Author: Jeff Morgan (Page 82 of 260)

Does Riot underestimate the tanky DPS problem?

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I can’t think of another metagame that has been quite as contentious as the current tanky DPS game, and for good reason. Tanky DPS is infuriating to play against, even more so than the old poke/heal or R->win of days gone by. It lengthens games to a ridiculous degree. It encourages tower humping. It slows teamfights to a crawl. And, unfortunately, I think Riot underestimates just how bad it is.

Just check this noncommittal post from Guinsoo. He talks about all sorts of testing that’s going on, but in his final paragraph says that it may or may not pan out, may or may not release, may or may not do any of the things they’re supposed to do. Add to that the fact that Riot seems to be trying anything to shorten games except significantly nerfing the bruisers and it seems that tanky DPS is here to stay, at least in the meantime.

I’m actually fine with the idea of a consistent metagame. It gives players a chance to settle into a routine, which isn’t such a terrible thing, especially for a competitive game. In the case of tanky DPS, though, the metagame makes the game a lot less enjoyable. I’m pretty comfortable saying that my average level of fun has decreased dramatically in League of Legends over the last couple months. Games are so long these days that I’ll get one, maybe two games in before I’m so worn out that I don’t have much interest in playing further. I think that can be mostly attributed to the prevalence of tanky characters. Tower diving doesn’t work. There’s too much health on the board to bother taking risks. It just isn’t fun.

I’m hoping the game takes a serious shift some time soon. Several of the designers have mentioned items that directly counter the tanky meta, but when will we see those? I’m guessing 6-8 weeks. Until those items release, tanky DPS will reign supreme.

Lee Sin abilities announced

It’s looking more and more like Lee Sin might be the real deal, not just an April Fool’s Joke. Riot has announced his official skill list, which includes in game screenshots. It would be an awful lot of work, not to mention a PR nightmare that Riot doesn’t need, to put all of this together just to strip it from under our feet.

Let’s take a look at that ability list.

Sonic Wave / Resonating Strike:
Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds.

Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing physical damage plus 10% of their missing health.

Safeguard / Iron Will
Safeguard: Lee Sin rushes towards a target ally, shielding them both from damage. If a shield is broken, half the energy cost is returned. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.

Iron Will: Lee Sin’s intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains lifesteal, spell vamp, and armor.

Tempest / Cripple
Tempest: Lee Sin smashes the ground sending out a shockwave that deals magic damage and reveals enemy units hit. If Tempest hits an enemy, Lee Sin can cast cripple for the next 3 seconds.

Cripple: Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement and Attack Speed for 4 seconds. Movement and Attack Speed recover gradually over the duration.

Dragon’s Rage (Ultimate)
Lee Sin performs a powerful roundhouse kick launching his target back, dealing physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for a short duration.

Flurry (Passive)
After Lee Sin uses an ability, his next 2 basic attacks gain 50% Attack Speed and return 10 energy each.

I haven’t had a ton of time to think through his skillset, but I will say I don’t usually like skills getting complicated with bonus effects, especially if the secondary use requires some action first. I know it’s designed to work as a skill ceiling, but the way Lee Sin’s passive works, any miss will multiply the feeling of penalty.

I’ll wait to say more until I’ve seen the skills in action. For now, I’m just happy the Blind Monk is real.

GT Academy top 16 picked for Silverstone

GT Academy Finals.

I got back into town yesterday afternoon, tired after my whirlwind trip to the GT Academy finals in Orlando. GT Academy is unlike most video game tourneys in that it gives the contestants a chance to dramatically alter their lives. It’s more than just an oversized check or a new gaming rig – for a lot of the contestants it’s the fulfillment of a dream.

Head over to Bullz-Eye to read my full writeup of the experience.

Magma Chamber is still months away

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Over the past month or two I’ve held out hope against hope that we would get some news of Magma Chamber on patch day. For a while there I thought it might even be released to custom games until the Shiny update was ready to go. That’s not going to be the case, not anytime soon, anyway. Unfortunately, it looks like the Shiny update and, by association Magma Chamber, is at least several months away.

A player made a forum post asking about Shiny and received the following response from Tamat:

We’ve actually made some crazy advancements with this since the last time we released screenshots. We’re probably going to be releasing some new assets to give you a glimpse of where it’s at in the next month or two.

If you remember, Riot said the Shiny update and Magma Chamber would be coming at the same time. Reading into Tamat’s post, it seems that time is pretty far off. “Glimpse,” doesn’t exactly imply a load of content, probably just some more screen shots and maybe a video of a developer build. “The next month or two” is also a shaky enough timeframe to make me think there’s still a serious amount of work to be done before it’s even ready to show off.

I hope everyone’s ready for several more months of champion releases before we see a feature update.

Driving the Nissan GTR at the GT Academy finals

As part of the trip to the GT Academy finals, the media had a chance to get behind the wheel of Nissan’s strongest racers, the 370Z and the GTR. We actually got to drive the Nissan GTR Black Edition, the only model currently in the US in light of the circumstances in Japan. Oh, we also drove the Juke.

We got to take the cars through an autocross course, which is an exhilarating experience. It was my first time on that kind of course, unlike the auto media that was there. Still, I managed a couple decent runs, most notably in the GTR.

After the autocross we were taken around the oval by a pair of professional drivers from the the Richard Petty Driving Experience. As far as I could see, we hit 105 in the 370Z and about 120 in the GTR. That doesn’t sound fast on a straightaway, but around a banked curve it felt like madness.

I’ll have a full writeup of the experience tomorrow. For now, enjoy the gallery.

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