Author: Jeff Morgan (Page 49 of 260)

Champ of the Week: Lee Sin wrapup

Lee Sin Splash

After playing Lee Sin for a week I finally started having some real fun with him last night. I’m not sure if that’s just what it took for me to start to utilize all his mobility effectively, or if I wasn’t trying hard enough. Whatever the case, I played three games with Lee last night and had a blast, even in a game that I lost.

I’ve always been drawn to high mobility champions and Lee Sin is sort of the highest of the high mobility, provided you can land Sonic Wave and manage your energy. One of the hardest things to adjust to with Lee Sin, at least in the jungle, is to forget about buffs. He doesn’t need them to gank well and they do too much damage to him. I save buffs until I have a Razor because at that point they’re very easy to take and increase his already excellent ganking skill by quite a lot.

Lee Sin will be in a very interesting place if Guinsoo’s proposed jungle remake goes through. The new jungle is supposed to respawn smaller creeps faster, reduce the reliance on buffs a bit and nerf lizard so that it no longer slows. Lee Sin already burns through jungle creeps much faster than they can respawn. Improved respawn timers could put him in a class all his own, even if the experience in the jungle gets a significant nerf.

Though I like the mobility offered by Sonic Wave/Resonant Strike, I can’t help feeling that the 10% missing health component is a little bit broken in the lane. This is a tough one to reason out because it’s really hard to tell how much damage it does. I know this – when I see a character under 50 percent health, I’m positive I can get a kill if they don’t have Flash or some other escape ability. That’s true for a lot of characters in the game, but not for quite as many melee champions. I think the real issue is the mobility of Sonic Wave. Lee’s mobility is unique in that it works based on two ever-shifting points of control: his position and his opponent’s. By maneuvering a bit in lane, it’s pretty easy to guarantee Sonic Wave strikes, making that 50 percent kill simple enough to land.

For all of his 1v1/ganking power, Lee doesn’t shine in teamfights, which is probably a good thing. As I mentioned in my last post, he really has to wait for the right moment to engage. I often find myself using Resonating Strike to bait the enemy’s attack, dash out with his W to a teammate, and then dive back in when I see an enemy get low. I really started to fall in love with Brutalizer for the extra cooldown reduction, and with 25 armor pen on the runepage, 6 from masteries, and 15 from that item, Lee Sin can push players into that 50 percent range really fast.

I’m really starting to understand why Lee Sin players are such fanatics. He’s an extremely aggressive champion in a game that is becoming increasingly passive. It’s a nice change, and though can be tough to get used to I think he’s definitely a champion worth learning.

This week’s patch to bring global changes

pantheon_splash_1

The Monkey King isn’t the only thing coming with this week’s patch (assuming it happens on schedule). As Morello has it, the changes to global ults will be coming with this patch as well, and the changes are making him think about Pantheon.

In case you’ve forgotten, the global ults in the game are getting nerfed to function a bit more like Nocturne’s Paranoia. They will still allow the champion to cross large distances, but it will no longer allow for a truly global ultimate. The change affects Twisted Fate, Shen, and Pantheon at the very least (EDIT: Looks like Shen might not be getting the nerf – hard to say based on patch preview). I couldn’t find any information about Gangplank’s ult. Players will now be able to see the range of the ultimate on the minimap in order to gauge distance.

The impending change prompted Morello to ask for community opinion on Pantheon, hoping players will play with the change and consider some other ways to make Pantheon fun again. I personally hope it means a rework to Heartseeker Strike. I wrote some time ago that the skill doesn’t really have a functional balance point. The skill is either too good because it can be used with a targeted stun, or it’s too weak because the damage isn’t worth a self-stun in order to land it.

I would like to see them give Pantheon something interesting. I think he has one of the best looking skins and for the most part his skills fit really well with the spear-wielding classical soldier myth.

Community unhappy with Kayle remake

Battleborn Kayle.

If you’ve been on the forums over the weekend you’ve probably noticed the pile of threads about the Kayle “remake.” I use quotation marks because, c’mon, a new passive and some late game nerfs and we’re calling it a remake? This is what took six months? The majority of the community seems as unexcited as I am. I think there are a couple reasons.

