Category: Editorial (Page 19 of 34)

The blurry lines between legendary and regular skins

Cottontail Teemo.

Earlier this week Riot released Cottontail Teemo, a hilarious Easter Week skin that, frankly, I’m probably going to buy. It’s unfortunate, though, especially considering Teemo’s other epic skin, Astronaut Teemo. A couple weeks back also saw the release of Urfrider Corki, a totally amazing skin that is inexplicably 975 RP. At first I hoped they wouldn’t release the skins as legendary because I thought it somehow devalued the legendary skins. Now, though, I see that the current system is even worse – that the legendary skins aren’t really legendary at all.

Don’t get me wrong, I love the new skins. Both the Teemo and Corki skins are worth a purchase in my opinion, but they’re also a slap in the face to the people who bought legendary skins in the past. The whole point of legendary skins were that they were unique and somehow better than other skins. They had new voice work and different character models than the lesser skins. In the case of legendary Heimerdinger and Teemo, the models for their abilities were even different.

Now that 975 RP skins are getting the same treatment (minus the voiceover work), I’d imagine there are quite a few unhappy customers. It sucks that the uniqueness of those legendary skins is being devalued. Wasn’t that the point of releasing them in the first place?

I still can’t play Cassiopeia

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Among the changes this patch were a couple buffs to Cassiopeia. I was kind of excited because I’ve always like the idea behind Cass, I just couldn’t seem to get the hang of her. After playing with the changes I gotta say…not much has changed.

A little disclaimer: I did much better in one game with Cassiopeia than I have ever done, but it still didn’t feel quite right. You might say the buffs worked, and to some extent I think they did. The Twin Fang cast speed increase was a good thing, same for her ult. Her ult also seems a bit more reliable now, which is good.

The thing I still can get, though, is all the different ways she has to cast. She just requires a crazy amount of mouse movement to land all her different spells at the same time. I think the big problem is Noxious Blast, which is on a mouseover cast. I understand the thinking – it has a relatively short cooldown so it needs to be easy to cast. That’s all well and good until your target starts moving. And then that target starts casting spells. Spells that you need to dodge. Maybe I’m just lazy, but this equates to a massive number of clicks to land a couple spells.

This becomes a bigger and bigger problem as Cassiopeia’s opponents get more and more bursty. If Brand can blow me up in 3 spells but it takes me 5 or 6 to do the same thing, chances are he’ll fare better in most fights. I think Brand is a good counter example because both he and Cassiopeia are high energy combo casters. When you land that combo it feels amazing. With Cass, though, I feel like I’m much more taxed to land a somewhat inherently difficult combo.

That would be a fine thing if it felt like a skill ceiling but it feels more like a click ceiling. Is there something I’m missing here?

Infinity Edge change can’t save ranged DPS

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The rise of tanky DPS brought with it the fall of ranged DPS, a change I was initially glad for but have since grown to loathe. For all the pain that ranged DPS has brought on me in the past, I much prefer seeing a squishy guy kill me than a brick wall with 2800 HP do the same thing. At least with the squishy guy I know there’s a bit of risk involved in killing me. Bruisers don’t have to think twice.

Among the changes this patch, which I didn’t have the time to cover in full, was a buff to Infinity Edge. BF Sword is now 200g cheaper. Agility Cloak is 50g cheaper. And finally, the combined item got a 5 damage buff, up to 80, and a 5 percent critical chance buff, up to 25 percent. The idea was to get damage dealers up to that critical damage point earlier in the game. Unfortunately, I just don’t think it’s enough.

Part of the problem is character design. Many defensive toons now have built in shields, which can completely negate an attacker’s damage. This is especially painful if the hit was a critical strike – with normalized critical strikes you might not get another one before you die. In the case of a champion like Malphite, the shield even scales with defensive stats, making it all the more painful.

Another part of the problem is dodge. Dodge is hugely problematic for physical attackers because it completely negates their attack without any real cost to the target. Granted, most dodge stats are pretty low, but the complete negation of an attack is a brutal penalty, and its inflicted with the same effect at all levels.

The last issue is itemization. Sure, you can address the dodge issue with Sword of the Divine, but that armor penetration is virtually worthless on a target with 200 armor and 3000 health, to say nothing of the laughable 100 magic damage proc. I know I boisterously supported the Last Whisper nerf in days of yore, but I think it’s time to give the item its attack speed back. Damage dealers need that big DPS boost around level 12-15.

I almost suggested the creation of some kind of health/AD item, but that would be such a monster buff to the bruisers that it just wouldn’t work out.

Does Riot underestimate the tanky DPS problem?

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I can’t think of another metagame that has been quite as contentious as the current tanky DPS game, and for good reason. Tanky DPS is infuriating to play against, even more so than the old poke/heal or R->win of days gone by. It lengthens games to a ridiculous degree. It encourages tower humping. It slows teamfights to a crawl. And, unfortunately, I think Riot underestimates just how bad it is.

Just check this noncommittal post from Guinsoo. He talks about all sorts of testing that’s going on, but in his final paragraph says that it may or may not pan out, may or may not release, may or may not do any of the things they’re supposed to do. Add to that the fact that Riot seems to be trying anything to shorten games except significantly nerfing the bruisers and it seems that tanky DPS is here to stay, at least in the meantime.

I’m actually fine with the idea of a consistent metagame. It gives players a chance to settle into a routine, which isn’t such a terrible thing, especially for a competitive game. In the case of tanky DPS, though, the metagame makes the game a lot less enjoyable. I’m pretty comfortable saying that my average level of fun has decreased dramatically in League of Legends over the last couple months. Games are so long these days that I’ll get one, maybe two games in before I’m so worn out that I don’t have much interest in playing further. I think that can be mostly attributed to the prevalence of tanky characters. Tower diving doesn’t work. There’s too much health on the board to bother taking risks. It just isn’t fun.

I’m hoping the game takes a serious shift some time soon. Several of the designers have mentioned items that directly counter the tanky meta, but when will we see those? I’m guessing 6-8 weeks. Until those items release, tanky DPS will reign supreme.

How does tanky DPS feel now?

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This patch was supposed to address some of the issues with Tanky DPS characters. There were health nerfs and shield nerfs, but from my perspective the game doesn’t seem much different. Tanky teams are still able to drag out what appear to be landslide wins.

Does tanky DPS still need a nerf? Sound off in the comments.

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