Author: Jeff Morgan (Page 87 of 260)

Minion changes to be altered next patch

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It took less than a week for Riot to see that the minion changes do not directly accomplish the goals of ending games more quickly. I don’t want to bag on them too much – there’s no way they can match the thousands and thousands of player hours logged on patch day in playtesting – but still, this should have been pretty obvious. It’s good to know that there is already some brainstorming going on for a fix. Morello dropped by the forums today to lay some knowledge on us.

Basically, minions are too strong, too early, allowing strong pushers like Master Yi, Sivir, or TF to painfully exploit exposed lanes. Granted, the reduced respawn timers actually help with that (even if they’re otherwise bad for the game), but with a well-timed teleport, it’s possible to rock your way down the lane in a very short period of time.

The next patch will move the additional cannon minions to the 40-45 minute range, up from 20, and reducing the cannon minion resistances a bit. While I think the changes will likely be good, I really don’t want this to turn into a trial and error situation. While I think it’s cool that Riot is trying different things to manage pacing, I can’t help but wonder if minions are really the solution. What about the fact that average champion durability on release has gone way up in the past several months? If it takes too long to kill champions at towers, the game becomes more and more defensive as the tower advantage is what really decides the outcome of a fight.

The fact that Riot is turning to minions makes me wonder what the development team thinks about the current field of champions. Do they like where the metagame is at? For now, all signs point to yes. Personally, I think the tanky meta has more than run its course, but maybe that’s just me.

The new death timers have to go

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The main focus of this week’s patch wasn’t champions or items or lane balance. This week, Riot wanted to address game pacing. Too many games were dragging out long after they had been decided. Minions got buffed, gaining more damage against turrets, higher resistances, and after 20 minutes, each lane spawns an extra cannon minion. It’s hard to say whether it was the right change because Riot also made a mechanic change that directly conflicts with game time reduction: death timer reduction.

Since Tuesdays patch, champions respawn much faster than they used to. The old system had death timers start at 28 seconds and ramp up to 50 by the time players reached 18. Now it starts at a mere 12 seconds and goes up to 50. In short, the system is terrible. While it does let players actually play the game more often, it also wrecks the game’s pushing mechanics. If the games were too long before, they’re nearly eternal now.

I had a game a few days back in which my team was doing very well. I started off 5-0 as Cho’gath, and most of my teammates had similar farms. We had one of those sprawling teamfights that are so common these days, far past our own minion waves but resulting in 3-4 kills. Before we could bring our creeps up to the turret, their team was back up. At the 20 minute mark we aced our opponents by diving their second lane turret. We killed the turret just as the fight started but still took a bit of damage from it. Again, by the time we had pushed up to and started in on the base turret, a couple of the enemy team were back, able to defend the turret without much trouble. In most games, that would be an inhibitor. Things only get worse with characters like Shen and Rammus. They’re back to turret so quickly and turrets hit so much harder that it’s nearly impossible to push before 30 minutes.

The timers aren’t just bad in teamfights; the timers are bad for the lane as well. It used to be the case that winning a lane fight bought you some time to farm minions and hopefully get some work done on the turret. With a 12-18 second death timer, dying is almost no worse than a simple recall. If you just barely won the fight, that free period in which you could get a few more last hits and do some tower work is all but gone. Lanes last longer, which means the laning phase is much longer, which lengthens a game.

Here again, I like the idea Riot had. It’s boring to spend 30 secs at the base at level 2. That was an important mechanic, though. It taught players not to get careless at early levels and it gave enemies the chance to exploit the advantage they had created. I’m really hoping Riot either reverts this soon or comes up with a way to counteract the effects of champions getting back to lane so quickly. Until then, settle in for some long, frustrating games.

Jarvan is growing on me

Jarvan dragon slayer

When I first started with Jarvan I was convinced he was awful. I was having trouble landing Demacian Standard, his Dragon Strike combo felt clumsy, and his ultimate screwed my teammates as often as it helped them. I’m not willing to say I’ve sorted out all of those issues, but things have definitely gotten better.

For starters, I’d encourage anyone to ignore Phreak’s build. If you’re going to lane, it’s important that you be able to harass, and harassment is much easier with a reliable skill. Most players are fairly active in lane, so his Demacian standard can be tough to land. For that reason, I take one rank of Standard and his shield and focus on leveling Dragon Strike. The damage is pretty solid, but more importantly, it’s easy to land. With a good lanemate or careful play in a solo lane I was typically able to snag a few kills.

That said, the Standard/Dragon Strike combo still feels very clumsy. It is possible in some cases to cast Standard and then Dragon Strike before Standard lands. Also, Standard has a fairly long cooldown. If it doesn’t land in the right spot, you might be stuck wishing it was off cooldown.

My opinion on his ult is basically the same as it has always been. I think it’s a bad idea. It’s situational at best, the damage is negligible, it is easily countered with Flash or any of the dash skills, and it is fairly buggy around terrain. I actually watched my character walk over the Cataclysm from the outside and get stuck inside the ring earlier today because pathing wouldn’t let me walk elsewhere.

