Author: Jeff Morgan (Page 154 of 260)

Rise of the initiators [metagame]

Ashe.

The Kog’Maw patch brought with it two skills that make ganking much more difficult than it has been in the past – Hawkshot and Living Artillery. Both skills grant vision of nearby areas, including brush, making the bait-to-buff ganks much more difficult to pull off. As long as Kog’Maw is new, and Ashe is in basically every game, these skill will be so prevalent that they will tip the game to favor the teams with the best initiators.

Prior to the Hawkshot/Living Artillery, the only other skills that provided this utility were Twisted Fate’s ultimate and the summoner skill Clairvoyance. Now, though, you can bet those skills will be in every game. When Season One finally drops, I’ll be begging my teams to ban Ashe in every game, mostly for Hawkshot. To me it seems a little crazy that you would give one of the strongest carries in the game such a great skill. Kog’Maw’s is weaker, but still great for scouting before you rush into a dangerous situation.

I’ve already noticed the average length of my games going up because of these skills. Teams that are short on initiation are forced to the woods to try for ganks. The reveals start and both teams dance away from each other, waiting for the other to make a mistake. The standoff is insanely boring and prolongs what could otherwise be an exciting situation/game.

I do appreciate the attempt to move the game away from poking, but the move has taken the game beyond poking range to a standoff in which everyone waits for the reveals to wear off and the best initiator tends to win the fight.

Kog’Maw Impressions

Caterpillar Kog'Maw.

As with every new patch, I’ve been spending my time in game playing with the new features and the new champion, Kog’Maw. From what I’ve seen so far, Kog’Maw is a heavy-hitter with an excellent chase ability whose balance lies in his slow movement speed and low damage resilience. Oh, he’s also a load of fun.

I started out a little unsure how to build Kog’Maw, but after seeing the incredible range granted by his Bio-Arcane Barrage it seemed like attack damage would be great. I’ve spent most of my games since playing AD builds so most of these impressions will be about his position as an attack damage character. There are definitely some situations in which hybrid is probably best, and I’ll cover some of those in another post.

I think Kog’Maw’s great advantage is his ability to deal heavy damage from range. With just a little bit of attack damage and the percentage based buff from Bio-Arcane Barrage you can deal heavy damage from long range. I’m a personal fan of rushing an Infinity to get your early damage up nice and high. My basic method is to position myself lateral to the target and either hit him directly with my slow or land it behind him. From there I attack with regular attacks, using my ultimate for vision if the target runs into brush. It’s important that you save the active on Bio-Arcane for when your target is leaving. A combination of long-range shots and your ultimate should be plenty to finish off a running target. Always make sure you lead the target by just a hair. The blast radius of Living Artillery is big enough that you can miss behind your target. That’s important because it makes it that much harder to avoid for your target.

For teamfighting, Kog’Maw has to stay as far away from the fight as possible. He is extremely squishy, and while your passive can be nice in the midst of a fight, it’s not nearly as effective as your regular damage output. Another thing to remember is not to spam your artillery, at least not when you’re starting a fight. You need that mana for your percentage based damage and your slow (which is a fantastic control mechanism for any fight). Save the mortars, which get costly after a few casts, for chasing down anyone that runs or dropping on compact groups of enemies.

Overall, Kog’Maw is a very strong carry – among the strongest in the game – but he is so squishy and so easily killed that you need to have a strong team in front of you, and more specifically a team with good croud control. It’s very easy for your opponent to rip you down if they get close, so you need a team that can keep you out of trouble. If you have that, you’ll have a blast playing the newest creature from the Void.

Patch rolls out, server set to ‘Busy’ all day

Server Busy.

If you tried to log in yesterday, chances are you were met by a menacing image of Blitzcrank before you even logged in. Shortly after the patch went live, Riot had to set the server to ‘Busy’ to manage the traffic when the servers popped up.

That’s how things stayed for the rest of the day. I followed the Server Status forums hoping for a fix, but nothing came until 1AM EST when they shut the servers down for a full restart. Yesterday also marked the first time I’ve seen Riot completely shut down a matchmaking queue. I wasn’t able to queue for 5v5s for a couple hours, which meant queueing in 3s with a pack of players unfamiliar with the map. It was…interesting. I actually saw something other than the usual 5-8 characters on that map, so that was kind of nice.

