Chapter 297: The Kill-Stealing Dog

⏱ ~5 min read

Chapter 297: The Kill-Stealing Dog

Sure enough, Garen raised his big sword and charged straight in, shouting loudly, "Demacia!"

"What the hell!"

Jia Peng was dumbfounded because he had only just reached the blue buff position, still a distance from the top lane, and Garen was already in a precarious state, with only half health.

Clearly, Garen saw the signal and rushed in without even checking where the Sword Saint was.

"Bro, wait for me to go in first!"

Jia Peng didn't have time to type. As Garen charged forward, the Molten Giant slammed him into the air with his ultimate, and then the enemy Sword Saint went all out on him. Even with his W skill activated for damage reduction, Garen couldn't hold on.

By the time Jia Peng arrived, Garen was already a corpse.

But fortunately, both enemy champions had no skills left and were very low on health. Jia Peng's Sword Saint activated Highlander and charged straight in, raising his longsword.

Alpha Strike!

The Sword Saint's figure turned into a streak of light, directly targeting the low-health Stone Man first. Although the Sword Saint no longer had red buff for a slow effect, his movement speed was incredibly fast, and the two enemy champions were far from their turret. The Stone Man fell quickly.

After activating Highlander, killing an enemy refreshed the Sword Saint's skills, so he used Alpha Strike again, followed by a few slashes to take down the low-health enemy Sword Saint under the turret.

With Highlander active, Master Yi, the Sword Saint, darted around like a mad dog, leaving afterimages in his wake, looking extremely cool.

A deep system voice echoed across the map: [Killing Spree!]

Garen: "Sword Saint, why didn't you go in earlier?"

Master Yi: "..."

Jia Peng felt there was no point in explaining. Whatever, he'd gotten the kills, and the result was good.

...

Completing four kills without dying earned [Killing Spree], and eight kills without dying earned [Legendary].

Chen Mo had also deliberated over the related system voice lines for a while. The main issue was that some phrases, like "First Blood," sounded less impactful in Chinese. So in Chen Mo's previous life, even the fully Chinese-themed game *Honor of Kings* kept English voice lines like "First Blood" and "Pentakill."

However, Chen Mo also considered that in his previous life, MOBA games were imports, and players were already accustomed to English voice lines, so those audio effects had been retained.

But the *League of Legends* Chen Mo was developing targeted domestic players who hadn't played any decent MOBA games. If there were too many English voice lines, players might feel confused.

After much thought, Chen Mo decided to keep only "First Blood," "Double Kill," "Quadra Kill," and "Pentakill," replacing all other voice lines with Chinese.

The multi-kill sound effects were changed to "Killing Spree," "Unstoppable," "Dominating," "Godlike," and "Legendary."

When these terms were delivered with emotion by top-tier voice actors in Chinese, they actually sounded quite fitting and didn't feel out of place.

Of course, Chen Mo considered that an overseas version would be needed later, and some players might have other preferences, so he also created a full set of English voice lines that players could freely switch between in the client.

...

Wen Lingwei was in the mid-lane, trading blows with the enemy Card Master in a clumsy back-and-forth. Neither could kill the other; they just recalled when low on health. After over ten minutes, no kills had occurred.

The top and bottom lanes also had few kills, mostly assists, all of which went to Jia Peng's Sword Saint.

Moreover, as the Sword Saint racked up more kills, his equipment improved rapidly, quickly achieving an item advantage over the bots.

Later on, whenever Jia Peng spotted a bot, he would just activate Highlander and charge in, taking them down in a few slashes.

The Sword Saint not only killed quickly but also destroyed turrets fast. The other four followed him in a straight push, quickly destroying the bots' nexus and securing victory.

The final score for the Sword Saint was 13/0/4, with the vast majority of kills taken by him.

Chang Xiuya exclaimed, "Wow, Jia Peng, you're amazing!"

Jia Peng scratched his head a bit sheepishly. "Uh, luck, just luck."

Wen Lingwei remarked, "What a kill-stealing dog."

Jia Peng coughed dryly. "Ahem, I don't like hearing that. What do you mean, kill-stealing dog? I earned those kills fair and square—how is that being a kill-stealing dog..."

On the post-game screen, Jia Peng happily looked over his various stats.

In *Warcraft*, after a match ended, there was a summary screen where you could check things like the economic comparison between both sides.

But in *League of Legends*, the data display was much richer.

On the final summary screen, there were three tabs: [Scoreboard], [Charts], and [Overview].

In [Scoreboard], you could view all champions' items, scores, summoner spells, and so on.

In [Charts], you could see detailed data for each champion, including damage dealt, healing done, damage taken, minions or jungle monsters killed, and more. Damage was further broken down into physical, magic, and true damage dealt to champions, as well as total damage. Total damage also included damage to turrets and strategic points like turrets, Baron, and Dragon.

Moreover, all data was displayed in chart form, making comparisons clear at a glance.

In the [Overview] tab, you could see the economic curve changes for both sides, the distribution of champion kills on the map, and, after selecting a specific champion, their kill and death locations on the map.

Through the final summary screen, it was immediately obvious who carried and who dragged the team down.

After a match, if players wanted to judge whether their carry performed well, they basically only needed to look at two stats: the score and the damage dealt. Of course, damage taken, minion kills, and other data also served as important criteria for evaluating performance.

Even someone who hadn't watched the match could roughly infer the entire battle process and identify the key points of victory or defeat from this data.

Some games didn't make such detailed statistics available.

Other games deliberately kept statistics vague to spare players' feelings.

But this often backfired.

For players who performed poorly, not seeing these stats meant they couldn't identify where they went wrong, and thus couldn't improve or grow. They would never develop or get better.

The end result was often that everyone thought they played fine, leading to endless mutual blame and making the overall game environment worse.

Of course, even with these stats, those who performed poorly might still refuse to admit their mistakes. But at least it made the carry feel a bit better—they could screenshot the scoreboard, post it on social media, and caption it: "Can't carry these dead weights!"

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