Category: Editorial (Page 23 of 34)

Ryze rework: say goodbye to Deathcap

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One of the biggest changes from this patch is the Ryze rework, which turned him into a more spammy, AP carry style toon. Though I was originally a little skeptical of the changes, I think it has turned out well so far.

So what’s different? Well, for one, his Overload cooldown has been cut in half. It still scales with mana, a mechanic that was also added to his Rune Prison, which also now has a longer range. Spell Flux still functions the same way, just with a longer cast range, and his ult now gives extra mana and some spell vamp in place of the ability power.

The biggest change for Ryze is his build. I’ve always liked a mana stack on Ryze, but now it’s far and away the most efficient build for him. Mana is pretty cheap when compared to AP, and the mana items in the game offer all sorts of other cool benefits, like a spell shield or massive cooldown reduction. On the forums, Phreak mentioned that Frozen Heart -> Banshee’s Veil is his most efficient build. It’s a nice set of defensive stats along with big cooldown reduction and healthy pool of mana for extra damage. The problem is, it’s sort of tough to know where to go from there.

Against tanky teams I’ve been building a Rod of Ages, which is obviously a nice boost to his mana pool with the added benefit of more survivability. Beyond that, though, there aren’t many good mana items for his playstyle. If teams stack magic resist against you, you’re kinda stuck building into a Void Staff, which isn’t really all that great. I say Void Staff over Guise or Abyssal because they don’t provide enough benefit for the inventory slot. Obviously you can fit Archangel’s in there somewhere, but for the early game he really needs the survivability of the other items. As you stretch into late game Archangel’s becomes more of an option, but it’s definitely less useful as it likely won’t fully stack.

At first I had a problem with Spell Flux, and though it still seems really lackluster, it’s only there for the MR debuff. I wouldn’t mind seeing them bump his MR debuff, maybe scaling with AP, so that spell flux is a little more useful and you aren’t quite so limited on build. Of course, introducing new mana/spell pen items would also address the build issues.

On the whole, I’ve been having a lot of fun with the new Ryze. He’s much more active, and the mana scaling encourages him toward early survivability, something he desperately needs if he’s going to require more spellcasts for a kill.

Maokai Impressions: where’s my impact?

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Let me start by saying that Maokai is a lot of fun to play. There. I said it. I admitted I enjoy the guy. I know I’m probably going to get taken to task for the content of this post, but at least we can agree that he’s fun. Beyond the fun, though, I’m having a hard time fitting Maokai into a team.

What works
It would definitely be unfair to say that Maokai doesn’t have his uses. He does, but a lot of it is pretty low impact stuff. His Q is a really nice slow, but it can be difficult to land when your root is on cooldown. His root is awesome, there’s really no more to be said about it (but you know me). It synergizes perfectly with is Q and offers excellent team support. His ult is also strong, so long as the fight happens inside it.

What doesn’t work
It’s actually tough to write about what works without talking about what doesn’t, which I’m sure you noticed. Though his Q is nice, if your root is on cooldown, it doesn’t feel like much and gets very hard to land. His W has a fairly long cooldown, which makes sense considering it’s strength, but I often found myself wishing it was much shorter. His saplings, though adorable, are easily avoided in lane if you stick near your creeps. Also, the throw arc is so wide when used at his feet that they take a lot of time from toss to explosion. When throwing them a distance it’s no big deal; the travel time makes sense. Up close, it sucks. His ult also suffers from conflicted design. It reduces damage taken as long as it’s on, but it deals damage when broken. Unless you’re using it to last hit or your team is crushing, it’s almost always best to keep it running. A well-timed pop might occasionally turn the tide, but then you lose that 20 percent reduction. Also, as I mentioned in my initial post about his abilities, teamfights are rarely static affairs unless you have a lot of CC.

That being said…
That being said I still think Maokai is in an okay place. He’s definitely not OP, but strong enough when played well to support several different comps. My personal complaint about him is that his skills are mostly low impact, providing support without much pizzaz, pretty much my least favorite spot to fit on any team. On any CC team, though, he’s another force to deal with. To be honest, another part of this issue is that I’ve only played him sporadically, not the usual 10-game spree I get with new champions. It seems a lot of other people are really enjoying him, and I suppose I can understand why.

Is champion selection a barometer of balance?

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There’s a post on the forums right now citing the champions that are “mained” by the top 50 players in ranked solo queue. It’s interesting to see what those players use most, but I’m not so sure what sort of conclusions we can reasonably draw from the information.

