff. Teams make the frequent mistake of contesting objectives which at that specific time hold little relative value. Retreat, try to match the steal by having the jungler and the midlaner rush to take the opponents raptors or even red buff. Even if the better scaling team decides not to risk a matching steal, the loss of a single buff is not nearly as bad as it is perceived. That is especially true for well scaling junglers whose main objective lies in power farming and not in frequent ganking. If an early game jungler like Lee Sin stole the red buff of a Graves, he might rejoice over his steal but unless he can use it to pull of a successful gank he is quickly going to fall behind the power farming Graves anyway. Lee Sin has to push his advantage to be useful, Graves doesn't. He can just safely continue farming his own jungle. Having lost the red buff doesn't change this behavior, it only slightly slows down his clear for a while. Losing the red buff to another well scaling jungler, like a Kindred, is of more concern. However, the more late game champions there are on a team the less likely it should be that said team will attempt an invade as this risky behavior counteracts what the strategy of the team comp aims to achieve.
Let's talk about cheater recalls and freezing.
The cheater recall is an ideal tactic and should be employed every game. It is easier to pull off in the mid and top lane since laners here tend to have better early wave clear. The cheater recall is employed by slow pushing the first wave, making sure your minions are always healthier than the opponents. When the second wave arrives both waves should be still somewhat close to the center of the lane (however slightly pushed towards the enemy tower). When the third waves arrives (the cannon wave) it will pile together with the remains of your second wave. The enemy waves will also have piled (sooner than yours since they are closer to the enemy base). When your third waves arrives you hard shove the enemy waves as fast as you can to crash both of your waves into the tower before the opponent can clear them. This allows you to recall with enough gold for a second Doran's ring/sword/shield or a long sword/corrupting pots etc. The time you have managed to gain by this cheater recall is enough to walk back to lane without having to use teleport. The wave will have reset and your opponent who was busy shoving back the wave now has to decide if he should back which will lose him gold an exp or if he is going to stay. That would mean facing you, fresh from the fountain and with an item advantage, while he will be low on HP and mana. There is only one risk when attempting a cheater recall, the initial slow push somewhat exposes one to the enemy jungler. This can of course be mitigated by wards. Even in the event that one laner has to abandon the cheater recall attempt because of jungle pressure , there are still two other lanes who can pull it off since the jungler can only be at one place at a time. Despite these obvious advantages cheater recalls have not yet completely caught on in pro play. LS frequently criticizes players failing to do so while praising those who do employ cheater recalls.
Freezing is the ideal tactic to be employed by laners in a well-scaling team comp. Manipulating the enemy minions so they permanently pile up just outside of your tower range (Some champions like Anivia can also influence friendly minions by blocking their path with her wall). This leads to an ideal and safe farming spot while forcing the opponent to overextend, opening him up to potential ganks. The opponent is forced to commit to risky play or he will lose out on gold and he might even be zoned out of exp range. This is a laners worst nightmare. Breaking a freeze is hard and risky. The easiest option is to use long range poke abilities to thin out the enemy wave or to force the opponent to back. Of course for this option there need to be long range poke abilities available on the team. If that's not the case, the lanelaners need to move up close with the same goal of either clearing the minions or forcing the opponent to back. This however is the ideal moment for the opponents jungler to gank and therefore is a very risky option. The better option is to call on your own jungler and set up a two/three man dive to force the opponent of the toweclear the wave. This is somewhat risky as well and even if all goes well it's not an ideal situation as multiple people will be sharing exp and potentially gold as well. It will also reveal the position of the jungler allowing the opponent laners to know they are safe and giving the opponent jungler the chance to counter jungle or match gank. If the freezing laners are getting dived it should be their highest priority to survive and withdraw safely, they should not try to contest. A freeze will end naturally when the freezing laner chooses to recall. In bot lane it is possible to have one player recall while the other maintains the freeze. In pro play freezes are still not very common despite the massive advantages it provides for scaling teams. We can see LS malding regularly on stream whenever a player is in an ideal position to freeze and doesn't do so. Alternatively we sometimes get to see his delight upon seeing players freeze correctly. Teams and players not recognizing the advantages of freezing seems to be one of LS's main criticisms of current pro play.
The main argument against freezing is the lack of objective/vision control it causes. This is true, however the ideal situation to set up a freeze is when there are no relevant objectives on the map. It is quite possible to freeze until an objective comes up, abandon the freeze to contest the objective and afterwards set up another freeze. The best counter to a freeze is to set one up before the opponent does but given that freezing is uncommon in pro play, the first teams that will pick up the tactic will have a great advantage. Another argument against freezing is the often stated “loss of momentum/tempo”. This is correct again, however a well-scaling team comp has no need to make plays happen. It does not need to destroy towers and then quickly rotate to another lane. It does not need to catch people out of position. Until the very late game, when the well-scaling team comp switches from defensive to offensive play, all it needs to do is survive while soaking up as much gold and exp as safely possible.
