Author: Jeff Morgan (Page 109 of 260)

My take on Summoner Flash

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One of the first things you guys said on the patch impressions was that you were hoping Flash would get removed. I’m not a fan of Flash, but without implementing another Flash mechanic (like the Flash boots they made some time ago) I don’t think we’ll be seeing Flash disappear any time soon.

The problem is that just too many champions rely on Flash to effectively use their skills. The most obvious example is probably Alistar, a character for which Flash is all but necessary. And what of Fiddlesticks? Often by the time his ultimate is done channeling his targets are gone. The channel is also long enough that he can’t really afford to ult in the middle of a teamfight. The list goes on – basically any champion with an AOE ult could be in regular need of Flash. Think of ulting with Kennen just to see Shaco Deceive, Gragas Body Slam, or Kassadin Rift Walk.

Flash is definitely most frustrating when used as a defensive tool, but as an offensive tool it really improves the pace of the game. Imagine laning as Annie and just waiting for the perfect moment to drop Tibbers. You need an element of surprise, and Flash provides it.

I would love to see them change Flash so that it can’t be used when you’re considered ‘in combat.’ That would eliminate most of the defensive use and encourage players to keep it only for those characters who need it most. Without that kind of change, I don’t see Flash going away any time soon.

Heartseeker Strike may not have a balance point

Bondage Pantheon

One of the most fervently discussed issues for Pantheon players is the damage of Heartseeker Strike. When he launched it seemed to deal very respectable damage, then there was the period in which it could hit people for three quarters of their health at any point in the game. That was soon nerfed, to the point that most players didn’t bother ranking the skill past rank one, and then only to get the critical strike bonus. Well, it has been buffed again, this time at the cost of some Spear Shot base damage.

While it is nice for Pantheon to have the skill back to a level of usefulness, it’s also back to being extremely unfun to play against. The problem, in my mind, is that he has a targeted stun, which allows him to always land Heartseeker. With the new damage buff, he hits incredibly hard. As Shaco, I was getting hit yesterday for 700+ at level 15. With Aegis and Spear Shot in one rotation, that’s more than 900 completely unavoidable damage that comes, as is usually my problem, at very low skill cost. In my current game, I’m level 11 with nothing more than a BF Sword and Heartseeker hits for 700 damage on heroes. His ultimate does the same damage at that level and is infinitely more difficult to land.

I think Heartseeker is hard to balance for a couple reasons. One is that it basically stuns Pantheon, and during that time he can’t deal any auto attacks, so it has to feel ‘worth it’ to use the skill. Second, there’s the fact that it deals double damage to champions. I’m not sure why that has to be a part of the skill. Is Riot worried he’ll farm to well? That wouldn’t be as big an issue if Heartseeker didn’t hit so damn hard. Reduce the damage and remove the double damage component. Then he gets the gear to make the skill hit hard. The real problem to me, though, is that he can use it in conjunction with his stun. That’s why I don’t think there’s a point that it will feel okay to play against.

I think the guaranteed crit is kind of a cool mechanic, though, so I’d propose remaking the skill into more of a skill shot. What if Pantheon had a hook that was shorter range than Blitzcrank’s? The text might read as follows:

Pantheon attempts to impale an opponent on the tip of his spear, dealing attack damage and pulling the target back to his location. Pantheon’s next attack is guaranteed to be a critical strike and cannot be dodged.

I think you could even leave the current passive component in tact. It would definitely add some more flavor to his character and reduce the feeling that his damage is completely unavoidable. It would also give him some more tools to maximize his auto attacks, rather than encouraging a damage-only build.

Trundle impressions – undetermined impact but he’s damn fun to play

Trundle Splash

I’ve been fortunate enough to nab Trundle in every game I’ve played today except for one, so I’ve been able to test a few different builds and get a little time in the jungle as well as the lane. On the whole, I’d say he’s the best champion release I’ve seen in months. I think Riot really hit the mark with his design and his artwork, which makes for a rewarding play experience.

I tried for a long time to come up with a character with which to compare Trundle, but I’m just not sure who it would be. In the jungle he feels a bit like Warwick – use Q to burst units down, W to buff up your attacks, ignore E and R until you need to gank – but his ganking is very different. Trundle also performs well in lane and I think we can agree Warwick does not. Trundle’s passive is probably among the best in the game, not because it does anything interesting but because it allows him to lane forever. It’s not quite as good in the jungle, but it will keep you plenty healthy when other characters would have to recall. I can make it through the entire jungle with plenty of health to spare long before my small creep camps will respawn.