The most played champions among the top 50 players are Shaco, Pantheon, Kassadin, and Ezreal, each with four players who main the given character. You have to remember, these are just the characters those players play most often. Also, they don’t represent a huge majority over other characters. The original poster said this:

– Only 28 of the game’s 69 champions are represented in the Top 50 as someone’s Main.
– Only 2 tanks, Singed (3) and Alistar (1). I guess if you count Nunu (1) it’s three.
– Only 5 Ranged AD carries… and only 1 of those is high on the list. I guess six if you build AD Ez

The fact that 28 characters out of a possible 50 (remember, only the top 50 players were recorded) are represented actually seems really good. To me, that points to player skill as more important than champion choice, but even that is hard to qualify.

Zileas also posted in the thread, giving overall stats for champion choice. The window between the most played champion and least played champion is surprisingly small. Ashe is played in 3.8 percent of games while the least played champion is .4 percent of all picks. Again, this doesn’t really say much about balance. Riot has said that players over 1200 ELO make up roughly the top 25 percent of the player base. Basically, there are a lot of low-skill players affecting those numbers, players that don’t really factor in to the balance discussion.

Also, among all of this, it’s important to remember that not all champions are free. As Zileas pointed out, it’s not really surprising that Ashe is the number one pick. She’s 450 IP and very easy to play. When you consider the champion rotation and the way that players unlock different champions, it’s tough to say that the number of games played per champion mean a whole lot. It’s probably fair to assume that a crazy OP champion would be purchased right away, at least at the higher tiers, but I don’t know how much that matters to newer players. I would imagine that new players don’t see the full potential of a character very often, particularly if they’re new to the MOBA scene.

There are definitely some interesting stats in the thread, but I don’t think we can take much more from them than that free champion rotations keep more champions in play. Since players have limited access to champions, the free rotation makes us more likely to try someone new when they’re available, which is a good thing. Other than that, all I can say is that I wish Riot made more stats like this available. It’s a really interesting look at the player base and how all the different aspects of the game affect player choice.

Should Riot remove ranked solo when normal draft launches?

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I’ve been playing a lot of Ranked Solo games recently, if only because I miss draft mode. Actually, that is the only reason. I don’t like ranked. I don’t like the attitude of the players. I don’t like that my own expectations of my teammates rise dramatically when I play ranked and so I don’t like how often I’m disappointed.

I’ve dropped 150 points or so over the past week and a half, largely because my teammates have made some very foolish choices. As an example, I had a team captain today who set up a Rammus pick with the bans. It was a nice move, and we could have had what many consider the strongest pick in the game on our team. Instead, our captain chose Ezreal because no one wanted to switch for Rammus, giving the other team the pick he had baited for us. Trust me, I would have taken Rammus had I known, but he just switched and locked without saying anything after no one offered to trade. Amazing.

That little story aside, I wonder what the value of Ranked Solo will be when normal draft comes out (it is coming out, I promise – Marc Merrill confirmed normal draft to me over Twitter last week). Personally, I would mind if Riot did away with it. Ranked and Solo just don’t work together in my mind. They are competing principles. I understand that it was necessary when Season One launched; players needed a place to see the new game modes, even if they were just playing solo. When the same options are available in normal, why keep it around?

More likely than not, it will stay around. Players will always want that quantifiable measure of success, as arbitrary as it sometimes seems to be (seriously, how did some of these people get past 1200). Personally, I won’t be going anywhere near ranked, unless I suddenly have a regular play schedule with four other people and we can run ranked 5s.

Slowing feature releases hurt League of Legends

Magma Chamber boss camp.

I think it’s safe to say that the League of Legends community is as restless as it has ever been. It has been more than half a year since the last major feature release, and promised feature updates remain unreleased months after their announcements. Several high profile players have made long forum posts with titles like, “@Riot why I’m losing interest in your game,” and, “Riot’s downward spiral.”

The thing is, I still have a lot of fun with League of Legends. My personal beef with Riot is that a game that once had as active a development cycle as I’ve seen has grown stagnant, relying on bi-weekly champion releases to keep the game fresh. I started playing the game in December of 2009. Just three months later there was a new map, not just in development, but in the matchmaking rotation. Somewhere along the way there was a client revision. Four months after the Twisted Treeline release came Season One, complete with ranked matches and a new client experience.

It has been more than six months since Season One launched. In that time, there has not been one major feature release to the game (sorry, tutorial modes don’t count). Magma Chamber was announced in September, as was an upcoming graphical overhaul. Both features remain unreleased. There is still no team/clan support. We still don’t have normal stats available, despite the fact that they’re being recorded. The achievements pane, which was introduced last July along with the Season One release, remains unused.

In short, it’s time. In fact, it’s past time. A major content update is long overdue for the game. Riot has had a lot of opportunity to expand the game and stay at the forefront of MOBA design. Without a serious release in the near future, I think we can reasonably expect the game to start bleeding players, either to other MOBA franchises or to different games altogether.

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