Author: Jeff Morgan (Page 164 of 260)

LoL: Champion updates on the TR (AKA how they broke Eve)

Eve will be so OP.I’ve covered both Al’Zahar and the sweeping changes to the magic/armor penetration system, but this latest TR patch also includes a number of fairly serious champion changes. It’s also worth mentioning that Riot has removed base critical chance percentages from all champions, as well as their scaling chance to crit per level. It’s a small change toward reducing the RNG factor of early game fights, though I wonder if critical chance runes won’t become a whole lot more popular because of the change, especially since armor pen runes will be terrible for physical damage dealers. Compared to the penetration system changes, though, this is small potatoes. Let’s focus on the champion changes.

Ashe
Ashe finally got the Plentiful Bounty rework in the form of a directional truesight shot called Hawkshot. For now the particle looks like Ezreal’s ult and casts in the same fashion, though it only covers 15-20 percent of the map in a straight line. It does grant vision to an area, so you can catch invisible targets. The spell kept its gold/kill passive, which is kinda nice, but I don’t think there’s great reason to take more than one rank . That’s not really a problem, since most characters encourage you to focus on two skills and then the ultimate, but it is kind of anticlimactic. Ashe also caught a long overdue volley nerf, bringing the number of arrows down to seven from nine. A lot of people are upset about it, but considering that Ashe is in almost every game and that building her for mana regen and CDR gave an almost unparalleled level of harass says to me it was time.

Cho’Gath
The only serious change Cho’Gath got was losing up to three Feast stacks on death instead of losing them all. It’s a decent solution to the death problem, though I think it could make him a little strong. Cho already snowballs pretty hard, and giving him the ability to die and be essentially right back at that massive level doesn’t seem like the right solution to his problems.

Teemo
Teemo’s been the subject of the forum’s ire for a long time, though it took one of the PTR Fridays to get him onto Shurelia’s “list.” His camouflage now takes three seconds for fade instead of four and grants 40 percent attack speed buff for three seconds on stealth break. It’s a nice thought, but how often will you really take advantage of that change in a fight? Standing still for three seconds is a lot of wasted time. Move Quick has changed so that it only breaks on damage from enemy turrets and champions, which is nice. His poison was also changed to deal one tick of bonus damage on hit rather than after the first hit. It’s a minor tweak but should help him a bit with last-hitting.

Evelynn
I saved Eve for last because she received the most dramatic changes, changes that Riot has said aren’t complete. Her passive is now a 30% AOE damage reduction, which seems completely ridiculous compared to some of the other passives in the game. From a design perspective it seems to me that a champion has poorly designed engagement or disengagement if you have to give her an amazing damage reduction skill, particularly as a DPS toon. Hate Spike now has built in spell vamp and hits two additional targets (up from one), which gives her some extra lane stay. I don’t mind this change so much but coupled with her new passive it makes her difficult to kill. Her stealth now lasts 40 seconds at all ranks and grants a move speed buff. This was an obvious fix so that you only take one rank of stealth and focus the rest of your points on damage abilities. Ravage now grants the bonus MR/armor reduction regardless of your attack position, which again, coupled with the other buffs is over the top. To cap off the ridiculousness, her ultimate grants cooldown reduction along with 35% flat damage reduction for 15 seconds. Do you see where I’m going with this? They’ve turned her into an unstoppable machine of death with stealth, a two-second stun, massive damage reduction (almost on par with Alistar’s ultimate) and lifesteal. I saw her take down a level 18 Jax who was massively farmed with three elixirs while she was sporting a Rageblade, an 8-stack Mejais and a Gunblade. It was absurd. I’ll save much more criticism for later, but only because Riot said the ultimate is going away. Even with something different, though, I think they made her far too durable for a character that also has the benefit of stealth and a stun. Oracles is practically worthless against her because in all likelihood you won’t kill her, even if you have a couple people focus fire. But I’m criticizing and I said I wouldn’t. Just know that her changes might not go live with this patch, but if they do, you better be ready to see her in every game.

Other heroes got some small tweaks that won’t change much about the game. Rammus will be more mana efficient and a little better at farming. Janna won’t be quite so ridiculous at level one on TT. Zilean caught an early game nerf but a buff to his assists, and Ryze won’t burst quite as hard. I’m keeping a cautious eye out for the rest of the Eve changes.

LoL: Al’Zahar impressions

Al'Zahar in game.I got to spend a good bit of time on the Test Realm yesterday, most of which was dedicated to testing the new hero and the new penetration system. I like Al’Zahar’s spell set a lot, and I think he could be great for team fights despite the recent caster nerf.

