Author: Jeff Morgan (Page 91 of 260)

Ryze rework: say goodbye to Deathcap

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One of the biggest changes from this patch is the Ryze rework, which turned him into a more spammy, AP carry style toon. Though I was originally a little skeptical of the changes, I think it has turned out well so far.

So what’s different? Well, for one, his Overload cooldown has been cut in half. It still scales with mana, a mechanic that was also added to his Rune Prison, which also now has a longer range. Spell Flux still functions the same way, just with a longer cast range, and his ult now gives extra mana and some spell vamp in place of the ability power.

The biggest change for Ryze is his build. I’ve always liked a mana stack on Ryze, but now it’s far and away the most efficient build for him. Mana is pretty cheap when compared to AP, and the mana items in the game offer all sorts of other cool benefits, like a spell shield or massive cooldown reduction. On the forums, Phreak mentioned that Frozen Heart -> Banshee’s Veil is his most efficient build. It’s a nice set of defensive stats along with big cooldown reduction and healthy pool of mana for extra damage. The problem is, it’s sort of tough to know where to go from there.

Against tanky teams I’ve been building a Rod of Ages, which is obviously a nice boost to his mana pool with the added benefit of more survivability. Beyond that, though, there aren’t many good mana items for his playstyle. If teams stack magic resist against you, you’re kinda stuck building into a Void Staff, which isn’t really all that great. I say Void Staff over Guise or Abyssal because they don’t provide enough benefit for the inventory slot. Obviously you can fit Archangel’s in there somewhere, but for the early game he really needs the survivability of the other items. As you stretch into late game Archangel’s becomes more of an option, but it’s definitely less useful as it likely won’t fully stack.

At first I had a problem with Spell Flux, and though it still seems really lackluster, it’s only there for the MR debuff. I wouldn’t mind seeing them bump his MR debuff, maybe scaling with AP, so that spell flux is a little more useful and you aren’t quite so limited on build. Of course, introducing new mana/spell pen items would also address the build issues.

On the whole, I’ve been having a lot of fun with the new Ryze. He’s much more active, and the mana scaling encourages him toward early survivability, something he desperately needs if he’s going to require more spellcasts for a kill.

Maokai Impressions: where’s my impact?

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Let me start by saying that Maokai is a lot of fun to play. There. I said it. I admitted I enjoy the guy. I know I’m probably going to get taken to task for the content of this post, but at least we can agree that he’s fun. Beyond the fun, though, I’m having a hard time fitting Maokai into a team.

What works
It would definitely be unfair to say that Maokai doesn’t have his uses. He does, but a lot of it is pretty low impact stuff. His Q is a really nice slow, but it can be difficult to land when your root is on cooldown. His root is awesome, there’s really no more to be said about it (but you know me). It synergizes perfectly with is Q and offers excellent team support. His ult is also strong, so long as the fight happens inside it.

What doesn’t work
It’s actually tough to write about what works without talking about what doesn’t, which I’m sure you noticed. Though his Q is nice, if your root is on cooldown, it doesn’t feel like much and gets very hard to land. His W has a fairly long cooldown, which makes sense considering it’s strength, but I often found myself wishing it was much shorter. His saplings, though adorable, are easily avoided in lane if you stick near your creeps. Also, the throw arc is so wide when used at his feet that they take a lot of time from toss to explosion. When throwing them a distance it’s no big deal; the travel time makes sense. Up close, it sucks. His ult also suffers from conflicted design. It reduces damage taken as long as it’s on, but it deals damage when broken. Unless you’re using it to last hit or your team is crushing, it’s almost always best to keep it running. A well-timed pop might occasionally turn the tide, but then you lose that 20 percent reduction. Also, as I mentioned in my initial post about his abilities, teamfights are rarely static affairs unless you have a lot of CC.

That being said…
That being said I still think Maokai is in an okay place. He’s definitely not OP, but strong enough when played well to support several different comps. My personal complaint about him is that his skills are mostly low impact, providing support without much pizzaz, pretty much my least favorite spot to fit on any team. On any CC team, though, he’s another force to deal with. To be honest, another part of this issue is that I’ve only played him sporadically, not the usual 10-game spree I get with new champions. It seems a lot of other people are really enjoying him, and I suppose I can understand why.

