Category: Editorial (Page 26 of 34)

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.

Reading Material: ‘Extra Lives’ by Tom Bissell

Extra LivesWhile I was in college I had thought to write my thesis about narrative in video games against a backdrop of narrative convention, but I focused on a creative project instead. Knowing what I do now, I sometimes wish I could go back and work on the narrative project instead, but I realize I probably didn’t have the focus to do that sort of paper justice and, more to the point, games were still too much of a playtime hobby for me.

Over the course of the past year I’ve gotten more and more interested in the serious criticism surrounding games and gaming. There isn’t much, and a lot of what’s out there is dated – some of it is decades old, which for this industry might as well be a millienium – and nearly all the rest is written by people who haven’t seriously played video games.

I did tell Santa about one book, though: ‘Extra Lives’ by Tom Bissell. Bissell is a journalist and author with a pretty impressive resume who also happens to be a serious gamer. As he mentions in the opening chapter of the book, he spent more than 200 hours playing Oblivion, and not for study. Bissell loves games and gaming, but he also has the tools necessary to write about them in meaningful ways.

I’m at the halfway point of ‘Extra Lives’ and though I’m not exactly sure where he’s taking things, I’ve enjoyed it immensely. It’s refreshing to read someone who can intelligently talk about video games without condemning the players and the developers and the entire industry to some special hell reserved for people with too much free time on their hands.

If you’re looking for a new read, consider it. I’d love to hear what you guys think about the book.

The importance of community involvement

Tol Barad.

If I had to pick one thing I love about Riot, it wouldn’t be the frequent champion releases, the skin sales, the contests, the fact that they provide a free game, the commitment to not sell power, or the long overdue Garen nerf (I am really happy about that last one, though). Out of all the things Riot does to give us a great game, the thing I love above all else is community involvement.

Of all the developers I’ve seen, I can comfortably say that Riot does the best job of staying involved with the community and using the forums to quickly and consistently address player concerns as soon as they’re on the radar. Sure, there are a few places the Riot staff has dropped the ball, and the occasional trolling still upsets me, but by and large, Riot’s pretty great about keeping the player base informed about the design that goes into a game.

The reason I decided to write this post today is actually because of Cataclysm. I know not many of you are playing, so I’ll try to cover the issue as briefly as possible. Blizzard made some major adjustments to the PvP system, most notably the way that you progress and earn gear. The honor system still exists but, unlike every other number system in the game, there has been point deflation. Items that used to cost tens of thousands of honor now cost 2200, max. A five-piece set of PvP gear now runs a total of 9900 honor. Obviously, battleground rewards have been scaled back, so players are earning less total honor, but about the same percentage related to gear as was the case in Wrath.

Cataclysm also introduced another world PvP zone named Tol Barad. Like Wintergrasp before it, Tol Barad offers raid access to the faction that controls it, a fight for which is waged every two and a half hours. When it launched, the defending team had a massive advantage and was able to win nearly 100 percent of the battles. To counteract the issue, Blizzard increased the reward for successfully attacking Tol Barad by a factor of 10, literally. The assaulting faction now receives 1800 honor (more than the cost of several of the pieces of gear) for a victory instead of 180. It’s a big problem because it has artificially inflated the gear level for a lot of PvP players and made running battlegrounds seem paltry by comparison.

The design issues this change raises belong to another post. The interesting part for the purposes of this post is that Blizzard hasn’t responded to the change at all, despite the fact that it just went live this past Tuesday. The latest blue posts are a full two and a half days old, one of which says we should look for a blog post after the new year discussing the design direction for Tol Barad. I realize two and half days isn’t that long, but this is prime playing time for a lot of people with the holidays in full swing and this change has already had major impact on the game, an impact that might be compounded if the fix is to re-nerf the rewards. It basically nullifies the gear reset for anyone who makes it to 85 after the change gets reverted.

I have never wished Phreak was a Blizzard employee until now.

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

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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.

Still not sure how I feel about the dragon changes

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Though I’ve spent most of my gaming time in Cataclysm lately, I have been sneaking a few games of LoL with my brother. There’s been a lot for both of us to catch up on, though the dragon change has probably had the most impact. Teams are definitely playing the game differently now that dragon is worth so much gold.

One of the most interesting setups I’ve seen was a team that ran two junglers. I’d seen it before, but it had never seen all that effective. I guess I should mention they were both jungling in their own jungle. I was jungling ours (and getting ganked all the damn time – there is no getting away from Nunu and Trundle). With two people constantly mia, our lanes were playing very safe. No one was farming well, so no one wanted to buy wards. Obviously this is all a bit anecdotal, since it was just one game, but there does seem to be a lot more focus on dragon in general, and more games seem to slip away from me early if my team doesn’t ward.

I really think the double change – XP nerf, gold buff – was a little too much. Dragon is such a crucial element of the game that I’d always prefer to err on the side of moderation rather than dramatic change. I’m still working to figure out just how much it matters, and there are some farming toons/comps I’d really like to try to exploit the extra cashflow. What have you seen?

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