Month: May 2010 (Page 4 of 6)

LoL: Understanding zoning

I know that many of you have probably seen this video, but it’s so good I had to share it. I’ve played most of my games over the past couple days with a guy named Everett and we’ve been winning a ton. We even took down a high-tier TakashiX/Elementz combo, albeit largely because the rest of their team lacked synergy. In the games that we’ve been able to lane together, we’ve done an absolutely brutal job of zoning our opponents with combinations like Sion/Ezreal. With so much nuking power and Ezreal’s extreme range, we have effectively shut our opponents out of early XP, making the rest of the game very difficult for them.

Zoning is basically using your skills and position to keep your enemy away from creep lines, thereby denying them XP while still farming yourself. It is a rough tactic, and though some champions can counter it, most will struggle if you can do it well. Shurelia does a great job explaining the various aspects of zoning so I’ll save you the trouble.

On a side note, I may start a weekly learning series, in which I cover some aspect of the game, much like this. If you have any questions or a topic you’d like to see covered, drop a note in the comments. I’d also be open to guides if you need help with a specific hero. As always, you can find me in game as “The Wiggin Boy.”

LoL: Summoner spell selection

Annie.I’ve had another weird streak of losses recently, so I thought it would be good to cover one of the basic concepts that can have huge effect on the outcome of your games. Summoner spell selection can be the difference between a win and a loss, as perfectly illustrated in a Twisted Treeline game the other day.

On opening my team was two tanks and an Annie. I thought we’d be okay, because Annie can actually do quite well on Treeline with good backup. The problem was, she didn’t take Cleanse. With two tanks and Annie, who do you think the other team will pick first? If I remember correctly, our opponents included a Shen and a Warwick. Every fight went just like you’d imagine. Either Warwick would ult Annie or Shen would taunt and she would die, almost instantly. I even asked her at champion select to consider taking Cleanse, but she called me a noob and told me to “just watch.”

Next time you’re struggling for a win, take a look at your team comp and think about who the first target will be. If you’re running on TT, you should definitely take Cleanse. It’s incredibly rare to have a team without a stun, and you’d probably beat those teams anyway, so making the sacrifice for cleanse won’t seem so bad. On the flip side, take a look at the other team’s skills at the loading screen. Note the players with Cleanse or another escape skill like Flash/Ghost and try to focus the others.

LoL: The Flash change (Yordle Stompers)

Alistar will be so happy.Riot snuck another change into the latest Test Realm patch, one we’ve been waiting on for quite a while. The patch introduced the Yordle Stompers, a new pair of boots with a Movement Speed 2 buff and an active that you’ve known up until now as Flash. Yes, Flash on boots.

The boots are expensive – 1400 in total – and obviously take the spot of one of those other pairs of sneakers you love. Personally, I think it’s the best option other than removing Flash completely. It forces players to make a choice between the utility of a Flash (on a 240 second CD, by the way) or the functionality of dodge/CC reduction. It also opens up player options for summoner skills, so characters that previously had to rely on Flash can now make some more interesting choices for their two skills.

If you want to see more of the community feedback regarding the boots check this TR thread. It’s worth reading through to see some of the opinions and the response from the devs. I really like the idea behind Phreak’s post. The basic gist comes from an article written by another game designer who says when there’s only one best way to invade France, you start the game after that invasion. I think that’s the problem overlooked most in game design. It’s not interesting when one spell, skill, rule, build, loadout, whatever is ubiquitous. It kills the variety of a game. It’s the difference between Halo 1 and Halo 2. Halo 1 it was pistol or nothing. While 2 still made heavy use of the Battle rifle, you always had the opportunity to take a strategic point with dual-wielding or a well-placed shotgun blast.

LoL: Akali skill list and impressions

Akali, the Fist of Shadow.If you’re keeping up with the announcement forums you know Akali is upon us. She’ll finally be joining her brothers, Shen and Kennen, for battle in the League of Legends. The Test Realm has been absolutely packed with players trying to get a look at her. I was lucky enough to get several games in so I thought it would only be fair to give you guys my impressions. As we now have the “new champion approaches” post from Riot, I can also offer the official skill list for your perusal.

