Category: Champions (Page 11 of 43)

Leona Impressions

Valkyrie Leona

Leona’s mid-week release has been messing with my schedule a bit, but I’ve still been able to sneak in a few games with her here and there, enough at least to give you an impression post. Leona has all the skills necessary to be a powerful force in the game, there’s just one problem – she doesn’t have a lane.

The current metagame is focused around leveling an AP carry and either a high burst ranged carry (Corki, basically) or a bruiser in the mid and top lanes and allowing the pure ranged carry to farm bottom with a support. The support sustains the carry for a big farm so that the team can scale in to late game. Unfortunately, Leona isn’t very good in a solo lane. She doesn’t farm creeps well, she doesn’t harass well without another player with her, and she sure as shit can’t jungle. For competitive play, that leaves her one place to go – bottom lane – which means the carry is left without a healer, hoping to snag a few kills in the early game thanks to Leona’s crowd control. There’s one giant problem with that strategy, though.

Have you ever noticed how low the kill counts are in competitive matches? Competitive matches are about safety for the majority of the game – players ward, every team brings support, every team packs Clairvoyance – with a focus on objectives and the occasional teamfight. That’s not really where Leona shines. Leona is about having an aggressive lane and teamfighting often, using her low-cooldown CC skills to pick apart the enemy team. In a metagame that is essentially a farm-off, she doesn’t have a place.

That said, I’m hoping the metagame can make a shift some time in the near future, because Leona is a lot of fun when I can actually use her abilities. Leona is a tank in the purest sense of the word. She has a boatload of CC but fairly weak damage, especially compared to champions like Jarvan. Riot got so many things right about her kit I’m wondering if we’re about to see a very significant shift in the game’s design. She doesn’t do crazy damage, she doesn’t even do any kind of resistance debuff. She doesn’t push well, though she can occasionally set up a push with a tower dive. She doesn’t farm well. She’s only there to lock down targets so that the rest of her team can put together some kills.

I would love to see the game-extending support metagame die in favor of an action-creating CC/Carry lane on the bottom. I think Leona has the kind of kit to make that possible, but until the passive support game gets nerfed, I don’t think we’ll see Leona in a ton of games.

Leona gets a sneaky launch this afternoon

Looks like it’s time for me to eat a little crow. I didn’t think there was any way Riot would launch Leona until tomorrow, but they went ahead and set her live this afternoon. She’s available now in the store for 6300 IP or the usual 975 RP.

So far I’ve only had the chance to play one game with her but it went exceedingly well. She feels strong – lots of CC, responsive attack animations and spell animations, and enough damage from her skills and her passive combined – but not overpowered, at least not at first glance. She makes a devastating lane partner for anyone with a stun and I’ll be interested to see how she fares as a solo. If there’s one way she might be a little strong it’s that her shield can be up nearly all the time and it gives an amazing amount of resist (30 MR/armor at rank 1). Most importantly, though, she seems like a lot of fun to play. In the past I’ve said that when I should have been saying “this champ is OP,” but I’m hoping that’s not the case here.

I’ll give more impressions about her either later tonight or early tomorrow. What have you guys found so far?

No Leona until at least Thursday

It looks like Leona is going to blow past the mid-week release point, despite Riot’s plan to release her early this week. The European servers are scheduled to get Friday’s balance changes tomorrow morning. The patch will not include Leona, similar to the NA patch, due to stability concerns. Once Riot believes the servers are stable they’ll set Leona live on both realms.

It’s really been a bummer to see Leona delayed for so long. The game hasn’t changed in a significant way in quite some time, so champion releases are really what drive my interest in the game. Leona’s delay has definitely been a bit of a letdown.

I understand that stability has to be the number one concern, I just wish Riot could give us a little more detail. Leona doesn’t seem to have any new tech, so what about her impacts stability? Does she not interact well with other features that are being slowly patched in? Is this patch a preparation for something much bigger from Riot headquarters? Communication is key, especially now that we’re between seasons. I think Riot would do well to build hype for new features and communicate as much about any delays or problems as is possible. With several other MOBAs on the horizon, now is not the time to let the game and the player base go stagnant.

Riot previews Leona mechanics

We knew a little bit about Leona thanks to Riot’s presence at E3, but most of that information was speculative, pending some internal playtesting. It looks like the League’s first female tank is nearing completion, so Riot has released a preview of her mechanics.

It sounds like Leona is going to be a crowd control bot – she has a low cooldown stun, a skillshot gap closer, and a defensive stance. She doesn’t have a traditional taunt or positioning skill like Alistar or Rammus, but apparently uses fairly sizable damage to encourage players to either get out of her way or focus skills on her in a fight.

Here’s the official word from Morello:

Leona does this by providing a low-cooldown, low-duration, single-target stun with a skillshot gap-closer to start. After she closes the gap to the enemy, she’ll be performing regular single-target stuns that really disrupt the fight or peel off a target from an ally once a fight has begun. Additionally, she has a defensive stance that allows her to soak up punishment pretty effectively and also discharges a wave of sunlight outward that causes significant damage. This mechanic acts as a sort of “soft taunt” that causes her to have some threat when she’s about to unleash a big chunk of damage, and makes her an attractive target.

Finally, her passive, Sunlight, causes all of Leona’s spells to debuff the target, causing the next attack from an ally to do additional damage. This really encourages Leona to mark high-priority targets and let her set up opportunities for her teammates. Her power increases with the length of the fight, a common tank trait (like Singed’s Poison Trail or Amumu’s Despair, for example).

I’m guessing her ultimate has some sort of channel component, something sort of like a Nunu ult, though maybe more mobile. It would encourage players to save a stun for her or stay out of her range, which pretty much achieves the taunt function. I’m definitely glad to see a pure tank instead of the tanky DPS that has been filling the role. I just hope she doesn’t deal too much damage.

Yorick Impressions: He needs that buff

Undertaker Yorick.

I saved my Yorick impression post for late in the evening because I figured Riot would have to weigh in on his current status. Most everyone is claiming that he is horribly underpowered, and for the most part I have to agree. His early game is incredibly lacking and he is highly reliant on a strong team comp to maximize his potential. That said, late in the game with the right comp he does pump out some damage. Riot recognizes his relative weakness and has already stated that he’s going to receive a buff, but we all know that won’t stop me from sharing an opinion or three.

One of the biggest problems I’ve had with Yorick is his damage output from level one to eleven. The burst from his ghouls seems just barely too low, mostly because he doesn’t have the damage to improve them for quite some time. They also die fairly quickly, which isn’t a big problem when they don’t deal much damage but becomes a larger issue in the mid game. I think a mana cost reduction would also help a lot here, and I’m glad to see that Riot is considering that sort of adjustment.

The other major issue plaguing (yeah, I did it) Yorick is the design around his ultimate. Pet design that is based around champion clones feels misguided at the very least. The scaling gets really hard to manage late game and can even be overwhelming in the early game. When a jungler comes around for a gank and Yorick also ults, the 4v2 is frustrating. I haven’t felt outplayed by a Yorick yet, just outnumbered (only by his ult, the ghouls die too fast to really matter), which is pretty boring. Getting outplayed is a good thing – it teaches me how to play better. I wish he had something that felt more skill based.

One of the biggest problems facing Yorick, at least for me, is that he’s following Orianna. I’m starting to realize just how perfect a champion release Orianna was. She’s a blast to play, fairly difficult to pick up, and strong with a quality team around her. She takes more than one game to learn and a whole bunch of games to master, both of which are great things for a champion. Her design makes me want to get better with her, while Yorick’s design just makes me wish he was better. Hopefully the upcoming buff will give him a little boost in the early game.

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