Author: Jeff Morgan (Page 137 of 260)

FG LoL Mondays – 10:30PM EST

Garfield Monday.After last week’s great success, I think we should forge ahead with the Fearless Gamer LoL Mondays. Anyone and everyone is welcome to participate. If we have enough, we’ll be running in-house practice games against one another. If not, we’ll be subjecting ourselves to the fickle will of the matchmaking system.

In order to join, just head to your custom chat room finder, and type “FG LoL Mondays” into the field there. I don’t believe it’s case-sensitive, but if you’re having trouble joining, try to match the phrase exactly. I’ve got a few other things to do tomorrow evening, so we’ll be starting a bit later. The room will be open starting at 10:30PM EST, and hopefully we’ll get started shortly thereafter.

I’ll look forward to seeing you guys online tomorrow night. If you have questions, drop them here or catch me in game at “The Wiggin Boy.”

Urgot is on release notice

Urgot on TT.

Urgot has officially been given his “new champion approaches” post, which means we’ll likely see him on Tuesday or Wednesday of the upcoming week. Here’s his official ability list:

Acid Hunter: Urgot fires an Acid Hunter missile that slows the target. The Acid Hunter missile locks onto enemies afflicted with Noxian Corrosive Charge.

Terror Capacitor: Urgot charges up his capacitor to gain a shield. While the shield is active, Urgot’s physical damage is increased.

Noxian Corrosive Charge: Urgot launches a corrosive charge that damages enemies in an area and reduces their armor.

Hyper-Kinetic Position Reverser (ultimate): Urgot charges up his Hyper-Kinetic Position Reverser, gaining armor and magic resistance and swapping positions with his target. After the swap, his target is slowed.

Zaun-Touched Bolt Augmenter (passive): Urgot’s attacks reduce the damage that his target deals.

As a few people mentioned on my original Urgot post, the release of new champions seems a little too fast, at least for the IP cost/RP price Riot currently has in place. There hasn’t been a champion lower than 3150 in a long time, and most of the recent releases have been at the 6300 IP release. With the rune page release, I decided to try out some of the silly utility runes, I’ve spent a solid 18k IP or so over about a week and a half. Making that 6300 IP every two weeks could become a bit of a chore. And don’t even recommend I spend $10-$12 on that new guy. The new skins have been good enough that any money I spend on this game will be going toward those (when they go on sale), not new champions.

All of that said, I’m still excited about the champion. Vengeful Spirit was always one of my favorite toons in DotA. Hopefully this guy will be another fun support/tank.

Riot should let 3-man premades play 5v5 solo

Summoner's Rift early design.

I’ve been trying to spend a good bit of time in solo queue over the course of the weekend to see how things feel. There are still a lot of the same problems – bad players have been carried, good players are in brackets well below their skill level, there is so much animosity among teammates that it’s nearly impossible to organize people. My problem is that I want to see the stats that ranked matches provide, but playing the queue as a solo is painful.

I really think Riot should open up the solo queue to allow 3-man premades. There is really no reason not to. Among the queues, solo seems to be taken the least seriously. Even with three people, the chance for your other two players to be atrocious is high enough that it really shouldn’t be much different from the two man system.

I know there are normal games, but the fact that normal stats aren’t being tracked gives players too much flexibility to leave games without consequence. I still want to enjoy a competitive game with my friends on Summoner’s Rift and, unfortunately, the current system doesn’t allow for that.

The confusing state of raid lockouts and badge loot

Icecrown Citadel.I know this is a subject that has been covered time and time again, but my friend (who you know here as Bojamba) and I have spent a lot of time talking about dynamic game environments and what it takes to keep a player interested in a game. With raiding as the end goal for many players in WoW, it seems the current raid system is a confused mix of incentives and gear, a system that tries to encourage team and solo play and really only promotes solo.

Let me start by saying this: I am painfully aware of the fact that WoW, and every other game, is a business decision at the end of the day. The game has to make money or no one publishes it, no one supports it, and so on and so forth. The more people that pay month to month, the happier Bob Kotick is. I do think, though, that higher quality design and focus on the customer (player) would yield even bigger profits than current models of business.

