Author: Jeff Morgan (Page 105 of 260)

WoW PvP: crowd control gone wild

WoW Arena.

I’ve been spending a good bit of my game time playing World of Warcraft and I’ve been enjoying the expansion so far. Yes, it is more of the same, but my favorite class (hunter) has been reworked and feels like he did in early BC when I learned to love him. It’s been good to see Blizzard speed up some of the more tedious aspects of the game, and it’s nice having populated worlds again.

My main focus in the game now is PvP. I did the raiding thing for a while, but I just don’t have those big chunks of time to put toward a single dungeon any more. I want to jump in some BGs, go work on my Archaeology, go bleed some gold from the auction house, and work on my professions in a play session. PvP is a lot more conducive to that. PvP in WoW has always disappointed me a bit. There are just too many different skills to worry about from the different classes, and without thorough study, it can be tough to know what happened to you in a fight. I often find myself looking at the combat log (a feature League of Legends desperately needs) and then googling the various effects to see what the hell they are.

The biggest problem, though, is CC. Crowd Control in WoW is one of the worst active game systems on the market today. It is entirely plausible that you will be unable to control your character for stretches as long as 30 seconds, during which you will most definitely die. Blizzard woefully tries to address this with diminishing returns, but those returns are player specific, so you can get chain-disabled by a group of 2-3 players without them incurring much penalty.

There are a lot of good ideas out there for fixing this, but I thought I’d share my own variation, from a post on the Battleground forums:

The CC in WoW always brings me back to a simple game design principle: is the anti-fun generated by the mechanic greater than the fun generated by the mechanic. The answer is overwhelmingly yes.

Someone in the thread mentioned that the goal of WoW PvP is to deny your opponent the ability to fight instead of outfighting them. It’s unfortunately true, and again, really not fun for either side. Do I get a sense of accomplishment when I kill a target that doesn’t move and I just shred away for 15 seconds? No. And the guy getting killed is obviously having very little fun. Loss of character control will always be a crap mechanic for the receiving player. The fact that it can last as long as 20-30 seconds (with disables from a couple toons) is just absurd.

To all the people saying the equivalent to “get cleansed bro,” players don’t always have a cleanse nearby, and suggesting they should get one doesn’t at all address the problem. Nerf the CCs, and nerf cleanse with them so it doesn’t get to the point that you can’t lock that warrior down.

A [global diminishing returns system] would be awesome, but I’d also love to see some system where CC breaks when you take some percentage of your health in damage – let’s say 10 percent for the sake of argument. You get stunned, as soon as your health is reduced by 10 percent of it’s max, the CC breaks and you become immune for X amount of time. I say reduced because heals could prolong it – this would hopefully remind people to kill the damn healer. Fights would have so much more back and forth and be infinitely more interesting. It would also rightly encourage people to use CCs against their off-target for spell interrupts. Put that kind of system with a GDR and PvP is instantly more interesting. You’d probably have to move the damage/healing slider a bit, but any change would require some across the board tweaking.

Even though WoW is the rampaging juggernaut of the video game world, it could learn a lot from burgeoning fields, like the MOBA world. I’ll let you know how it feels when I have a couple hundred games under my belt, but for now I feel like I’m either getting disabled to death or doing the disabling. It’s not very often that I’m hitting someone who’s hitting me back.

My bad on FG LoL Mondays – next three weeks will be sporadic

I forgot to mention that I traveled most of the weekend and as such wouldn’t likely be around for games this evening. I am in a match right now, so feel free to hit me up afterward if you want to join. I probably won’t be organizing games for the next couple Monday nights because I’m with family and my schedule will be up in the air. I promise I’ll do a better job letting you know what’s up for the coming weeks. If you don’t come around to read for the next few days, have a happy holiday!

Caitlyn sneak peek: what can we say, bondage sells

Caitlyn concept art.It’s an off-patch week, which means just one thing: there’s a new champion on the way, Caitlyn. Let’s just jump right into her introductory paragraph:

Officials from Piltover would like me to issue a statement to all of you. It is my duty to inform you that there is a new sheriff in town. The beautiful (and stylish) Caitlyn, the Sheriff of Piltover, has arrived at the League of Legends, so bandits, ruffians, rabble-rousers, and otherwise uncouth persons beware! Of course, even if you’re on the run, one look at her and you might not want to escape anymore. Of course, you don’t need to have a warrant out for your arrest to get a closer look at this pretty lady. Whether you’re an outlaw type or someone who plays by the rules, I’ve got the publicity shots for you right here!