Everything seem to be working properly today, though, which is good. Can you imagine the backlash if servers were down for the two days directly after a patch?

LoL: Patch Day 06/24 – Kog’Maw

Kog'Maw.

The servers are back up (and set to busy to throttle traffic) and Kog’Maw has finally made his way into the League of Legends store at a whopping 6300 IP. I’ve been dying to give this little monster a go and I’m hoping he’s a solid addition to the champion lineup. Healing has also gone through yet more changes so the game will hopefully feel a bit less like a kite fest.

As always, new champ first. Kog’Maw is really frackin cool. His skillset is actually pretty nice, and makes him extremely adept at tearing people down from great range. I think I really surprised the Veigar I faced in my first game when suddenly he was at 20% health at his turret and all of my damage had been done from extreme range. I have a feeling he will be infuriating to play against, much like a well played Ezreal. I’ll have a full impressions post up later today.

Ashe finally got her Hawkshot, so look forward to seeing her in even more of your games. I can’t imagine why they thought one of the strongest characters in the game needed to have the best map awareness in the game. It’s on a long cooldown, but it’s like having free wards with a huge radius. Her other skills did catch some minor nerfs, so hopefully it won’t be too ugly.

Gangplank got a bit of a buff. His Parley can no longer be dodged or blinded and his Raise Morale now grants additional attack damage instead of attack speed (though I’d imagine the active buff will still be speed). His ultimate has also been changed so that each individual cannon ball deals less damage but the radius (of the cannonballs, not the ult) has been increased so you should see more hit.

Pantheon’s Heartseeker Strike has been both fixed and modified. It should deal less damage in the early game but with itemization it could actually deal about the same, which seems fine. I never had a problem with it past level 11, it was the level one 400+ damage nuke that killed me. His spear also received a bit of a buff, which could make him just as scary in the early game.

Veigar is the last of the major reworks. He got a new passive, which is half of a Chalice for mana regen. He also now gains ability power for any champion killed by an ability. Event Horizon got some mana and cooldown tweaks, but the biggest change is to his ult. It no longer deals damage based on mana but instead takes the sum of his own AP plus the targets and deals 80 percent of that value in bonus damage. It also no longer refunds mana on kill.

Among other, smaller tweaks, Blitzcrank’s ultimate now silences for .5 seconds. I don’t know if that includes the passive, but certainly on active. Morgana’s Dark Binding now deals damage like a nuke, which should help with her damage output in the prevalence of Mercury’s Treads/Cleanse. Akali’s attack timing has been fixed and Corki should more consistently generate rockets and now has a counter to indicate the “Big One” rocket. Shaco’s Jack in the Boxes should also be fixed for targeting and the visibility bug. Kayle also caught a few damage nerfs but a reduction on her ultimate CD at level one and two down to 90 seconds.

As for healing, Soraka’s ult has been significantly nerfed, both in the amount healed and her AP ratio. Ezreal’s heal has been completely removed and his attack speed buff/debuff has been significantly reduced. It should bring him a bit more in-line, though he still has obscene attack range/harassment ability. Innervating locket also no longer heals minions.

I’m a little sad to see that Janna didn’t receive any significant changes. She is crazy out of line when it comes to kiting and harassing, and though her knockup has a 33 percent shorter duration, she still has too many escape tools to be considered truly balanced.

I’m sure you’ll see more posts throughout the week on this patch and the new champion. So far I’ve only had one game with him but it was a lot of fun.

Kog’Maw releases tomorrow

Kog'Maw, Mouth of the Abyss.

The champion spotlight video is officially up for Kog’Maw, as are the patch notes for a patch tomorrow morning. This one includes the new champion, a pretty large batch of skins, and some decent healing nerfs (though unfortunately Janna remains almost completely unchanged).

After watching the Kog’Maw video I can tell you my impressions about him were way off. He seems to be a hybrid caster with skills for armor penetration. It’s a weird mix, and I wonder if he won’t lose some damage in the confusion or just be too strong in one direction or the other. His ultimate actually looks pretty cool – it’s a mortar style spell, much like Veigar’s Dark Matter though it can be cast from a long ways off.

As always, I’ll have full impressions for you in the morning.

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