Category: Editorial (Page 18 of 34)

The Gangplank nerf

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Posts are going up unexpectedly late tonight – I’ve been working on two longer articles today and unfortunately they just aren’t done. Keep an eye out for those early next week. In the meantime, let’s talk about the Gangplank nerf.

Yes, I said nerf, because that’s just the most accurate term. Gangplank was already a bit of a niche character, occasionally effective in his ability to deny experience in his lane and set up jungle ganks. He struggled in teamfights from both an unreliable ultimate and his lack of mobility tools, especially when there weren’t creeps in the vicinity. His damage output was also typically unpredictable – occasionally through the roof but rarely consistent thanks to Parrrley. This rework did very little to address his biggest problems.

Raise Morale has lost its ability to deny creep experience, an admittedly broken mechanic when only one character in the game can do it. Removing that facet of the ability also meant Gangplank lost his ability to effectively lane. Because Parrrley grants bonus gold on kill, it’s best used every time it’s off cooldown, resulting in a lane push. Raise Morale gave Gangplank, who has low mobility compared to all the dashers in the game, the ability to lane against highly mobile teams by hanging back at his turret. For interested parties, Gangplank is one of three melee champions in the game to have neither a dash nor CC (slow/stun/fear – the terrible slow on his ult does not count). The other two champions are Mordekaiser and Garen, two of the most poorly designed characters in the game in my opinion. As far as laning goes, both these guys absolutely rock Gangplank, though Kaiser might push a little too hard.

The changes to Gangplank’s ult might be the most embarrassing part of his “rework.” The AoE is smaller, the slow is half as effective, and the random damage element is still there, though worse than before because the area of effect is so much smaller. Now, I’m no fan of global ults, but the fact that GP could blanket a lane with this bad boy every couple minutes was pretty nice. It could be fired quickly without a ton of regard for placement, a simplicity countered by the fact that it might not do so much damage. Now it has to be carefully placed, still does unreliable, often pathetic damage, and hardly slows the target. Gangplank has plenty of trouble getting to his intended target – he didn’t need a slow nerf to make things worse.

Gangplank needs a remake, not this rework crap. His ultimate is terrible, Parrrley is poorly conceived, and Raise Morale doesn’t give him the boost he needs when he needs it. His one good skill, Remove Scurvy, remains the only skill in the game that can break suppression, a feature that will likely be removed someday for the same reasons his deny was removed. I won’t be touching Gangplank again until he gets his remake.

The new Fiddlesticks

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One of the big changes this patch was a minor Fiddlesticks rework. I say minor because he doesn’t play entirely differently, he just feels a lot better. I’ve played a few games with him so far and been impressed with the changes, mostly the difference in Dark Wind.

Prior to the changes, I had a really hard time prioritizing Fiddle’s skill levels. He needed the utility of a bouncing silence, the power of Drain, and the fear in order to really lock down a target. When Dark Wind only bounced twice, it was difficult to get all that out of a gank, especially early on. Now Dark Wind is strong enough early on that multiple ranks aren’t totally necessary.

As good as Dark Wind is for early game jungling and ganking, you can feel it start to slow down by the late game. As weak as Fiddle used to be in the early game, his late game has the same potential to fail if you don’t get an early start. Fiddle is now heavily reliant on high AP builds, so it’s important to keep your cash generation up.

On the whole, I think Fiddle just feels a whole lot better. I would like to see Dark Wind get a little AP boost so it’s a touch stronger in the late game, but for the most part he feels much better. I pulled a quad with him today – something I haven’t done in a long, long time.

Champ of the Week: If I could change one thing

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I played a game with Cassiopeia this afternoon during which a friend asked an interesting question: “If you could only change one thing, what would it be?” I liked the question so much I’m going to feature it in each Champ of the Week rotation in some way.

Unfortunately I didn’t have a great answer. My gut response is to say change the way Noxious Blast is cast. Honestly, I would rather have to click cast it than mouseover – at least then my cursor would be in the right position for me to land my other skills. It would also give us a visual indicator for the size of the blast, something that currently isn’t in the game, even if you click on the spell icon to cast it as is the case with Karthus.

Another option would be to make Miasma cast at a static size. I really don’t know why the spell grows. It’s a cool idea, but it’s so functionally clumsy as to be infuriating. The problem with both of my ideas is that it makes her combo a little too easy to land. Twin Fang would probably need some tweaks if either of those changes happened.

If I had to choose one and just one, it would be Noxious Blast.

Cassiopeia frustrations

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Despite my misgivings about Cassiopeia, I’ve been having a lot of success with her. My deaths are usually higher than I’d like, but I’ve generally had a positive KDA and in some cases even carried my team. Until now.

As I start this post, I’m in the thick of what is almost surely a losing game, a game that has been laborious from the start, largely due to the way Cassiopeia casts. I laned mid against Karthus early, which was definitely a challenge, but one I was up to if he didn’t get blue buff at 6. Unfortunately he did, which meant I was slammed against my own turret all of the early game, woefully trying to time poisons against tower hits. My farm was pretty bad.

Karthus also had a much easier time with lane harass than I did. His casting mechanics are somewhat similar, but generally much more reliable. His slow AoE is huge while Cassiopeia’s is tiny. Hers grows, but the growth is slow and easy to see – not exactly difficult to avoid. There’s also the fact that Karthus can move his DoT spell by just moving his body. In one fight I hit him with my slow, a couple Twin Fangs, and a Noxious Blast to keep the poison up. It was looking like a kill until he hit me with his slow, which is much more devastating than my own, and then melted me with Defile and Lay Waste. It was close, but he got me and lived.

Cassiopeia’s ult is also extremely frustrating because of the facing requirement, especially against teams that kite. Karthus is a great example of a champion that will run away from you but turn back often to cast a single spell. If you catch him, great, but when he whole team is trying to keep you from him, but also kiting themselves, her ult can feel like a big waste. The slow isn’t really long enough to give you a shot at catching a distant target, and the damage isn’t spectacular either.

The more I play her, the more Cassiopeia seems to be designed around winning fights against champions that don’t know what she can do. She is very hard to 1v1 if you’re chasing her. Her ult plus an Ignite and any poison -> Twin Fang combo is pretty much GG. In most other situations, though, she’s easy enough to handle.

How’s Portal 2 treating you?

Portal 2.

I know I don’t write much about games other than League of Legends or Minecraft, but that doesn’t mean they aren’t on my radar. I kept up with the development of Portal 2 for a while, but once I heard about the length of the game I lost interest. A pair of six hour campaigns is hardly enough to get me to spend $50 on a new game.

There are, of course, custom maps, and I’m curious to see how quickly custom map development will take off. I really loved the first Portal, and I can imagine how fun it would be to keep up with the best custom maps from the community. That’s something I’m willing to pass on for the time being, though. Portal really strikes me as a $20 game that will end up being supported by the community.

Did you snag Valve’s latest on release day? How’s it treating you? Find any cake?

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