Category: Editorial (Page 16 of 34)

Tribunal seems to be an early success

I had a lot of doubts about the Tribunal when it was first announced. The idea of incentivizing players to punish one another seemed a little odd to me, even if I had played with hundreds of players who deserved a little wrist-slap. After using the system for a couple days, though, I have to admit, I’m kind of impressed.

The only reason I use the qualifying “kind of” is that the Tribunal’s real value can’t possibly be assessed until we can see some results. When Riot first starting banning players for bad behavior it seemed like games were about to get a whole lot nicer. However, the League of Legends playerbase was growing much faster than Riot and so the need for justice quickly outpaced the execution of that justice. The Tribunal has the potential to turn that around, hopefully expediting the punitive process for Riot and giving everyone a look at just how foolish the rage sounds when it isn’t spewed in the heat of the moment (it also sounds ridiculous then, but I can understand getting steamed here and there).

That said, it seems the Tribunal is an early success. I’ve completed my three cases in each of the past two days and actually enjoyed the process. It’s interesting to see the kinds of information that can actually be used to punish/pardon a player and the different ways each player in a game understands another player’s actions. I’ve already seen a couple complicated cases that involved a lot of bad behavior from all parties involved. It can be tough to reason out who, if anyone, should take the hit, and if the reported party is actually to blame.

Of course, I’ve also seen some very cut and dry cases. You don’t die 20 times in 20 minutes without trying, and you certainly don’t die that often several games in a row without some sort of effort. I’ve also been entertained and amused by the things people share on the forums. Part of the problem with ragers is that they disappear once the game is over and very few people are exposed to the ridiculous things they say. The Tribunal bumps that exposure by not only being thrown into the pool but also because players that see it are so keen to share it.

I’m really hoping we see results. It’s a cool system with some great potential. It would be a huge bummer if it didn’t work out. How has it seemed to you guys so far?

Champ of the Week: Kog’Maw wrapup

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I usually save this post for Monday (though depending on my workload it has occasionally been later than that), but I think I’m ready to wrap the week of Kog’Maw and look ahead to my next champion.

Playing Kog’Maw this week served as a reminder of why I liked him so much at launch. He has a lot of flavor and a solid laning kit. He also scales well into late game but with enough weaknesses that he feels balanced. He performs well against a variety of champions, though I would suggest picking someone like Ashe or possibly Caitlyn if you’re up against a CC-heavy team comp.

I tried a few different builds over the course of the week, most of which relied on Bloodrazor for maximum damage output. Bloodrazor is ultimately a good item for Kog, but I think he’s actually more fun if you run with a Wit’s End/Malady build early in the game. The cost is only marginally higher and I felt like I gained better defensive stats from the Wit’s End stacks than just the cloth armor in Madred’s. Also, the build was just more fun. When I run Bloodrazor I feel like I have to max W first, and I don’t think that’s always the best option. Running Void Ooze and Caustic Spittle gives Kog’Maw a lot of early burst, though it is a bit mana intensive. It’s great when you’re laned up against a squishy opponent.

I think it’s tough to overstate the utility of Kog’Maw’s ultimate, too. If you’ve done a good job harassing your opponents you can shackle them to the lane by repeatedly breaking their recalls. I’m not usually one to break recalls but with Kog it feels like effort well spent.

If I could change one thing about Kog’Maw, I think I would change his W from magic damage to true damage. I know that sounds a little nutty – I’m not much of an advocate for true damage in most cases, but a little magic resistance goes a long way against Kog’Maw. The percentages on his W aren’t as high as Vayne’s, and they might need to drop a bit since it’s an activated skill. I don’t really think Kog’Maw needs much, and that would probably be enough to push him over the edge.

Don’t sell yourself short

Vayne.

I hopped into a game this afternoon with one of the readers here, playing a Blitz/Vayne combo on bottom lane. I really thought we were going to dominate – we were up against Lee Sin and Janna, which on second thought I should not have underestimated as heavily as I did. Janna is such a strong lane partner and, frankly, Lee Sin does a hell of a lot of sustained damage with a support to back him up.

Things didn’t go exactly as I had planned. I died early thanks to an Ignite/Exhaust combo and struggled to get my farm up for the rest of our lane phase. Around 15 minutes I checked the score; our team was up 14 to 5, but I was a whopping 4 of my team’s deaths. Ouch.

My deaths didn’t tell the whole story, though. In fact, I was 4/4/4. It was more deaths than I would have liked to endure early, but I also had a nice kill count and the cash from four assists. I had been involved in 8 of my team’s 14 kills, which is a pretty nice contribution for early in the game.

I’ve always maintained that stats don’t tell the whole picture. Sure, four deaths worth of gold was a lot to give up in the early game, but my dying usually allowed my team the opportunity to turn a couple kills, which resulted in much more gold for my own team than I was giving up. It was a frustrating early game for me but it resulted in a very solid performance for my team and a handy win. Always make sure you’re looking at the big picture in those frustrating lanes. If you’re playing smart, sometimes it’s okay to be the one soaking deaths for your team, even as a carry.

How much LoL advertising do you see?

I was pretty surprised today when I stumbled across the above advertisement on a Minecraft blog. I spend a lot of my work day perusing gaming sites, which is why I was shocked that this was the first League of Legends advertisement I’ve seen (on a non-LoL related site).

Online video game advertisement has always been a funny thing to me. Maybe it’s that I’m involved in the industry, or maybe I’m just old enough that I didn’t randomly happen upon games – I researched them and waited anxiously for their release – but I just can’t imagine those ads actually persuading me to try a game.

I want to say that League of Legends is different because it’s free, but free game advertising is usually laughably bad. We’ve all seen ads for Evony online. They’re hilarious. I don’t think it’s unfair to say that those games may have ruined online advertising for the free-to-play model, at least for the immediate future.

Then again, I don’t have millions of people playing the game I created.

Champ of the Week: Kog’Maw

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I’ve done a couple AP champions and a melee assassin for this feature – I think it’s time for some ranged DPS. Looking at Kog’Maw’s kit it seems that, other than Vayne, he’s probably best suited for flat out tank killing. Ashe is likely still the best pick overall for a ranged DPS, but if Kog’Maw can get ahead, he can burn tanks like no other. That said, he’s very susceptible to crowd control effects and suffers from a fairly weak early lane presence.

Basically, I want to see how Kog’Maw performs against a variety of comps with an average farm. He is absolutely devastating if overfed, which also has me interested in seeing how well he can carry against tanky DPS teams. I think the changes to Wit’s End make it the perfect Kog’Maw item, so I’m going to try a few builds centered around a Wit’s End rush to see how well it scales.

Check back later in the week for more impressions. Hopefully I can get a few Vayne games in before the day’s end and have some impressions on her tomorrow as well.

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