Category: Champions (Page 27 of 43)

Renekton ability list announced alongside the ‘Fury’ resource system

Renekton.

It’s been a busy week, and I’m sad to say it has set me a little bit behind on my forum reading. I did get a little bit of time after dinner today to check out the recently announced ability list for Renekton, including his new resource system. Let’s dive in, shall we?

You can’t talk about Renekton without talking about the new resource system. Renekton uses ‘fury,’ which, from the sound of things, should work like most any warrior in any RPG you’d be familiar with. You hit stuff, you get fury. You use fury, you hit stuff harder. It’s a bit of an odd system for League of Legends, because you really need to be able to cast, even when you haven’t hit anything in a while. Riot deals with that by (as far as I can tell) making Renekton’s abilities free to use. By using them while he has enough fury, Renekton augments his abilities in some way. It seems a little confusing, but I’m sure it will make sense once I can play it.

I’ve interspersed my commentary with the ability list because there’s a lot to cover. My comments are in italics. Here’s the list:

Tyrant’s Reach: Renekton cleaves, dealing damage to nearby enemies and healing for 20% of the damage dealt. Each target hit grants 5 fury, up to 25. Heal amount is tripled against champions up to a hard cap.

When Renekton has more than 50 Fury he heals for a large portion of damage dealt. Consumes 50 Fury.

Few skills in LoL scream ‘jungler’ quite as loudly as this. With auto attacks generating fury along with that cleave he should be healing very quickly. The only way this isn’t a jungle skill is if it has a massive cooldown, but I doubt that. I know it is possible to jungle on Nasus (I do it myself here and there), but this skill will serve you much better in the early game than Siphon Strike.

Ruthless Predator: Renekton’s next attack will swing twice dealing a percentage of his Attack Damage as physical damage and stunning his target for a short time. Applies on-hit effects.

When Renekton has more than 50 Fury, his next attack will swing three times dealing a percentage of his Attack Damage and stunning his target for an increased duration. Consumes 50 Fury.

This is where Renekton gets the sticking power Nasus so badly needs (don’t you dare say ‘what about Wither’ – that skill is almost completely countered by Merc Treads). When coupled with the dash skill below and a Phage/Trinity Force/Frozen Mallet, Renekton will be attached to you like a facesucker on anything not named Sigourney Weaver. To me, this is basically a delayed auto attack reset, likely for slightly reduced damage. A reasonable combo would probably be Slice/Dice and if you’re over 50 fury, hit Ruthless Predator, if not, use his cleave/auto attacks to break 50, hit RP and finish your target.

Slice: Renekton dashes forward, dealing physical damage to targets along the way. If he hits a target he gains the ability to use Dice. .
Dice: Renekton dashes, dealing physical damage along the way.

When Renekton has more than 50 Fury during Dice, he deals 50% additional damage and shreds the armor of targets he hits. Consumes 50 Fury.

This is an interesting skill because it is probably the first hard counter to Flash in the game. If you Slice to a target and they Flash, you Dice to them again. Even Kassadin would have a hard time getting away if Renekton takes Flash. This skill is also your setup for everything else. Depending on the cooldown, I would guess you’ll take one rank of Slice/Dice and max the other two.

Dominus (Ultimate): Renekton empowers himself with dark energies, gaining increased size and health for 15 seconds. While empowered, he deals additional magic damage and generates bonus Fury every second.

Here we have the thematic tie to Nasus, as well as a defensive skill to add a little survivability. It’s strange that he deals bonus magic damage in this form. I’ve never liked it when Riot hybridizes a champion’s damage; it makes that champion very difficult to build against in an otherwise balanced team. Again, I wonder about the cooldown. I personally think Nasus’ ult CD should be half as long as it is, but maybe that’s just me. This guy has enough other high-impact skills that this one doesn’t have to be incredible (as an aside, it sucks to write that – this is his ult and as such it should be epic).

Reign of Anger (Passive): Renekton gains 10 Fury per autoattack. Having sufficient fury empowers Renekton’s abilities with bonus effects, but this drains Fury. Out of combat, Renekton loses 5 Fury per second.