In some cases it is not even necessary to break a freeze even when an objective is up, it might just not be worth it. This is the issue of teams overvaluing certain objectives. According to LS, the Rift Herald is the most overvalued of these objectives. He frequently criticizes teams decisions to have two or even three players secure Rift Herald when they could just have stayed in lane farming. The Rift Herald on average manages to take three plates from a tower, that's 480 gold shared between players close to the tower. If we have three players present that makes 160 gold for each. The average gold worth of a single wave of minions at this point in the game is somewhere around 130 – 140 gold. Lets assume the three players are the top, mid and jungle players, that's most likely. How many waves do top and mid lose while killing and employing Herald? One at least, possibly two. Those are losses in both gold and experience. After tower plates have fallen Herald loses even more worth, granting only 160 gold locally shared if it manages to kill a tower. This makes the second Herald pretty much worthless other than for damaging towers. Another problem is that using Herald is conditional, it can time out and therefore HAS to be used at some point if taken. If the situation is unfortunate the Herald might be killed before it even reaches a tower, then it is worth nothing. Unlike just staying in lane and farming, taking and employing Herald is a gamble that's not really worth it. Especially not for well-scaling teams. One can argue that Herald can be used by early game team cops to accelerate gold leads, push towers and thereby create momentum but those things are irrelevant for well-scaling team comps.
The next objective is the Dragon. LS has argued that conceding the first two Dragons to the opposing team is not necessarily that bad for a well-scaling team comp. I personally would even say that the third Dragon can also be left to the opponent. The important part however is to keep denying them the fourth Dragon and with that the soul until it can be claimed by the well-scaling team comp. For those team comps I would rank the value of the Souls like this: 1. Ocean 2. Inferno 3. Mountain 4. Cloud
The Elder Dragon also has to be denied to the opposing team.
Baron spawns at 20 minutes and the fourth Dragon at the earliest as well, if the first three Dragons have been taken immediately after spawning, which is unlikely. This grants the well-scaling team at least 20 minutes of farming before having to worry about any neutral objective. If Baron and the fourth Dragon are up at the same time, the Dragon needs to be prioritized. If the opposing team goes for it, it needs to be contested. Should the opposing team prioritize Baron instead, the well-scaling team should immediately take the Dragon, thus buying another 5 minutes of time before the action needs to be repeated with the next Dragon. Should no Dragon be up when the opposing team attempts to take Baron, it would be best to force them of it with the least amount of investment possible. If it is still early in the game a full teamfight at Baron should be avoided. It is easier to force a team away from Baron than it is to take it. The well-scaling team does not have to take Baron, it only needs to force the opposing team away. If that's not possible it is better to just let the opposing team take it instead of trying to contest it. There is no need to coin flip the Baron early in the game. The worst scenario that can happen is when the fourth Dragon spawns right after the opposing team has taken Baron. This team can now decide to immediately take the forth Dragon as well. At this point in the game the well-scaling team is likely not strong enough yet to contest the Dragon against a Baron empowered team. This problem can be avoided by following LS's idea of only conceding the first two Dragons. This is not without risks either as it might lead to a teamfight when the third Dragon needs to be secured. This would likely take place around the 15 to 18 minute mark, at this time the well-scaling team is still at a disadvantage in a direct confrontation since the item break point has not been reached yet. If however the opposing team should not be in a position to contest the third Dragon, it should be taken as fast as possible by the well-scaling team. The point where the game starts to swing in favor of the well-scaling team is with the completion of the third item (not counting boots). Most early game champions fall off at three items and get overtaken by better scaling champions. Completion of the third item for most if not all champions on the well-scaling team should be somewhere between the 25 to 30 minute mark.
