Author: Jeff Morgan (Page 21 of 260)

Patch bumps draft bans to six

For those of you who haven’t played any draft mode today, you’re missing out. The game now offers team captains three bans a piece for a total of six bans per game.

This is something players have been wondering about for a long time, myself included. As the list of champions grows and grows, more bans are only natural. Of course that comes with a few issues. First, time. The ban system was already painfully long at times. It just got 60 seconds longer. That may not seem like much but when 3-4 people dodge in a queue (as happened to me this evening), those extra minutes really start to add up.

Bans might not stop at six, either. Riot continues to add champions to League of Legends, which makes multiple ban options all the more important. The client currently has graphical space for 5 bans per side, a total of 10 per game. I’m hoping we never get to that point.

In the mean time, I’m really digging the six-ban system. Despite its length, it gives us a way to deal with a much larger set of OP champions, and I will never see that as a bad thing.

Mastery posts are inbound tomorrow

I know, I know. Mastery posts were supposed to be posted last night. Unfortunately that power outage and subsequent power supply failure really hamstringed my ability to get into League of Legends for a little comparison and discussion. But fear not! I’ve spent today gathering my thoughts and putting together what was originally a very long post about the masteries and has since turned into three separate posts, one for each tree.

How are you guys liking the new masteries? At first I was overwhelmed, mostly because it seemed like there were so many good options for so many different builds. Granted, masteries don’t do a lot with each individual point, but drop 30 points in those bad boys and they actually make a serious contribution. After my initial shock, I started to find some builds that worked for me, though some were a little limited in scope.

I think the new Summoner spells help a lot. It’s nice to have a couple more viable options to support some different playstyles. I’ve already rocked a game with Teemo using Surge. I’ve also relied on Cleanse while playing Tryndamere. This patch has done more to get me interested in playing LoL than any patch in recent memory.

What do you think so far? I’ll have my full impressions in 3 separate posts tomorrow.

No FG Monday (obviously)

FG LoL Mondays

My apologies this is coming so late, folks. I thought I might possibly be able to do FG LoL Monday tonight but my power utility provider had other plans. After an impromptu and mistaken service cancellation without warning, I spent my day waiting for my power to be restored. Once power was restored I tried to switch on my desktop and…silence. No whoosh. No beeping. No Millennium-Falcon-hyperdrive-wub-wub-wub. Nothing.

So tomorrow I’ll be hunting down a new power supply and hoping my motherboard isn’t totally fried. Fingers crossed!

New Masteries coming this patch

If you watched the patch preview or spent some time on the forums this weekend, I’m sure you noticed a serious change set to drop this week: new mastery trees. Yes, the old familiar masteries are getting a massive overhaul, as in nothing in them remains as it was. I’m going to give some quick and dirty overview of the new trees with a more detailed discussion to come later in the day.

I’m excited to see the change, mostly because I have a few champions for which I just don’t like any of the Mastery trees in full. I end up with some strange, cobbled together mix of low level skills. I’m also glad to see some of the high-quality talents moving further up the different trees.

There also seems to be a much greater focus on making each tree viable for each of the conventional classes. AP casters, for instance, have a much more compelling reason to take a full Offense build. The one tree I can see being potentially problematic is the defense tree, but more on that later in the day.

For now, take a look at the new skills and let me know what you think.

How’s Skyrim treating you?

Skyrim

It’s 11/11/11, which for many of us means a day full of dragon-slaying and tomb-robbing. I thought it might be nice to take a break from all the MOBA talk and see how some RPGs are treating you these days.

I really thought I was going to take a pass on Skyrim. I do love me some dragons, but the gameplay looked essentially the same as Oblivion, and frankly, graphical improvements to a game do little to impress me. In the end, though, the dragons were enough, so I’m playing alongside all of you.

What do you think so far? Personally, I’m feeling a bit ambivalent. Parts of the game are certainly fun. There’s nothing quite like launching a bandit across the room with a well-placed arrow. I still find sneaking to be fairly thrilling, if a little too rewarding. But there are things about the game that I simply wish were more engaging, most notably the combat. Combat has always left a bit to be desired in The Elder Scrolls series, but I thought by number five we’d see some improvement. My biggest problem is that the combat system is pretty much just a spam of clicks or a one-shot sneak attack. Very rarely have I found myself in any sort of mortal danger (although my efforts to kill the friendly Nord who helped me out of Helgen proved futile).

With the shift to console-centric development there has been a noticeable decline in control and menu quality. It’s not that I can’t adapt to these things – I absolutely can – but more that the game takes no advantage of a PC’s particular strengths. Why can I only see a scrolling list of my items or my spells at a time, particularly when they expand from opposite sides of the screen? Why do we not have a better method for displaying some kind of summary of the things we should know about our character?

I do find the open world playstyle very appealing – it’s nice to not have to follow any one quest should I get bored or interested elsewhere. At the same time, it’s still difficult to ignore the ways the open-ended world hamstrings the story behind the game. [ Extremely Minor Spoiler Ahead ] In an early quest, I was tasked with looking for a dragon that had been spotted just outside the town I was in. I was to find it nearby and kill it – an epic task for an early quest, indeed. But I could have postponed the dragon’s demise indefinitely. I could have run off and tried to become a vampire and spent 400 days trying to infect the rest of Skyrim but on day 401 I could still return to my original quest and the dragon would still be there.

The end result of this sort of “pausing” of quest lines is that questing has no real urgency. Nothing is at stake. If I don’t feel ready for the task at hand, either because I’m not strong enough or not interested enough or just want to do some other things, I can spend all the time I need to get ready for the quest. It really trashes my immersion with the game to have that sort of external power of the story.

Nonetheless, I’m enjoying Skyrim. How are you finding it?

« Older posts Newer posts »

© 2026 Fearless Gamer

Theme by Anders NorenUp ↑