Author: Jeff Morgan (Page 95 of 260)

Slowing feature releases hurt League of Legends

Magma Chamber boss camp.

I think it’s safe to say that the League of Legends community is as restless as it has ever been. It has been more than half a year since the last major feature release, and promised feature updates remain unreleased months after their announcements. Several high profile players have made long forum posts with titles like, “@Riot why I’m losing interest in your game,” and, “Riot’s downward spiral.”

The thing is, I still have a lot of fun with League of Legends. My personal beef with Riot is that a game that once had as active a development cycle as I’ve seen has grown stagnant, relying on bi-weekly champion releases to keep the game fresh. I started playing the game in December of 2009. Just three months later there was a new map, not just in development, but in the matchmaking rotation. Somewhere along the way there was a client revision. Four months after the Twisted Treeline release came Season One, complete with ranked matches and a new client experience.

It has been more than six months since Season One launched. In that time, there has not been one major feature release to the game (sorry, tutorial modes don’t count). Magma Chamber was announced in September, as was an upcoming graphical overhaul. Both features remain unreleased. There is still no team/clan support. We still don’t have normal stats available, despite the fact that they’re being recorded. The achievements pane, which was introduced last July along with the Season One release, remains unused.

In short, it’s time. In fact, it’s past time. A major content update is long overdue for the game. Riot has had a lot of opportunity to expand the game and stay at the forefront of MOBA design. Without a serious release in the near future, I think we can reasonably expect the game to start bleeding players, either to other MOBA franchises or to different games altogether.

How does the Doran nerf feel so far?

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I know it has only been a day, and that’s probably not enough time to see just how the changes will play out, but that’s never stopped me before. So how do the Doran’s changes feel so far? Is it making your laning phase more active.

On the one hand, I think the Doran’s changes were good. Doran’s items were traditionally too good for the cost. They were too forgiving, providing too many stats for the low cost, particularly in the health department. I don’t think increasing the cost was the right way to go for an active lane, though. To me, an active lane phase is a laning phase during which there is a lot of back and forth. The lanes are dealing and receiving a lot of damage, and working to survive it through self heals and regeneration. This still allows for kills from bursting, either from Ignite/Exhaust, or from the appearance of a jungler.

The cost increase, at least this far, has only resulted in players taking Doran’s items without regen. That doesn’t make the lane phase more active for everyone, only for strong lane toons. A strong lane toon’s heavy harass now goes unmitigated by a weaker opponent, virtually guaranteeing the strong laner’s success. For everyone else, the change is overwhelmingly negative. Once you hit half HP, you better head back to base, and it’s not exactly like half HP is a hard target to hit. A Xin Zhao/Lux lane will put you to half HP without burning much mana at all.

The problem is that the cost increase did away with regen, and regen is actually the lane mechanic we want. Lower health with a focus on regen means that people are still susceptible to death, but they have a way to stay in lane over a period of time. The problem to this point hasn’t been the regen, it’s been regen combined with high health pools. The health pools mean you survive a lot of damage, and then regenerate back up to that level. If the health pool drops, you won’t always survive the burst, and that’s what makes a lane active – the threat of death with the potential to still stay in the lane. Without regen, strong lane toons dominate the game, and they decide the game against their opponents very early on.

This can be solved, in a way, if no one takes a Doran’s item. In that case, players will have less health and be taking potions – low health, more regen – an all around good thing. The problem is that some toons have enough regen to get away with taking Doran’s, while the softest champions need the regen badly enough that they’ll have to forego the extra health. Basically, the problem gets augmented with champions like Xin Zhao, Renekton, Mundo, or anyone else with high regen or a self heal. When you couple that with the fact that the best junglers tend to be fast moving (think Rammus, Udyr), and the worst laners in the game have suddenly been marginalized to the point of near unplayability.

I think the best case scenario goes one of two ways. First, the Doran’s get another cost increase, to 500g, and a slight buff to compensate. Then they occupy this space of being a ‘comeback’ item, something underfarmed players can buy to regain some lane presence around level 5-6. Second, they remove the Doran’s items from the game altogether. As it stands, I think they’re still too viable on some champions and too much of a noob trap, to borrow a phrase from Morello, for others.

