Author: Jeff Morgan (Page 35 of 260)

Riven impressions: the power vs. kit conundrum

I’ve finally been able to get in enough games with Riven to write a proper impressions post. It seems the prevalent opinion is that she’s underpowered and needs a buff, but I think her problems are a little more complicated. I think Riven has a beastly kit, a kit strong enough that the smallest buffs could make her insanely overpowered. To me, Riven is a classic example of too many skills on one champion, even if she doesn’t hit that hard (I think she hits plenty hard, though).

Let’s break down her full set of skills at level 18. She has a three-part dash on a 12 second cooldown, an AoE stun on a 7 second cooldown, a dash/shield on a 7 second cooldown, and a damage steroid/ranged execute on a 45 second cooldown. That’s a pretty nasty kit if she can get farmed, which I’ve been able to do in several games.

One of the great things about Riven is her ability to weave stuns with her team. by getting to a fight early, she can dash -> stun to initiate, let her teammates use CC, and stun very quickly again. Unfortunately, she has to be very close to her target for that stun to land, and this is a recurring issue for her. Her ult’s active has the same problem, as does the third tick on her Broken Wings.

Riven also suffers from animation issues. After activating her stun, her next auto attack seems dramatically delayed. Her ultimate’s active has a massive delay on its cast, and the animations for Broken Wings are long enough that it’s easy to flip away from your target, especially if they’re moving. Add this all to the fact that Trinity Force doesn’t do her much good and Riven starts to look pretty weak.

As I mentioned above, though, I think she has an awesome kit. Frankly, if Jarvan and Irelia and Udyr and their Trinity Force friends didn’t have such ridiculous damage output, Riven would probably look pretty great. As it is, she’s totally reliant on attack damage for scaling, but because of her kit, her scaling can’t be very good.

Dominion to see limited beta release for all players

Dominion Crystal Scar.

Tamat announced at the end of last week that Dominion will be playable in the near future as part of a limited beta. Basically the game mode will be enabled during off-peak hours for anyone to play, but only for a limited amount of time.

I like the idea; it will be nice to get our hands on the game type early and hopefully the data will help produce a smooth release. As always, though, the issue is timing. You may remember this sort of thing happened with Twisted Treeline. It was available in limited doses early on, but there was a pretty significant gap between the first look at Twisted Treeline and its actual release.

That’s my big worry with Dominion. I already posted that it might get pushed back until October, but let’s consider a timeline in which testing gets started this week. I would imagine we’ll have at least two weeks of testing, followed by at least one week of development based on gathered data, followed by another week of internal testing before deploy. That’s four weeks, which puts us into the middle of October. Honestly, I think that’s best case scenario. It seems totally plausible to me that Dominion won’t fully launch until November.

I really hope that’s not the case. Dominion looks like a blast, but I’m not sure it will be able to keep all of my attention once we’re in the thick of the fall release schedule.

Ranked queues get temporarily disabled

As you’ve surely noticed if you’ve logged in over the past couple days, ranked queues have been temporarily disabled and will remain that way until Riot brings the servers down at the end of the weekend.

To compensate, Riot put Normal Draft mode in the queue. Almost immediately, posts were up on the forums requesting that the feature become a mainstay. I certainly hope it does. I’ve wanted it pretty much since I started playing. Blind Pick leaves a lot to be desired, and the current Ranked queue options don’t really handle every situation. I would love to be able to play Draft Mode with people who aren’t level 30, with groups of 3-4, or with people way outside my ranked ELO.

Normal Draft also prepares people for the ranked experience. Players on their way up the summoner level ladder can learn what the ranked experience is like and have a chance to counter-pick opponents.

According to Morello, whether or not Normal Draft sticks around is an issue of resources, not community interest. After trolling one of the support threads (honestly, why are you still doing this, Riot?), he said the following:

I wish I could give you more info, but I don’t have any myself. If we end up turning it back off, the reasoning would only be something technical. We wouldn’t turn it off if we could sustain it technically, wouldn’t make sense.

So there is some hope for Normal Draft, even it seems remote.