When Renekton is below 40% life, he generates 50% more Fury.

Again, this is a case for Renekton as a jungler. Melee does not do well in lane as it is. The quick Fury decay means he needs to be auto attacking fairly often to keep enough available for use on champions. In a way, it’s sort of a beautiful system for a jungler. In the early game he’ll probably struggle to get to that 50 Fury during a gank. The Fury will decay while he’s positioning in the brush and he’ll need 4-5 auto attacks plus an ability or two to get to the 50-point stun from Ruthless Predator. With Slice/Dice and a mobility summoner spell, though, I could see him sticking to targets in the early game with or without Fury. We’ll see.

On the whole, I’m really interested to see how this guy turns out. It’s strange that Riot is releasing what appears to be a very strong jungler after it’s been mentioned several times by several people that they want to reduce the importance of jungling. That could mean jungling nerfs are getting close, but it could also be that pure melee toons thrive in the jungle because they get crippled in lane and there’s no easy way to fix it. Let’s hope it’s the former.

Champion Sneak Peek: Renekton, the Eater of Souls

Renekton, the Eater of Souls

Nasus has a brother, and he’s not a dog! Amazing stuff, no? Riot’s just released the Champion Sneak Peek for next week’s champion, Renekton, the Eater of Souls. Here’s the official blurb:

Lately, we’ve seen quite a few sibling duos enter the League of Legends. While Garen and Lux may have been the first to make membership in the League a familial affair, since then Cassiopeia and Katarina have been making a point of highlighting the importance of good genes. Of course, not all families get along, and if we’re going to broach the subject of sibling rivalry there’s probably no better place to start than with Nasus’ brother Renekton, the Eater of Souls. We’re personally not sure that we’ve ever seen a fraternal relationship with more animosity (no pun intended).

You want to know why Nasus and Renekton don’t get along? They have different dads, and Nasus knows it. I’ll be curious to see where Riot goes with this pairing. While Garen and Lux didn’t necessarily have similar skills, their skills worked well together and they had similar art design. I’m not sure what similarities exist between Katarina and Cassiopeia. Their ults do work well together, it’s just that Cassiopeia’s skill ceiling is somewhere in the stratosphere.

I’d love to see Renekton and Nasus share thematic similarities, but their fraternal bonds will probably only extend to the art design. Let’s face it, Nasus has one of the least cooperative playstyles in the game. He’s basically a solo farmer who, if he shows up for teammates, you can’t really remember what he did. He’s great at pushing, and his ult looks awesome, but I never walk away from a Nasus game thinking, wow, we could never have done that without a giant, bipedal dog on the team.

Caitlyn impressions, or, why use abilities when you can auto attack?

Resistance Caitlyn

When I first saw Caitlyn’s champion spotlight, I was surprised by her defensive skill set. Her trap, her net, even her ultimate to some degree, are skills to be used to get out of trouble or while you’re well out of trouble’s range. Despite her great range, she didn’t have anything that made me think, ‘oh, that’s how you get kills with her.’ I’ve played a decent number of games with her now and not much has changed.

On the surface, Caitlyn’s design concept is pretty cool. She has big range, an auto attack modifier on her passive, and her skills scale with attack damage, meaning that armor penetration you’re packing is worth something. The deeper and unfortunate truth is that Caitlyn’s usefulness is inversely related to the length of the game. The longer the game lasts, the less effective you become. Here comes the skill breakdown.

Piltover Peacemaker is a great skill in the early game. It hits hard (more than 100 damage at rank one with just a Doran’s Blade), especially if you’re packing armor pen. runes, and it helps you get a big farm going. Once the teamfighting starts, it’s a great tool for hitting multiple targets at once. Unfortunately, the one second cast time means you’ll probably miss here and there, and using it during a chase pretty much guarantees you won’t catch your target. Attack speed items, assuming you have your damage built, also steal its usefulness because it just makes more sense to auto attack after a certain point. That said, this skill is great for snagging a kill through a wall or checking brush, and it still hits a squishy hard in the late game. Of all her skills, this one scales best.