Patch day 2/16: Maokai brings the wood

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It’s patch day again, boys and girls, and we can finally say it happened. That’s right, today we were given a major feature release. Well, sort of. The major feature from today’s patch, Co-op versus AI, won’t actually launch until later in the week. It is built into the client, though, so that’s a step in the right direction. And, of course, today also marks the Maokai release. He’s got some of the coolest champion art in the game and what looks to be a decent skillset. I’ll be covering him in a different post later this week. For now, let’s take a look at the rest of the champion changes.

Amumu got a buff, though it looks to be mostly to his jungling, which is odd. I’ve never had problems jungling with Amumu. I know he isn’t being played much these days, but that’s what happens when a champion is FotM for like five months straight. I’m sure people will be sick of playing Rammus soon too.

Anivia got the expected nerf. It seems pretty serious to me, but I don’t really think that’s a bad thing. I used to play Anivia quite a bit in the pre season one days. She is crazy strong, and when she’s got golem, which is virtually all the time if your teammates are smart, she’s an unstoppable force. I’m also glad they added a more discernible buff system for her ult. I’ve probably asked 10 times over the past two weeks “how do you know if her ult’s up again?”

Pantheon got another change to Heartseeker that I really like. It now takes the skill .5 seconds longer to deal full damage. That’s something I hadn’t considered in my post about Heartseeker balance. With the duration nerf to his stun and now this he might be a bit less frustrating to play against.

Rammus got a speed nerf to Powerball. As I mentioned before, I don’t think it’s enough. He’s still too good at chasing and too strong out of the jungle. I’d love to see them make Powerball more of a quick boost – make it reach full speed quickly and nerf the duration in a big way.

Ryze’s rework did make it live, but I’ll be covering that in another post.

The Vlad nerf is kind of underwhelming on paper, but I think it could play out well in game. His passive now grants 1 ability power per 40 health instead of 25. Sanguine Pool also no longer grants a speed boost and interacts properly with turrets. I still think it’s ridiculous to give a gold multiplier to a guy who farms extremely well, but we’ll see how things turn out.

That’s it for champion changes. EDIT: Just realized this didn’t post yesterday for some reason. I’ve got a slew of posts lined up for tomorrow afternoon. Check back for more on Ryze, Maokai, and the item changes for today’s patch.

Notch back from vacation, Minecraft update coming soon

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The Minecraft community has been growing a bit restless over the past month or two, much like the League of Legends community, in the face of slow development. Notch, the game’s creator and primary developer, has been on vacation for a couple weeks. He’s back in the office, as he posted to his Tumblr today, and ready to crank out some new features.

Here’s what he said:

During the two weeks up until GDC, we’ll be working on finishing up the new game launcher and finishing up some new game features for the game, including an official white list implementation for the server and more types of half sized blocks.

Personally, I’m excited about the changes. I host a small private server for a couple friends and none of us know our way around Linux particularly well. I also don’t really have the time right now to mess around with mods and all that, so the more features built into the basic server package, the better. The half block thing is also good news. I’ve been working on the cathedral type structure you see pictured above over the course of a week and a half and it’s the first time I’ve really done much with the half block pavers. They definitely open up some nice design features for structures.

League Replays tool is pretty nice for three weeks of work

League Replays.Late last week I covered a new replay tool that had been developed by a couple guys from the League of Legends community. I tested League Replays out over the weekend before migrating to the new launcher (the replay client wasn’t working with the patcher but has since been updated) and I have to say, I’m pretty impressed.

The client works by recording network traffic, which means any requests sent to and information received from the Riot server is recorded so that it can be played back. Now, that also means limited information. You’ll notice that creep counts in game don’t update until you click on a player. The same is true for League Replays. I could only see health bar information and creep counts for the units my camera was focused on over the course of the game. The replay does, however, allow for free camera movement, so you can at least watch the other players move around the map.

For three weeks of development and a completely free service, the client is damn good. Shortly after Riot released a new launcher in beta form, the guys from League Replays had their own client up and running with the new directory structure.

If you’re in need of a replay system, be sure to check it out.

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