Summon Voidling (Passive): After casting 5 spells, Al’Zahar summons a Voidling to engage enemy units for 21 seconds. Voidlings grow after 7 seconds (+50% Damage/Armor), and Frenzy after 14 seconds (+100% Attack Speed).

So far this is hugely underwhelming, but only because you don’t have control over the pet. It’s a great farming aid and can be fantastic for taking down towers, but without control it’s kinda pointless.

Call of the Void: Al’Zahar opens up two portals to the void, After a short delay, power erupts from the voids, dealing damage and silencing all enemies hit.

This is your bread and butter damage spell. It casts like Karthus’ wall and has about the same width as a rank 1. It hits pretty hard, and the fact that it can silence and deal full damage to multiple targets is pretty great.

Null Zone: Al’Zahar creates a zone which deals the greater between a flat damage and a % of the target’s max health.

This is another strong skill for both minion farming and killing heroes. At rank 1 it deals 4 percent of the target’s max health in damage per second and it only improves from there. If you have a good snare on your team, like Shen or Amumu, you will be melting anyone on this thing. The one drawback is the mana cost, but for the potential damage it kinda makes sense.

Malefic Visions: Al’Zahar infects his target’s mind with cruel visions of their demise, dealing damage each second. If the target dies while afflicted by the visions, they pass on to a nearby enemy unit and restore mana to Al’Zahar.

This is one of the best farming skills in the game. By rank two you can cast it on the first melee creep in a wave and then auto attack your way to killing the entire creep wave, following this thing as it bounces. In most cases it’s castable again before the first one has even worn off. It’s much less effective against heroes, but still deals decent damage, and if you can get it to bounce after killing an opponent you might be in good position to get a second kill.

Nether Grasp: Al’Zahar grips his target in an engulfing void of energy, dealing damage each second.

Again, a strong spell. The major setback is that it works like Warwick’s ult. Yes, it disables your target but it essentially disables you as well. Think of it like a less powerful version of Morgana’s ult. It’s a tough spell to time, but if your team can protect you it’s pretty easy to wipe out a unit if you land Nether Grasp on top of your Null Zone.

Overall I think Al’Zahar will fit well into most team comps. The silence is nice, his percentage-based damage hits like a truck, and his ult can shut down a carry. He doesn’t have any CC beyond his ult, though, so make sure your team brings a few stuns. Al’Zahar’s real strength is in his farm. Laning mid I honestly forgot that I even used mana, partly because so many heroes use energy now and partly because my mana was always full from Malefic Visions. You will start to notice mana issues once you start teamfighting, but he is so good at pushing you should have no trouble farming to support some extended damage output. In the games I played he always felt a little on the weak side, but that’s mostly because my teammates were all well above double digit deaths with very few kills. Even at such imbalanced team stats, I was still able to pull a lot of assists with enough killing blows to keep my kills at double my deaths or better.

LoL: The new armor/magic penetration system

Last Whisper.One of the biggest changes in this most recent test realm patch was a change to the way both magic and armor penetration affect damage. This is possibly the biggest change to the game that I’ve seen, so I’ll try to cover it in as much detail as possible over the course of the next few days.

First, you need to understand the current system. The current system is based off a couple stats. There’s flat penetration and percentage-based penetration. Flat penetration reduces defensive stats by the same amount regardless of how much defense your target has. Your runes are flat penetration, in the case of armor giving up to 29 armor penetration at level one. That’s a big deal considering most toons have 25 or less armor at that point in the game. That’s also the reason for the change. Riot didn’t like that you could potentially deal “pure” damage to another level one player, so they changed it. The old system also worked based on your armor number. If you got an item like Last Whisper, it would reduce your target’s armor number by 40 percent. If he had 25 armor, he would now effectively have 15. If he had 100 armor, it was down to 60. That’s important because the amount of damage reduction given by armor does not scale linearly. At 100 armor you take 50 percent of the damage dealt. It takes 300 armor, though, to bring that number down to 25 percent. In the new system, penetration affects defense differently.

The new system allows for percentage-based penetration only (current runes will be changed to a percentage to adhere to the new system). This system also affects damage reduction based on the percentage of damage reduced, rather than the defensive stat number. This means penetration scales more quickly the more defense your target has. Here are the new stats according to Phreak:

Against 100 armor, the old Last Whisper had you deal 62.5% damage (from 50% without). The new one has you deal 63%. Void Staff is slightly higher.

Against 200 armor, old Last Whisper dealt 45.45% damage (from 33%). New one deals 50.67%.

Numbers aside, the point is that you will not hit squishies as hard in the early game because you will not be able to reduce their armor significantly but you will hit tanks harder the more defensively they build. Does this seem problematic to you? It should. The whole balance of the game rests on the fact that the greatest threat – carries/casters – are also the easiest to kill. Tanks exist to provide a point of initiation and control for a fight so that those squishy damage dealers can stand back and deal damage from safety. This change dramatically shifts that balance.