There is already a lot of discontent brewing among the playerbase about Caitlyn’s design. As so many have been quick to point out, she looks an awful lot like another buxom gunslinger, one who already has a cowgirl skin. I’m hoping Riot finds a way to make Caitlyn feel different. I would love to see a sniper-style character (you can see in the concept art that the sights on her gun flip up – ultimate activation maybe?), but I just don’t know if it’s going to happen. From the looks of things, she’ll be another piece of jiggly eye candy with a familiar set of skills.

More on the Cassiopeia patch: seriously, just kill dragon

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I’ve spent a lot of time writing about the way this game can sometimes induce a lack of skill in the player base. There are a lot of champions who are (or were) just too good for the low skill required to play them. Players see the strength of those champions and flock to them, learning the game at its easiest without picking up on the nuances of League of Legends.

The latest patch addresses a lot of these issues. Some of the easier champions got nerfed (though to be fair, so did some of the harder ones), and some champions got reworked to require a little higher skill ceiling (Udyr comes to mind – I don’t think he’s as bad off as everyone thinks). The most prominent change, though, was to the dragon. Dragon has always been an integral part of the metagame, and it has undergone significant changes when Riot thought it was affecting things too heavily. The change this patch really seems to be about getting teams to the dragon. There’s no more global experience, which means you gotta be right up on top of him to get that extra boost. To compensate for the global XP nerf, dragon got a global gold buff, up from 130g to 240g.

I’m still not sure how this will affect games, but I like the idea. Obviously the purpose is to get teams to travel to dragon in force, but by buffing the gold gain, Riot sort of shot themselves in the leg. If a team fights and wins dragon twice (with the majority of the team at dragon), I think it’s safe to say they’ll have a huge advantage. That much XP and gold for an entire team will launch them ahead of their opponents. I’m all for more focused fighting on the map – it decreases roam, slows down ganking, encourages tight comps – but increasing the benefits to the team that wins the fight means we’ll see serious snowballing in a lot of games. Snowballing is one of the biggest issues for competitive play. This dragon change could make things a lot worse, and we might see a return to the five-man roam squads of months past.

I’m hopeful it won’t happen, but I’m fairly certain we’re in for a frustrating couple weeks of play. While I think Riot can most often be criticized for too many tiny, incremental nudges, when they make big changes, they make huge changes, and often several of them at once. Why not just remove global dragon experience and see what that does?

Cassiopeia Patch Roundup: The items, they are a-changin’

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Yesterday I covered the various champion changes that came with the Cassiopeia patch, but it’s tough to talk about those champion changes without also discussing the items changes. Several of the champions that got nerfed also had their primary builds nerfed, which could all but remove them from the game. A lot of items had small changes, like the Infinity Edge nerf or the Elixir changes. As usual, I’ll just be covering the big stuff. Let’s have a look.

Innervating Locket is gone. Yes, completely removed. It was so damn good on the characters that used it most that it just couldn’t be balanced. If you’ve seen people run a Locket stack, you know what I’m talking about. Gragas, Udyr, Sona – all of them could exploit Locket for survivability. Riot said they wanted to remake it, but in the meantime, it would be out of the game. I’m not too sad about this one. It hurts my Udyr game a little, but I’m sure I can find other ways to make him work.

Last Whisper got changed to flat damage and armor penetration. No more attack speed. I think this is a really good change, though it’s a little ridiculous on Pantheon right now. As I mentioned in a post on armor pen a while back, Last Whisper is just too good. It improves your damage output immensely by not only modifying your regular attacks but also modifying the rate at which those attacks hit. I’m glad for the change.

Phantom Dancer has had its cost lowered and the dodge chance removed. I only mention it because I saw a post from either Zileas or another designer saying they don’t like dodge much. That’s a big statement, considering there’s a character primarily built around dodge. I couldn’t agree more, though. I’ve seen too many level two kills slip away because of a lucky dodge or, in the worst cases, two dodges in a row. At that level, you have like eight percent dodge at best. It’s a terrible stat, and definitely worth removing.

Wards got a pretty big nerf this go round, which could have some interesting effects on gameplay. The duration is down to three minutes for both varieties, a solid 33 percent nerf for sight wards. Health has also been reduced to one – yes, one – so that if you see a dropped ward it’s pretty much dead. I think it’s going to become tough to encourage people to buy them now. I played my first ranked games in more than a month this past week and in both games I saw little or no warding.

The other big news, of course, is no Sunfire stacking for tanks. The passive is unique, so you only get that damage once. It should diversify a lot of tank builds, but it also hit certain toons very hard. Obviously Garen got wrecked by it, but toons like Malphite and Shen will probably also miss the extra damage.

That’s it for items. You can see Riot has made some very significant changes to the way the game is being played. For some reasons my tags aren’t saving on my laptop but I should have that fixed momentarily. More thoughts on metagame changes, especially the XP gain and dragon changes, tomorrow night.

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