Author: Jeff Morgan (Page 54 of 260)

Community attitude is wearing on Rioters

I’ve had a couple particularly bad games recently, mostly thanks to unapologetic trolls or unbearable wannabe pros. In a couple games I’ve tried to be a force of change, asking my teammates to not be so negative, but for the most part I prefer to just drop everyone on ignore and be done with it.

It seems the community attitude, at least the worst of it, has been wearing on the Rioters lately as well. Guinsoo recently tweeted that he was sad to Irelia do well in a test game after he had nerfed her. The community jumped all over that, hoping to stave off a harsher nerf. Guinsoo replied as pictured above:

And you guys wonder why we don’t post here?

All I did was say that it made me sad that she can do this. There are so many overreactions and hyperbole here it’s not even funny.

Good day.

It’s not surprising that he feels that way – I’d imagine any company with as much public interaction as most game developers have feel less than warm toward their customers from time to time. It is surprising that he would come out and say it on the forums. I see it as a pretty clear sign that the community is in bad shape, and it’s not the only evidence, either. The formation of leagues like the Runeterra In House League also point to the fact that players are unhappy with the queue experience and want a higher quality play experience.

I’m hoping that last part will help drive some change in the community. It’s tiresome to play with trolls and know-it-alls, and even more so when the forums around the game don’t offer any relief.

Champ of the Week: Cleanup on aisle 7

One of the most frustrating parts of playing Shaco is that after a certain point he is just way too soft for his own good. Past level nine he basically can’t initiate a fight without expecting to die. He’s typically much better off waiting until the fight is mostly over and then cleaning up the stragglers. I wouldn’t call his durability a problem if it didn’t manifest so early in the game.

I just played a game that perfectly exemplified Shaco’s durability crisis. I started the game at my own lizard, taking it and the wraith camp to get level two before running to the enemy jungle. I was up against a Fiddle, so I quickly set up a nest of JitBs at his lizard, knowing that he would come to drain it for the massive lifesteal. Sure enough, he stumbled into the brush, giving me first blood and golem buff. I could have left, but I still had three health pots and his lizard was still up. Time for another nest – same spot, same story. He came stumbling along at level 2 and, now that I was level three from the kill and sporting both blue and red, I worked him. I ran to some nearby brush to hide from his teammates, but not before Irelia could dash in and slow me. I dropped a JitB at our feet and tried to fight through an exhaust, barely picking up the kill before a Resolute Smite from Galio dropped me. All told, I was 3-1 at the five minute mark. Hell yeah.

Not so much. By the time I hit level nine I couldn’t go anywhere near Irelia or even Fiddle, who I had counter jungled so hard that he didn’t see another buff in the first 20 minutes of the game. Either champion would utterly smash me in a fight, forcing my Flash or Deceive for the escape. It was maddening.

The problem, of course, is if he gets a serious survivability buff, he becomes way too easy to jungle with and he could snowball with the best of them. Despite my poor fortune with Irelia and Fiddle, Shaco does fare pretty well against many of the game’s softer toons, which makes that survivability buff a bit of an issue.

I still love Shaco, but the metagame has shifted in a way that leaves him looking a little weak. I’m sure I’ll have more thoughts later in the week.

My 1500th normal win

This post is really not about my 1500th win. It’s about you guys. I’ve really enjoyed writing about League of Legends over the past 18 months or so. More than that, I’ve enjoyed having what I consider a remarkably intelligent and well-spoken group of players to help shape my understanding of the game. In a genre that’s becoming increasingly known for an aggressive and unhelpful player base, it has been a blast to have the total opposite as a group of readers for this blog.

It seems totally appropriate to me that another milestone win would come while playing with readers, and on this week’s Champ of the Week.

Champ of the Week: Shaco

Shaco Alternate Splash.