Yordle Snap Trap was sort of doomed from its inception. It’s an interesting concept, but in play, there just isn’t a good balance point. The trap never seems to arm quickly enough, and the stun has only ever helped me get away or kill a reviving Zilean. The fact that they are visible makes them easily avoidable (is she catching blind yordles?) and teamfights are typically mobile enough these days that the trap seems useless. It can be good as a sort of ward, and it will occasionally save you from a gank, but the fact that you’re limited to two of these means, more often than not, you won’t have them where you need them.

90 Cailber Net could have been a really nice skill for Caitlyn. Instead, it’s this weird snare/escape hybrid with conflicting functionality. The skill actually knocks you back when you cast it, so you have to cast behind you if you want to chase with it, wasting the slow effect. If you slow someone with it, you’ve blown yourself away from them which is pretty much only good if someone is chasing you. Unfortunately, the slow isn’t enough to save you from those people in a lot of cases, so you better have a trap ready. It can throw you over walls, like a mini-flash, but you move so slowly, both when you run and as a result of the knockback, that players rarely have trouble catching you. This is a really bizarre skill to me. I’d love to hear Riot’s design process. Were they worried it would be too OP? Look at MF. She’s got an AoE slow without some weird, compromising, ever so situationally useful secondary effect attached.

As her ultimate, Caitlyn has the poorly named and woefully executed Ace in the Hole. It’s a snipe that, though it never misses, can be intercepted by a teammate mid-flight. I say woefully executed because it was a great thought. Dwarven Sniper was a lot of fun to play, but it really sucked if he pulled out ahead of your team. Squishy toons just got bombed from a mile away with no chance to avoid death. The intercept idea was pretty cool, but it’s really frustrating as Caitlyn for a couple reasons. First, her ult doesn’t hit very hard. Even when you have a ton of damage her ultimate feels really underwhelming. Interceptors often just shrug off the hit instead of being significantly damaged as a result. Second, the projectile is slow, making it really easy to intercept. Last is the cast time. As an attack damage champion, you’re losing a lot of potential damage by stopping to channel that ult. It is good for quick skirmishes, mostly to tag a champion for some assist gold, but in a teamfight you’re losing damage by stopping to channel her ult, and I can almost guarantee you won’t hit your target.

On the whole, Caitlyn’s abilities rely too heavily on channels without the added benefit of AoE or heavy single target damage. By mid to late game you’ll be better off auto attacking than using your skills, and your skills don’t compliment an auto attack playstyle. She ultimately fails because of a confused design that is too tied to concept with little attention paid to practical application.

Caitlyn Champion Spotlight is live

The servers are up and running but, for those of you stuck at work or away from your gaming machine, the Caitlyn spotlight is also available. Her skill set seems strangely defensive, although to be honest, I haven’t had a chance to play her yet. My impressions should be up later today or early tomorrow.

Riot hasn’t made a peep about Caitlyn’s release date

Caitlyn 1

We’re now more than two weeks past the Cassiopeia release date, which puts Caitlyn outside the normal release window. Though I’ve been excited to see her launch, I’ve actually enjoyed the extra time. That’s a little silly to say since I haven’t been playing much LoL lately, but it’s nice that I’ve been able to indulge in some other games without worrying that I’ll be falling behind in my understanding of new champions and mechanics.

I’d really like to see Riot stick to a three or even four week release schedule, and instead focus patch weight on champion changes and balance tweaks. There is still a lot to be done for the game, and though I know Riot says balance and new champion design are two different departments, I’m sure the two processes are similar enough to reallocate some manpower.

Evelynn still hasn’t received her oft-rumored remake, and several designers have been quoted recently as saying jungle Eve puts too much stress on the enemy team. That’s something that needs addressed fairly quickly in my mind, even if there aren’t many Eve players out there. Gangplank has also been slated for a review/remake for some time, yet he remains unchanged.

I’m guessing we’ll see a return to the champion-every-two-weeks model of development once the holidays have passed, but sometimes it’s nice to dream a bit.

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