Now granted, making the the squishies less so doesn’t exactly mean they’ll be incredibly durable. They will be durable enough, though, to discourage many of the early game shenanigans that make this game fun, particularly if they stack health. Imagine that you hit that level one Ashe at 15 percent reduced damage. If she gets any health beyond her base you will have a very tough time bringing her down unless you were annihilating her before this change.

The real problem, though, is for the tanks. Because of the way the new armor penetration works, tanks become essentially as squishy as everyone else as the game wears on. The only champions that won’t be affected as heavily will be tanks like Shen or hybrids like Garen, who have flat or percentage-based damage reduction with no counter. Effective HP tanks, tanks like Rammus and Mordekaiser, will have a very tough time against this change.

This change is also a nerf to caster damage. One of the best ways to currently improve caster damage is by purchasing early magic penetration. Magic penetration doesn’t scale per level as armor does, so players who don’t invest in MR items are highly vulnerable to magic attacks. With the new change, magic pen will be garbage against most targets, making pure AP the best way to go, which already scales fairly poorly if you can’t get fed.

Maybe the biggest problem with this change, even bigger than making tanks feel very obsolete, is the fact that this pushes people away from variety and toward sameness. HP is now so much better than MR or armor that most tanks will probably just stack it instead. DPS toons now have virtually zero incentive to choose an attack damage item that isn’t Infinity and an attack speed item that isn’t Last Whisper.

I’ll be playing a lot on the Test Realm to get a better sense of how this actually affects the game. In the meantime, enjoy your rune pages while you can and start saving IP for some new ones.

LoL: Stealth TR update includes new hero (Al’Zahar) and a bunch of chnages

Al'Zahar pic.I was shocked when I logged in to the Test Realm forums yesterday and found an update post. I was even more shocked when I saw the massive list of changes inside, including yet another new hero, Al’Zahar, The Prophet of the Void.

I’ll start with the new hero, if only because he’s the easiest to cover.

Summon Voidling (Passive): After casting 5 spells, Al’Zahar summons a Voidling to engage enemy units for 21 seconds. Voidlings grow after 7 seconds (+50% Damage/Armor), and Frenzy after 14 seconds (+100% Attack Speed).

Call of the Void: Al’Zahar opens up two portals to the void, After a short delay, power erupts from the voids, dealing damage and silencing all enemies hit.

Null Zone: Al’Zahar creates a zone which deals the greater between a flat damage and a % of the target’s max health.

Malefic Visions: Al’Zahar infects his target’s mind with cruel visions of their demise, dealing damage each second. If the target dies while afflicted by the visions, they pass on to a nearby enemy unit and restore mana to Al’Zahar.

Nether Grasp: Al’Zahar grips his target in an engulfing void of energy, dealing damage each second.

I’m actually pretty excited about this guy. It’s nice to see someone that finally sounds like a pure caster, and a strong caster at that. AOE silence is great, especially if you have someone like Amumu or Shen to hold your targets in place, and his Voidlings plus the Malefic Visions will help you farm like mad. From the sound of things he’ll be a mix between Enigma and Atropos from DotA. The language for his ult even uses the word “grip,” (Atropos’ ult is called Fiend’s Grip). I’ll get you some more impressions once I have a chance to get into a game. As you might have guessed, the TR is swamped – so full you can’t even look at the practice game list.

I was going to try to cover all the other changes here, but there are so many that it would be eternal. For now, I’m off to see my sister’s baccalaureate graduation. I’ll update more when I get back.

LoL: lolbase.net

lolbase bannerI have often bemoaned LoL’s lack of comprehensive statistics. As it currently stands, you can only get detailed stats on your top 3 champions and your last 10 games, and neither are really that comprehensive. You still don’t get to see your teammates’ performance, for instance, or a numerical value for your K/D spread beyond the actual spread. You can get yourself some of the stats with a calculator, but having it all in hand would be mighty nice.

I found a post on the forums two days ago about lolbase.net, a site dedicated to providing comprehensive stats for players based on the info buried in the log files for each game. Players upload their log files to the site, which then parses them and keeps track of individual stats for every player. It’s not perfect by any means – it can’t record games either you or someone else doesn’t upload – but it’s the best solution I’ve seen so far. It was also a bit surprising to log in and find myself with almost 80 recorded matches when I haven’t done a thing.

The more I look around the site the more I hope Riot just buys them. It would be so nice to have a robust, web-based stat system to browse outside the game’s often slow and clunky interface. Until then, I’m going to start uploading some log files to get myself a nice stat list going.

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