@lolesports Also your statement doesn't explain why the in-game ping was already 25ms on the 12th before you had made the fix and before RNG rematches. If what you say is true, then it should be 35ms. you really screwed up this time.
@lolesports The demonstration in the video has proved that according to the calculation, the League of Legends game within the latency calculation is relatively accurate, and how to come up with the actual latency and the displayed latency does not match?
@lolesports Another analysis against your newest announcement:
https://t.co/TuvffvsY0r
This analysis states that when you use the latency tool to increase the in-game ping value, the actual ping value will only be lower than the in-game displayed ping value, contrary to what you state.
@lolesports of Gala played in the 2021 MSI offline. But Viper's first view in ranking (Korean server, 35 ping) has about 6-7 frames more than CAPS's first view on May 14, from the click to character actually start moving. It means that the ping of the 14th live match player is obviously much
@lolesports Why don't you respond why T1 plays on 22ms? Is all team in Busan play on 22ms and you require RNG to play on 35ms? Or, only T1 plays on 22ms? Also, why all T1 members (or all teams in Busan) keep being silence while they know it's 22ms they play on instead of 35ms?