As it stands, raid lockouts serve a couple of purposes. For one, they limit the amount of loot you can access. This is really a dumb reason to have raid lockouts, especially in the current game system. Farming heroics, which can be done without penalty, nets you gear that is just shy of progression level raiding. In a couple days you can be ready to rock ICC if you want to be. And what of the ICC buff? So you want people to experience the content but not the gear? Artificial limitations to progression point to a flaw in design, and I think that flaw is the social aspect of the game.

A lot of people would say that WoW is the most social of games. After all, there are 11 million players. But what about the game experience is truly social? Raiding is, and it’s the reason that most guilds exist. With the new badge system, though, you don’t really need a guild to raid. The big loot pieces are achieved just by running the place (and a daily heroic), regardless of what you get from bosses. Guilds just give you the (hopeful) chance to limit the amount of mistakes made in a raid setting. There is accountability to other players. For casual players, though, guilds don’t make a lot of sense any more. If your play schedule changes week to week, it’s actually better to just PuG the content. I’ve seen most of Icecrown Citadel this way, and it’s very likely I’ll see a Lich King kill in a PuG before the expansion. That was the rarest of circumstances in BC, but it’s pretty common now. This has turned a lot of people from guild raiders into solo raiders, and some of those people are among the best geared on their given servers.

At it’s core, WoW is a solo game. Yes, groups are important, and yes, you need a group to see the highest level content. But most casual players have variable play schedules, meaning even if you start to level with a friend, within a couple weeks you’ll probably see a large level gap, or one of you will move on to a different toon. The methods Blizzard previously used to encourage team play, like raid lockouts, are largely irrelevant because of the badge system and the simplified content. In a way, it can be a good thing – guilds that exist to be social are organic social systems, not forced. On the other hand, it has killed off a lot of the social aspect of the game. Random heroics are silent affairs, unless you’re running with friends.

Blizzard needs to reconsider the social side of the game separate from the loot system in order to provide quality social experiences. If attaining loot is the only thing that encourages social play, the game will quickly turn into a solo experience, and that’s just not all that fun.

Pro Tip: Stop picking Teemo

Don't pick Teemo.This post is fueled in part by my own rage surrounding some recent losses, but it’s something that also really needs to be addressed. If you expect to win ranked games, stop picking Teemo.

Some of you are going to say “lolwut?” and lucky you. If you aren’t seeing Teemo in your ranked matches, you’re in much better shape than I am. I see him regularly, and most of them are players without any concept of how the game works. A recent Teemo actually said, after I took mid as Ez because I was the carry, “lol since when does Ezreal carry?” At any rate, if you’re picking Teemo, I’ll give you a few good reasons to stop.

First, his passive is nearly worthless. The attack speed bonus made it better, but better from the most situational uses in the game. If you’re looking for an attack damage champion to play, consider Tristana, whose passive keeps her out of harm’s way, or Ashe, whose passive grants critical strikes when you’ve been out of battle for a period of time.

Beyond his passive, two of Teemo’s other skills are next to worthless. Poison is only good at very early levels – it’s laughable damage later in the game – and Move Quick (or as I call it, Scamper) is only good for getting up to a fight. His one real skill outside his ultimate is his Blinding Dart, which only affects one target and has a fairly long cooldown. His mushrooms can be nice, but they require you to go out of your way to bait people into them, and most smart players won’t follow you. They are also directly countered by an Oracle’s Elixir.

If you’re playing against a smart team, Teemo turns into a one-skill champion. He can blind, and that’s about it. There are plenty of ranged carries offering more utility and a much more devastating lineup of skills to help bring your team a victory.

Please remember, this is a guide for ranked games. Teemo can be a lot of fun if people aren’t paying attention to your shrooms, so by all means, enjoy him in your normal and practice games. If you want to improve your ranking, though, leave Teemo at the champion selection screen.

As an aside, Teemo generates more fan art than any other character as far as I can tell.

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