First, there is precious little to get excited about in the game right now. Everyone is waiting on Season 2 or waiting on Magma Chamber news, or waiting for something that changes gameplay in a significant way. The Kayle remake was at least something to get pumped up about in the interim. Even if it went well, though, it would just pull another champion into viability, which really doesn’t do a whole lot for the game’s longevity.

I think the biggest reason people are upset with the remake is that it’s going to be very easy to make Kayle either under or overpowered but nearly impossible to balance her. The fact that she can heal, speed boost, and make herself invulnerable means her carry potential better be in the toilet, but Riot is trying to give her something like 75 percent carry, 75 percent support power. While I think the idea of condensing two roles onto one champion is a good one, I’m not sure the game supports the change, at least not in its current state.

Supports are already a huge balance problem. Giving a support some carry power doesn’t resolve the issue, it makes things worse. Take away too much of Kayle’s damage, though, and she becomes horrendously unfun. She’s a terrible early game farmer as it is, which seems to point her toward support, but she doesn’t have the skills to truly support a team as needed.

I think Riot would have done well to scrap her kit entirely, think about what they really liked about the kit and kept it, and then built a champion from there. Is a targeted nuke/slow really an exciting ability? No – scrap it. Same for her ranged skill and her passive, old or new. Now you’ve got a champion with a heal/speed boost and a potent shield. It’s a nice setup for teamfighting, but how do you make her enjoyable in lane? Working with her existing kit makes for a really lackluster buff to an already underplayed champion.

Kayle remake goes live next patch

Looks like the Kayle remake is finally set to go live with the next patch. Honestly, I’m not sure how I feel. I was a little disappointed at first because they aren’t changing much, but I also think Kayle has a kind of cool kit. She’s an odd champion for sure, and the update doesn’t make her any less odd.

Her passive has been remade into an armor/MR shred, which should be better than her current passive. She’s getting some mana cost buffs and base damage buffs to compensate for some of her scaling, which also should be a good thing. My biggest frustration/misunderstanding with Kayle is why she can build Righteous Fury into an “always up” skill. Just make her ranged and balance her around that. It isn’t interesting in any way that she can only sometimes be ranged from levels 1-9. Give her range and give her some balance around that.

I’m curious to see how the remake will play out, though. Honestly, I think most of the spotlight was education about the way Kayle works. Most people don’t know when to use Intervention, which is a big part of what makes her strong. Now that they know, will we see Kayle in the support lane?

Is tournament play killing LoL?

LoL Tournaments.

For my Champ of the Week features I always try to play a mix of normal and ranked games because I think it’s important to see how each champion plays in the different environments. In my experience, ranked games tend to be a bit more focused – teams attempt to pick solid team comps, fill each of the roles, and at least someone on the team will try to ward and control dragon. Normal games are a bit less organized – I see very little warding, team comp is kind of all over the place, and map control isn’t as important as getting kills. On the whole, I think normal games tend to be much more fast paced and much more fun, but that’s been changing and I think the tournaments are to blame.

Lately my normal games have been against focused players with tournament comps. I just got out of a game against a Rammus/Anivia/Xin Zhao/Lee Sin/Soraka. Was it a perfect comp? No, but it was way out of my team’s league, and the fact that they also had Clairvoyance made it even worse. The game went long, mostly because I think it was full of decent players, but it was insanely boring. Let’s face it, the cautious play seen in high-ELO matches just isn’t that fun in practice. Kill counts are painfully low and most of the game is a dance about who will initiate a fight. That’s not what got me into League of Legends in the first. I fell in love with LoL because it was active and engaging and rewarded aggressive gameplay.

I’m not complaining that the game is getting more challenging. In fact, I would love it if that were the case. I would love to have closer matches. I would love to see less surrender votes. Instead, I’m seeing slow tedious games that make me reconsider playing more than a game in each sitting. The excitement is rapidly disappearing from the game as more players turn to the tournament meta.

The only cause I can see for the shift in gameplay is the accessibility of tournament streams. I think it’s wonderful that League’s competitive game is getting a lot of attention, but it’s making the lower ELOs a boring mess to play. As this dominant metagame trickles further down the ELO chart it becomes increasingly important for Riot to make major adjustments to the game. Support has to get nerfed. Tanky DPS has to go away. Riot needs to address all of the attrition reduction mechanics in the game, not just the new ones.

What do you think? Are you seeing the same comps every game? Does the game feel less exciting to you or is it just me?

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