Without further ado, the Akali skill list:

Mark of the Assassin: Akali throws her kama at an enemy, dealing damage and marking her target for several seconds. If she hits a marked target, the mark will deal additional damage. This is your bread and butter AP damage skill, even if it is inappropriately named (seriously, what assassin lets you know you’re marked?). It scales with ability power at a .4 ratio for both the initial strike and the secondary hit. This is what a fed Akali will use to cut you in half.

Twilight Shroud: Akali throws down a smoke bomb at a target area. While in the area, Akali becomes stealthed. Performing an action breaks stealth for a second. Enemies in the area have reduced movement speed and attack speed. This is the most “ninja” of Akali’s skills. It drops a circle on the ground about the radius of Nasus‘ Spirit Fire, visible to all players. When Akali is in the circle she cannot be seen for the duration that the circle is active (I believe it’s 6.5 seconds at rank 1). It also slows attack and movement speed of all enemy units in the circle. It’s not a bad skill, but it’s not great either. I haven’t played it much on 5v5 but on 3v3 I used it mostly as an escape mechanic, though occasionally the slow would get me a kill. I would love to see them give this a small (maybe 15%) movement speed boost for Akali as well. The slow improves along with the duration as you rank up.

Crescent Slash: Akali hits all units around her for damage scaling off both her attack damage and ability power. The bread and butter damage skill, this thing hits in about the radius of Malphite’s Ground Slam. It gains 60% of your AD and 30% of your AP along with a base damage modifier. It’s great for picking other Akali players off in the Shroud when they’re low.

Shadow Dance (ultimate): Akali moves through shadows to quickly strike her target, dealing damage and consuming an Essence of Shadow charge. Akali recharges Essence of Shadow charges periodically, max 3 stacks. This skill gives Akali all of her feel. It has great range, is up – typically with 3 stacks – every time you need it, and can be used for farming, harassment, whatever. Much like Ezreal, Akali can be tough to target when she’s using this skill. It’s only on a two second cooldown and it improves from there, making this your go-to skill for dishing out quick damage. Coupled with Mark, most targets won’t get away from Akali over 40% after a full combo.

Twin Disciplines (passive):
Discipline of Might – Upon obtaining 20 ability power, Akali’s melee attacks deal additional magic damage. The bonus magic damage is increased for every 5 ability power gained afterwards.
Discipline of Force – Upon obtaining 10 attack damage, Akali gains spell vamp. She gains additional spell vamp for every 20 attack damage gained afterwards.
I’m completely unimpressed by this aspect of Akali’s playstyle. Might only hits hard if you have high attack damage (it’s a percentage based increase on your AD). Force only heals well if you have high AP. This doesn’t encourage one build over the other, it encourages a strict hybrid to maximize both your damage dealing potential and your survivability. This is further emphasized with the damage scaling on Crescent Slash and the fact that Mark scales by AP only. If there was one thing I would change it would be her passive. The Mark/Slash issue just points to viability for both builds. Adding another level of dual-scaling encourages those weird hybrid builds the new champions seem destined for. It’s not that I’m opposed to hybrid builds, but that there aren’t enough items to support it. Guinsoo’s, sure, but what then? Until we have better itemization for true hybrids I’ll remain displeased with the effort to push players in that direction.

Despite my distaste for her passive, I think Akali will be a lot of fun She still has excellent damage output, and her twitchy playstyle is something I’ve really enjoyed on Kennen. In fact, I’ll probably build her a lot like I do Kennen – heavy magic penetration with enough early AP to completely carry a team. From just a few practice games I get the feeling that she’ll snowball fairly well as AP but has the farming capability to make AD viable. I still think AP is the spec, though. Ranged damage dealers far outshine their melee counterparts in most situation. Yes, even on TT. There are a select few melee toons that do well there – I don’t think Akali will be one of them. Not as AD, anyway.

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