I was a little shocked at the AoE of his Contaminate, but the skill can be a bit of a double-edged sword. The size is great for chasing and those sprawling teamfights, but it can also give away your position if you aren’t careful. Pillar of Filth is similarly huge, though, you won’t have to worry quite as much about it revealing you. My one complaint about these two skills is that they don’t deal any damage. It’s not really a complaint, though, because both skills provide enough utility that you don’t need the extra damage.

Utility is where Trundle really shines. I have yet to see any “wow” moments with him, but I have seen him used and used him to create highly favorable situations for my teammates. With just a Phage and a maxed out Contaminate buff, Trundle is nearly impossible to get away from, and he hits fast and fairly hard. His Pillar of Filth seems to hit the magic median between feeling good when you land it and bad when you miss. I have already blocked my teammates out of several kills. I even blocked a Fiddlesticks in the enemy base after a particularly nasty Rocket Grab, but I’ve also successfully shackled enemies in my team’s grasp.

Surprisingly, the only skill I found truly underwhelming is his ultimate. It’s a good skill, don’t get me wrong, but it’s not great, and it certainly doesn’t have that “ultimate” quality. Let’s compare it to Mordekaiser’s ult, which I think is closest in function. At rank 3, Kaiser’s Children of the Grave deals 34 percent of the target’s health in damage (17 percent on cast, 17 percent over the duration) and, on target death, gives Kaiser 20 percent of the target’s AP and damage for 30 seconds plus a pet with improved stats for the same duration. Trundle’s Agony deals 250 damage and drains 25 percent of his target’s magic resistance and armor and then that same amount again over an 8 second duration. I’m sure you can see where this is going. While it’s cool that his ult both deals damage and saps resistances, it’s sort of the worst of both worlds. The damage is pretty low, especially at level one (200 damage total, seriously?), and it doesn’t scale well. Conversely, the armor/MR reduction is terrible early and only really works late game against tanks. Granted, it’s very good against them, but you need to be hitting them for it to be good, and that’s not really the skill’s best use. Ideally, you want to be in the mix, stealing armor from the tank for survivability while you beat down the carry. The fact that you’re debuffing the tank is almost moot.

Even with those issues, though, I’ve found Trundle to be a lot of fun. I think he could have a very steep learning curve; expert players may take some time to get proficient with him, but he could very well become a force to reckon with. He deals very solid damage, can survive a bit of burst, and has a nice set of utility spells. All in all, he seems to be one of the most well-rounded characters in the game, while still managing to remain balanced.

Udyr and Singed getting mid-cycle skins

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This patch cycle has just two unannounced skins: Surfer Singed and Primal Udyr. Personally, I’m excited for an Udyr skin that makes him look like more than just your average grocery-bag-wearing hobo (though, come to think of it, Hobo Udyr could be cool – rat form, cockroach form, mangy dog form, and pigeon form). I am a little worried that this will be Udyr’s legendary, because it includes some forum references and new models for each of his forms. Anyway, this is what we’re looking at for next week.

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Trundle patch thoughts and impressions (the nerfs that finally happened)

Junkyard Trundle

I’m ready to call today’s patch the biggest thing that has happened to the game since the release of Season One. Today, Riot finally took some steps the reds have been talking about on the forums for months, making changes that could have a significant impact on the metagame. It won’t change things entirely, but it will almost certainly start to shift things in a new direction.

This is one of the first patches for which we’ve seen Riot give overarching design notes along with the line by line changes. Let’s start with those.

This patch is focused upon the following main issues:

Area of Effect damage and disable spells being too powerful
Area of Effect is taking a pretty large hit this patch, especially to the damage on Galio’s Idol of Durand, Morgana’s Soul Shackles and Vladimir’s Hemoplague. After seeing its effect on the game over a longer period of time, we’ve found something more akin to Annie’s Summon: Tibbers is a proper mix of area size, damage, and disable. We have several area-effect skills in the game that have snuck past this and we’re looking to bring these back to acceptable levels.

Strong supports are able to protect powerful ranged carries too well, cancelling their fragility too easily
We’re starting with a duration nerf to Morgana’s Black Shield and Janna’s Eye of the Storm to reward better timing of the spell reactively and to raise the skill ceiling a bit on these spells. If this proves too little, we’ll evaluate the need for additional changes in a future patch.

Ranged carries, holistically, are too safe considering their damage output
While we predict bigger changes will be required, our first adjustments are to lower the movement speeds of ranged carry-style champions to provide more of a tradeoff, and nerf Blessing of the Lizard Elder when used on ranged champions. We’d like to keep ranged carries “safer” than melee, while beginning to provide more tradeoffs that both give melee a place in the game and differentiate the roles of melee and ranged characters.

I was thrilled when I read these. Continue reading »

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