After the mess that was the Executioner’s Calling Jungleplank, I wanted to get back into the jungle this week with someone I knew how to play. Shaco certainly isn’t the most reliable jungler in the world, but he has a nice kit for ganking and I can’t help but love the guy. I would bet he’s among my most played characters in normal games and certainly one of my favorites. Allow me to introduce this week’s Champ of the Week: Shaco, the Demon Jester.

Shaco has a bit of a troubled history in the League. He started as a character capable of nearly 1-shotting squishy mages at level one thanks to the old elixirs and crit damage runes. After that situation was nerfed, he transitioned into an aura champion, relying on his clone to deal massive damage thanks to stacking auras and a nasty Bloodrazor bug. That too was fixed, leaving him in what some would say is a relatively underpowered state. I actually think Shaco is in an okay place, so long as he can get a strong start.

Shaco’s early jungle is unique to the League in that it’s one of the most susceptible to disruption and yet most powerful at level one. Because Shaco relies on a Jack in the Box nest to take the buff camps, he’s not as flexible as other junglers. Most teams will try to gank him early, but with the right allies that JitB nest becomes a powerful level one damage source in a team fight. The success of that fight really depends on how well Shaco’s team can support his early jungle.

I think Shaco has some uncelebrated counter jungling potential. While his most common path is to take Lizard buff first, he can take Golem faster than just about anyone at level one, giving him plenty of time to set up at the enemy Lizard. Deceive gives him an unparalleled ability to jump in and out of the enemy jungle, which means he can effectively counter many of the game’s strongest junglers.

Unfortunately, Shaco is also vulnerable to counterjungling because of his reliance on Jack in the Box. The skill makes him a bit slower than other junglers, at least until he has his razor. It’s a problem that counters like Nunu can easily exploit.

I’ll be focusing on effective builds and survivability issues with Shaco. With the recent bug fix on his clone crits I think a straight physical build could trump the typical Bloodrazor rush. Check back later in the week for more impressions on Shaco’s relative jungle strength.

Champ of the Week: Gangplank Wrapup

pirate_splash_3

The Gangplank Champ of the Week was definitely the most contested to this point, but that really didn’t surprise me. Gangplank is one of those champions that gets out of control in a way that is extremely frustrating to play against, but he’s also difficult to use to maximum effect. I think a lot of players feel like Gangplank is usually terrible to play against and terrible to have as a teammate. While I think Gangplank can be a strong toon, I think his big problem is the fact that his skills rely on random procs to be effective.

I’ve covered most of the problems with his design in earlier posts, so I thought it would be good to wrap up the discussion about Gangplank with what I think would be a good design direction for the champion. He needs more than just one simple change, for sure – he needs a few of them to really be a reasonable presence in the League.

I think the idea of a ranged physical nuke is fine for a melee character like Gangplank. Several other melee DPS share that trait – Jarvan, Pantheon, Mundo, Lee Sin, Nocturne all have one – but none of theirs have the ability to crit. The crit function needs to go away, plain and simple. I think an armor penetration debuff would be perfect for the skill. It would allow him to rely more heavily on a Trinity Force build, which gives him improved survivability, something he desperately needs. It would also give him a little extra teamfight utility, which, with the removal of his crit potential, would be pretty much necessary.

His ultimate also needs to become the kind of skill that deals reliable damage. Part of what makes a champion competitive quality is that the damage and utility they provide is predictable. That’s important for both sides of battlefield. If my teammates can’t reliably expect a slow or a stun when its needed, I probably need to pick a different champion. Similarly, opponents need to be able to predict incoming damage and slows. Obviously, Gangplank is problem in both cases. His ultimate and his Parley deal unreliable damage and his ultimate isn’t always a reliable slow. That has to change, either by making his ultimate slow anyone in its range and deal predictable damage over time – think Crowstorm – or by completely redesigning the skill.

The long and short of the Gangplank issue is that he needs to be a predictable force on the field. Until that happens, he will continue to frustrate players by underperforming and overperforming depending on how the dice fall.

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