My idea of conceding three instead of two Dragons is based on the following: Instead of risking a team fight around the third Dragon that would likely be lost, it is safer to just stay in lane and farm. Additionally the fourth Dragon serves as a tempting bait for the opposing team that is only one Dragon away from Soul. The fight for the fourth Dragon would take place around the 20 to 25 minute mark, possibly even later. This is closer to the item break point and therefore a less risky fight than the one for the third Dragon. Once the item break point has been reached, the fourth Dragon, Elder Dragon and Baron can be used by the well-scaling team comp to bait the opposing team into teamfights. At this point team fights will have become advantageous to the well-scaling team. With the exception of the forth, fifth, sixth and seventh Dragon, no main neutral objective should be taken after a successful teamfight, Baron and Elder Dragon need to serve as permanent baits. Taking the opponents jungle camps before going back to freezing is probably the best option. Once the opponent team has respawned, the well-scaling team has to take position in close proximity to Baron and Dragon/Elder Dragon so they can bait the opponent again. The lane dominance of the early game team comp and the resulting destruction of the T1 towers (potentially some T2 Towers as well) in the earlier part of the game will have caused the minions to be located in close proximity to the well-scaling teams base, where the minions are held as long as possible with the help of freezing. Given this state the worse-scaling team comp can not farm and the jungle camps have been taken after the latest team fight. Going for Baron, Dragon/Elder Dragon is their only hope but this is were they will keep losing team fights to the team comp that now outscales them and still keeps scaling, ever widening the gap. At this point the worse-scaling team is doomed. The well-scaling team can maintain this position, alternating between, freezing, taking own jungle camps and baiting/fighting team fights near Baron and Dragon, theoretically until they reach 6 items on each champion. That would be the safest option. Once the well-scaling team has gauged their strength as sufficient enough that losing any team fight is highly unlikely (be that before or after reaching six items), the team can now take both Elder and Baron and tear down the opponents base as an unstoppable force to end the game. The best time for this is of course after having successfully baited and beaten the opponents in a teamfight.
It may sound counterintuitive but the early game is the most important part of the game for a well-scaling team comp. Luckily it's also the most controllable part and can be practiced easily. LS has proposed that teams should mutually decide to also train “Blitz games” against each other. I assume these games would contain the first 15 to 20 minutes before calling an end. In this manner teams can train the early game twice as often as you can play two “Blitz games” instead of one normal one. I have no idea though what the best ratio between normal scrim games and “Blitz games” would be.
On the matter of Drafting
This is the problem that is easiest to fix and therefore causes LS the greatest amount of agony whenever he has to witness teams failing to do so. I already pointed out that well-scaling teams have an inherent advantage based on how League is designed as a game. Early game champions that have to push their advantages and need to make “things happen” to be useful are referred to as “Sinner Champions” by LS. The biggest offenders in this category to him being Renekton and Lee Sin. LS has pointed out that teams frequently fail to understand the strengths and Win Conditions of the team comps they are assembling in draft, as well as the opponents team comp. This often leads to situations in which teams hamstring their team comps or even counter pick themselves despite seeing what the opponents have picked so far. When Aphelios was picked up in pro play he was considered incredibly OP, LS pointed out that the reason for this was teams picking short range champions against him instead of trying to counter him with long range poke.
Teams also tend to not play towards their Win Conditions, the recent TES vs Flyquest game (the game Flyquest won) showed some excellent examples. TES's team comp scales slightly better than that of Fly. Yet when they got invaded by Fly instead of match stealing Fly's raptors or safely retreating they chose to contest their own raptors, losing both their Support and their raptors in the process. TES scales better, there was no need to coinflip over a raptor camp and a Red Buff. TES hard shoves bot lane (too fast for a cheater recall) and their Support gets hooked by Fly's Blitz and dies. Once again: TES scales better. Since they were not going for a cheater recall there was absolutely no need to hard shove. Instead try to freeze and play safely since Blitz is going to punish every mistake extra hard. TES's Support Lux scales way better than Fly's Blitz, just avoid dying. Next TES attempts a three man dive top lane. The dive fails, almost kills TES's midlaner and costs him two waves in mid lane + teleport. I say it once again: TES scales better. There was absolutely no need for that top lane dive. None. TES's Urgot outscales Fly's Gnar naturally as the game goes on. Urgot even bought Cull being aware of this. There was no need to try and get Gnar behind. This sort of pointless and risky play should be avoided at all cost by better scaling teams. TES mid laner picking Galio was another blunder that happened in draft. Oriana and Syndra had been banned away and Fly had picked the amazingly scaling Azir, thus making mid lane a tough spot to pick for. Nevertheless, Ziggs, Vel'Koz, Xerath (LS considers these three to be good answers to Azir), Veigar or Cassiopeia would all have been better picks than Galio who has little synergy with the rest of the team and handicaps the scaling somewhat.
LS had the following to say during his casting of the Quarterfinal Game 3 between DWG and DRX after Chovy picked Vel'Koz: “We've been talking about the inevitability of the eventual three making their way into mid as the next evolution of mid lane. Right now it's mostly Oriana, Azir, Corki who are controlling everything for a long time but the one-up to them is Xerath, Vel'koz and Ziggs but no one's really been able to pilot them consistently enough to just make them the mainstream meta. And then once they come in, very ancient mid laners like Fizz and other things start coming back.”