Karma impressions

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With most champion releases, I’m able to get a solid four or five games on day one from which I can write my impressions. With Karma, that was a little more difficult. No doubt the low IP cost had something to do with that. This morning I finally nabbed another game with her, bringing my total up to a whopping three, but I’ve also seen her in every game I’ve played, so I think I can give a decent idea of what it’s like to play Karma.

For starters, Karma has a pretty fun skillset. When a teamfight starts and you get to hit your Spirit Bond, throw an amplified shield on a friendly target, and hit your allies for a nice heal plus some damage to the enemy, it feels really good. The downside is that once you’ve done that, you’re forced to float around the back of the fight for a while, sometimes for the whole duration. Her Heavenly Wave has a pretty small cast range, and her other cooldowns are long, so your durability plummets as soon as you’ve cast those spells. This isn’t really an issue if your team has a lot of disable. If that’s not the case, well, you better be pretty careful.

As for her game presence, I can’t say Karma does things better than or above and beyond other champions. In most cases, I think I’d still rather have a Morgana than Karma, even though her heal can get pretty big into the late game. The biggest issue is that Karma only has two reliable damage spells, and one of them requires a Mantra charge. Without Mantra, she has one short range, AOE nuke and a very conditional laser beam slow thing.

Karma is also highly susceptible to early lane harass. She does have a heal and a shield, but if you’re using those regularly, you’ll run out of mana pretty quickly. I’ve played against Karma with a couple decent harassers and pushed her out of lane without much trouble. That’s a problem, because she’s very item dependent. She does pretty well in a solo lane, though. There’s less incoming damage to worry about and she can farm pretty well with Heavenly Wave and an improved shield. Unfortunately, I have a hard time justifying a solo lane for her. She doesn’t hit that ‘wow’ point that other characters do when they get ahead, usually because of a combination of gaining an ultimate and overleveling the duo lanes. She hits a little bit harder, but it’s not the kind of damage that will carry a team. Your best bet is to lane with a champion who has huge lane presence, someone like Xin Zhao or perhaps the new Renekton.

I think Karma ultimately suffers from the three-skill design. I consistently felt like I was missing something when I played her, like I was always underleveled, waiting to get a skill point that I would never get. I rarely felt like I had Mantra when I needed it; the refresh timer feels long in the midst of a fight and the bonus effects are sort of necessary to be truly effective in a fight so I burn it early. I think it would have been more interesting if she worked a bit like Annie – storing up Mantra by casting spells. Her ultimate could then be some kind of meditative state, a self buff that allowed her to always cast Mantra-powered spells for the next six seconds.

I haven’t had a chance to try full support Karma, and maybe she feels a little bit better in that situation. As it stands, I think she’s a little to easy to shut down in the lane phase. She’s definitely fun when you get to use her skills, but those situations feel few and far between.

What does the extended server downtime mean?

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For the past two weeks we’ve seen extended server downtime on patch day, a trend that bucks several months of mostly problem-free patching. As good as the last several months have been, I immediately think of the long downtime associated with patches before Season One, back when servers would go down for the entire day, sometimes more.

I’m hoping the recent extended downtimes mean Riot is preparing the servers, software or hardware, for new feature releases. These last two patches have been remarkably light on content. There have not been major champion changes and Riot has yet to introduce any major client updates. Barring those things, there isn’t much that should delay the update process as much as we’ve seen.

Could we see a client update before March 1st?

Karma Champion Spotlight is now live

The Karma Champion Spotlight went live last night, giving us the first look at her somewhat unique skillset. I wasn’t very excited for her release prior to seeing this video, but I’m a little more interested now. The fact that Spirit Bond can be cast on minions helps a lot.

I still think she’ll be lacking a bit of utility, being that she only has 3 real skills, none of which really make up for a missing ult. Also, using Spirit Bond with allies requires that your allies know how to make the best of it. In the spotlight, Phreak used Spirit Bond with Udyr to gank mid. Udyr cleverly moved through the target after he stunned it so that Spirit Bond could deal damage. I’d be surprised if many players will know or think to do the same.

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