On the whole, I think there were some interesting ideas for Jarvan, but most of them don’t work in practical application. He’s not bad but he’s also not great and the clumsiness of his main combo and his ult mean I’ll probably leave him on the shelf.

Patch day 3/1: precious little to report

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It’s patch day once again, bringing us Jarvan, the latest tanky “DPS” toon (yes, the quotes imply that he doesn’t deal much damage) to join the League. We’ve also got a list of changes, though none of them are terrible game changing. Let’s do the rundown, shall we?

Anivia got her nerf from last patch partially reverted. Mana cost on Glacial Storm is somewhere in between her original and nerfed numbers, which seems fine. I haven’t seen her in a couple weeks.

Caitlyn’s ult got a range, cast time, and projectile speed buff, all of which were necessary. I still don’t think she’ll be particularly effective in highly competitive matches, but at least her ult will feel less like a liability in the games that I do play her.

Ezreal got a buff to his ultimate – it now scales off his bonus attack damage. Before you freak out, remember that a lot of Ezreal players start with a Sheen/Trinity these days. That’s not a lot of attack damage. Also the fact that it’s bonus damage, not flat attack damage, means you’ll see 10-20 percent damage boost on the high end but that’s really it. I wouldn’t worry about it too much.

Garen caught a small buff, Karma got some buffs across the board, Leblanc caught a tweak, Kaiser got a small buff, Singed got a twe…..oh, forget it. The changes made this patch are miniscule, so I’m going to let you read them for yourself. The really interesting stuff is the changes made to game pacing. Let’s look at those.

-Melee minion magic resist now increases 1.25 per 3 minutes (up from 0.5)
-Ranged minion armor now increases 1.25 per 3 minutes (up from 0.5)
-Cannon minion armor and magic resist now increase 3 per 3 minutes (up from 2)
-After 20 minutes, cannon minions now spawn every 2 waves (up from every 3 waves)
-Cannon minions and super minions now reduce turret damage by 65% (up from 50%)
-Fixed a tooltip bug “This unit receive…” with cannon minions and super minions
-Minions now deal about 50% more damage to turrets

While these changes look good on paper, I’m curious to see if they’ll actually affect the game. So far, my games have still been pretty long. The biggest thing I’ve noticed is that creeps don’t get blown up by attrition during teamfights quite as much. In fact, fights at towers when minions are present have been utter carnage in my experience so far. Another basic issue is that it now takes longer to push to a turret if you don’t have minions with you. In a way, these changes could actually slow the game. Teamfights these days tend to be sprawling, often stretching down a lane, outside the reach of minion fire. If a team has to then backtrack down lane in order to push, I’d hope they can push those minions quickly. That’s won’t be the case with the new minions, which actually surprised me with their durability.

There’s also the new death timers, which now range from 12 seconds to 50 versus the 25-50 of days gone by. Dead players are back to lane very quickly, which might not be a great thing. Yes, it sucks to sit around doing nothing while you’re dead, but that’s part of the penalty. It encourages players to not die. That penalty is now much less harsh, giving early victims the chance to get back to lane quickly to hopefully farm up and recover.

While Riot continues to work toward balance, I think there are still some major issues that need to be addressed. Jungling is still too necessary in my mind, which creates problematic matchups in the top lane. Some champions, like Renekton or Xin Zhao, seem to be designed to take that second solo and completely abuse their opponents. Will those things be addressed in the near future? I certainly hope so. The patch notes have been spartan affairs, lately.

Jarvan spotlight impressions

The Jarvan spotlight went live last night, giving us the first look at Jarvan’s skills in action. He does indeed look a lot like Xin Zhao – Riot even used Xin’s in-game badges as stand-ins for Jarvan’s own. I’m not thrilled to see yet another tanky DPS added to the game – the playstyle for those individual champions is usually fun, but I don’t really like what it does to the metagame.

There are a few interesting moments in the spotlight that I think are worth pointing out, just so you can get a sense of what to expect from Jarvan today. Take a look at the 2:12 mark, where Phreak goes after Morgana solo. Morgana ults with plenty of mana to land a Binding/Soil combo when her stun goes off but…her stun doesn’t go off. Phreak casts Cataclysm just as Soul Shackle should stun him and he negates the stun, picking up a kill. I can’t say whether or not this is intended, but it seems Cataclysm takes you out of targetable space for a moment, and that’s not a good thing.

Phreak showcases another frustrating Jarvan encounter roughly 30 seconds later as Warwick, Singed, and Morgana attempt to gank him. He uses the Demacian Standard/Dragon Strike combo to break Warwick’s ultimate. Granted, I think it was mostly luck here. There’s no way he could have known the moment Warwick would ult to properly time Dragon Strike, especially considering how close Warwick got before ulting, but it is interesting that the knockup can be used in that way.

Also, let’s consider for a second the types of skills Jarvan has at his disposal. He’s got a dash (non-targeted, which means it can be used for initiation and escape), a knockup, a passive armor/attack speed buff, an active armor/attack speed buff, a shield, an AOE slow, and a second dash combined with an AOE cage. None of those skills has a particularly long cooldown, either. Honestly, I think he has way too many mechanics at his disposal.

Servers are up – get to playing and let me know what you think.

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