Mid lane seems to be most ahead of the meta right now, with support being furthest behind. The overall evolution should be taking place like this: Well-scaling teams with strong disengage and terrain control (we see the terrain control part currently in Oriana and Azir).Mages are finally returning in the Support role (we have Morgana and Lux already but Zyra as the best fit needs to return). This will then be countered by well-scaling teams with long range poke (the emergence of Xerath, Vel'koz and Ziggs as mentioned by LS). Mages will remain in the bot lane as most of them fill the poke role already. This will then be countered by well-scaling teams with hard engage and gap closing champions (Like Fizz as LS mentioned. LeBlanc and Ekko I guess as well). Mages should still remain in the bot lane, the benefit of having a secondary scaling AP carry is just to great to dismiss even if they might be vulnerable to engage. This will then be countered again by the well-scaling teams with strong disengage and terrain control that emerged at first. We will then be left with these three main comps circulating and replacing each other unless there will be drastic changes to Leagues game design that disinsetivizes picking well-scaling team comps.
For teams to draft efficiently they need to understand their own Win condition as well as the opponents Win condition. Based on this they can pick the champions that serve them the most while denying the opponents their best champions. I am of the opinion that picking in favor of your own teams Win Condition is always better than just flatly trying to counter the opponent. Only counter pick if it also furthers the teams Win Condition as well. The Win condition and the strategy intended to fulfill it need to be paramount. The idea of comfort or signature picks needs to disappear. Players should always be training an playing champions that fulfill their role the best inside the current meta. When the meta changes the players need to switch champions and retrain. Given this the most ideal player is an allrounder who is not bound to any specific way of playing. This is the most effective way to play the game. Too often we see players shine when champions of their preferred play style are in the meta only then to see them struggle once that's not the case anymore.
On Itemization
This seems to be LS's second biggest criticism of pro play. His opinions on the matter of Morellonomicon vs Liandry's Torment is well know by now and it has affected pro play. We even have seen some Gankplank's buy Liandry's as a third item as recommended by LS. LS main criticism of players buying Morellonomicon came from the fact that it is a situational item that only outshines Liandry's if the opponents team has plenty of healing. People tend to forget that Liandry's “Madness” passive amplifies all damage by up to 10% not just magic damage, it also applies to Liandry's own passive burn. For Liandry to reach the maximum of 10% damage increase you need to be in combat with enemy champions for 5 seconds meaning it reaches it's peak potential in drawn out fights. But even in shorter fights it is worth it, each second of combat increasing damage by 2%. If three of your abilities end up dealing 300 damage each and you are at max Madness stacks you just got an extra 90 damage on top of that. Liandry's is most likely the best damage item in the entire game since it's burn increases in value the more HP the target has.
Next we have LS's opinion on Black Cleaver vs Trinity Force. LS argues that most toplaners who end up buying Black Cleaver would benefit more from buying Triforce instead, even if they can't use the mana. Examples LS gave were Aatrox and Renekton. He argues that the spell blade proc and extra attack speed outshine Black Cleaver's armor shred in terms of damage as most champions lack the ability to easily stack the shred, or that they lack AoE to reliably apply it to multiple targets. In general LS seems to be of the opinion that Black Cleaver should only be purchased if the opponents team is really stacking up on armor. In terms of junglers he advocates to instead build lethality items like Ghostblade and he has praised players building it on Graves, instead of Black Cleaver. LS is critical of having multiple champions on a team build Black Cleaver and has mentioned that players should clearly communicate who on the team is going to build it. Recently it seems that LS considers Senna to be the best user to build Black Cleaver if necessary.
LS also has been vocal about the value of Locket of the Iron Solari, especially as third item on Ornn and Sett. Since the shield the item provides scales with a percentage of the user max HP it reaches it true potential if build on tanks, giving the ability of shielding an entire team for hundreds of HP. It's like having a Karma on your team but packed into an item instead.
For Ornn LS also recommends to build two ruby crystals instead of finishing Bami's Cinder, citing that it is cheaper, grants more HP and does not mess with the ability to freeze as Bami's AoE burn does. Later the item can then still be finished into Sunfire Cape.
The pre season item changes are most likely going to change what champions were are going to see in each role but it does not change the inherent advantage of well-scaling champions. It will also take time until the most effective builds for each champion will become clear. The new mobility item for marksmen might bring immobile hyper carries back in the meta, Jinx is already in a good spot and could be picked already. Kog'Maw is likely going to return to the bot lane. Varus might as well.
submitted by TheJawsX to leagueoflegends