5 things you should know about Minecraft 1.8

Minecraft Adventure Update 1.8

I mentioned the other day that I might be writing about Minecraft 1.8, the beginning of Mojang’s Adventure Update. Little did I know that I’d be writing a full article about the latest version of the world’s most popular sandbox game and absolutely loving it (the writing…well, the game, too).

If you’re in to Minecraft (and I hope you are) I’d love for you to check out my most recent article about the new Adventure Update. If you absolutely loathe all things not League of Legends, you can get only League-centric updates by heading to the League of Legends category page on this blog (which is roughly 99% of the blog at this point).

Riven Patch Note Roundup

I haven’t done one of these in a couple weeks, mostly because the changes have been pretty lackluster. This week, though, Mordekaiser got nerfed, and it’s no secret that I loathe him like I loathe Seth Rogen, so let’s do a patch roundup, shall we?

Brand caught a range nerf on his Conflagration and a slight damage nerf on his Pillar of Flame. I think he was undernerfed on both accounts. Both spells will still be insanely easy to land, and it doesn’t change the fact that both skills proc his insane passive.

Garen caught a much-needed damage ratio nerf on his Decisive Strike and Judgement, as well as a damage-per-second nerf on Judgement. I’m not sure why he was buffed the way he was in the first place, but the forums seem to love him. I do love characters with high move speed, but I think we can all agree that Garen has had his day in the sun more than once. I was glad to see him knocked down a peg.

As Gameguy astutely pointed out, Garen’s AD scaling got buffed on Judgement, and for some reason I read “reduced from 1.5 to 1.1” instead of “1.5 to 1.4” This is an undernerf, plain and simple. Decisive hits way too hard early in the game, and Garen has that annoying mix of skills that make him way too easy to play well. Movespeed buff plus a silence at the end so that characters with a dash or even Flash can’t get away from the Judgement damage – it’s too much, especially with the way his damage is right now.

Kassadin got a pretty decent buff to his passive, which now soaks 15% of the magic damage he takes. He also got a damage buff to Nether Blade of all things. Will we see the rise of AD Kassadin as a result? No. No we won’t.

Mordekaiser. Oh, Mordekaiser. I’m so happy you won’t be the default pick for top solos everywhere. I’m so glad I’ll be seeing less of you. I’m so glad your shield generation got pounded this patch. Okay, enough gloating. Honestly, I can’t say that I think this is the right fix for Morde. I think the bigger problem is the ult that turns fights into 6v4s and is insanely easy to get a ghost from. I think there are other ways to balance him then making him quite so bad in lane. With no CC, he’s really going to fall off for a lot of players now.

Nidalee got some nice survivability buffs. I wouldn’t have minded waiting another patch or two on those, but since a certain top competitive player loves NIdalee, I suppose this was to be expected. I do think the stat change from dodge to resistances last patch is a very good one.

Orianna got a slight adjustment to her attack range and the mana cost and cast range on Command: Attack. I’m not sure it will solve all her problems. She’s still insanely survivable from mid to late game and she has a monstrous ult. Now, though, at least we’ll only be getting smashed by the good Orianna’s. The rest will just barely be beating us.

Rammus got some negligible adjustments and Shaco got some bug fixes. Shaco still needs quite a lot of help to be truly viable, but this is a step in the right direction.

Shen got some buffs to some very odd aspects of his gameplay. He now has better AP ratios, which makes very little sense to me. He’s not Amumu. The energy change to his ult is quite nice (it’s now free) but it certainly won’t save Shen. Vorpal Blade just isn’t a good skill in a world of tanks like Singed, Alistar, and Amumu.

Lastly, Sion got some tweaks that should make an AD build a bit easier for him. He also has a good bit more mana at level 1 and gains more mana per level, which should keep him in lane longer with more build varieties.

I’m going to be covering the Taric changes in another post, so that’ll do it for the patch. I’m sorry I didn’t have time to get a Riven post together today. I haven’t had enough time with her to do a proper writeup. Hopefully tomorrow.

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