Category: Editorial (Page 33 of 34)

The supermids aren’t always your best option

KogMaw_Splash_2

First, I’d like to draw your attention to my awesome title for the champions introduced since season one launch who exceed most other champions at taking the solo lane: supermids. The reason I thought it up (I know, I’m so creative) was that I needed a way to talk about Vlad, Kog’Maw, Miss Fortune, etc. without typing that out every time I wanted to talk about the great carries in the game. Enough of that, though. On to the post.

I played two games tonight with a friend with hopes of breaking into the 1600s in ranked solo. I had been playing well all day and things just seemed to be going right. We lost. Both games. Hard. The biggest problem in both cases was our comp. In the first game my buddy was stuck in the mindset of 3s so he banned Singed. No biggie, still 3 bans, but we decided to joke around and ban Eve. That left a few strong toons on the board. Our opponent first picked Warwick so my buddy and I snagged Garen and Miss Fortune. Solid start for the team. Unfortunately, a teammate thought we couldn’t leave Kog’Maw on the board, so he picked him over some CC (Morgana was still available). Our fourth teammate chose Sona and I knew we were in trouble. Our fifth pick: Mordekaiser.

Sure, we had strong toons, but the sum of the parts was virtually nothing. Without crowd control to keep the enemy away from the carries, we got rocked. You can go too far in the other direction, too. For my next game I didn’t ban Amumu because frankly, a lot of people suck with him. The other team first picked Warwick again. I snagged Garen for a buddy and our second player picked Taric. We had said someone should get Amumu, but I was already thinking we were on the verge of being too tanky. With good DPS, though, we should have been fine. Our third player takes Shen and immediately locks him in, even though our fourth had said several times that he was picking Amumu, which he still did, leaving us with 4 tanks, short on damage. I had my friend pick TF in the hopes that we could stun them down. We couldn’t. Our outside lanes were getting worked and it was just a matter of time before our opponents had complete control of the map and we were too short on DPS to burn them down.

Even when the supermids are available, you have to focus on comp over individual toon strength. I asked everyone after the first game if they really thought we had a decent comp. The response was this: “You had Garen and Kog’Maw. Your comp was great.”

Sigh.

Keep it classy, League of Legends

Just....wow.

Just....wow.

A lot of people like to brag about the quality of the community in League of Legends, and while I think it’s pretty solid, we should also try to keep a little perspective and police accordingly. For instance, if I were a rapidly growing developer, I wouldn’t want the phrase “Bitchesluvmycock” to appear ANYWHERE on my website, even if it is user-generated content.

Sona impressions – the gift that keeps giving if it lives long enough

Sona.

I’ve seen Sona in every 5v5 game I’ve played since the patch dropped and I’ve had a chance to play her a few times myself. At the outset she looks like a pretty solid support toon, though she does seem to enforce the rule that you shouldn’t have more than one support. Her damage output is very low, but the buffs she offers her team are nice. Sona’s biggest drawback is her health pool and the fact that there isn’t a ton she can do to stay alive.

As I sort of expected, Sona plays a lot like Udyr. She’s very spammy, which is fine for a time, but in most games I felt like it didn’t matter when I pressed my buttons so long as I pressed them every time they were up. That’s not exactly an exciting way to play the game. Soraka isn’t particularly exciting, but it is nice to see that fat heal actually save someone, whereas with Sona, you get to watch your heal almost save a few people.

That said, the buffs Sona provides are actually pretty nice. The movement buff is great for running down enemy carries, or even getting in range to take them in a team fight. The constantly rotating damage and resistance buffs aren’t huge, but they’re enough to give your team that extra oomf when you need it. Think of Sona like a very tiny (but big-breasted) version of the Baron buff. Of course, you get that buff at the cost of another tank or dps toon, but in the right comp it seems okay.

The main thing that will keep me from regularly playing Sona, though, is that spammy playstyle. Because each aura persists for three seconds after a new aura is activated, it’s easy to get the cooldown reduction for 100 percent uptime, which means you can basically knuckle-roll your way up the lane. That’s not a fun playstyle, and it creates one of the most annoying mix of sounds in the game (seriously, I can’t handle the constant refresh of that harp – it’s awful).

Can videogames be art? The discussion continues

Jackson Pollock.You may recall an article by Roger Ebert this past April in which he claimed video games could never be art. The question has become sort of synonymous with the collision of tech and culture, and it serves as a rallying cry for people trying to justify their gaming addictions. The big problem with Ebert’s stance, though, is that he’s not a gamer. The New Scientist wanted the perspective of people who actually game, but who are still well respected in intellectual circles. The responses the magazine was able to elicit are disappointing, mostly mundane sidesteps of a question that I think people should take a harder stance on.

Here’s what Nick Montfort, a professor of digital media at MIT, had to say:

People tend to mean several things by this question. First, can video games be sold by art dealers, appear in galleries and museums and be an accepted part of the art world? They already are: just look at the creations of Cory Archangel, Mark Essen and Eddo Stern. Second, can video games tackle difficult issues and sensitively present us with different perspectives? They already have: see the work of Terry Cavanaugh, Jason Rohrer, Molleindustria and Tale of Tales, and commercial games such as Bully (also called Canis Canem Edit) and Indigo Prophecy (Fahrenheit). Finally, can video games present an experience of aesthetic beauty that is particular to the medium? Indeed they do: see Tetsuya Mizuguchi’s Rez, a game dedicated to Kandinsky and which I first discovered and played in the Museum of the Moving Image in Queens, New York. It’s a great time for those interested in this question to see what work is already out there.

I think he gives the best response of the bunch, but he gives it in that snide, I-know-things-that-you-don’t kind of way. Those are the questions people are asking, but why do we want the answers? To justify the amount of time that gets dumped into games and gaming?

I don’t think it’s a stretch to say that gaming is a less thoughtful narrative medium that the others we have available to us. Very few games that get made are telling an interesting story or challenging the player’s view of the world in any significant way, likely far fewer of them than books or movies. Games, for the most part, aren’t being designed with story in mind. They are designed directly for a consumer, and they come out of a booming business. If you’ve ever heard the saying “art from adversity” then you know what I’m getting at here. It’s not difficult to throw billions of dollars at a project and market it to expectant masses. There is no struggle, other than the struggle to meet artificial deadlines so you can hopefully keep your job at a top developer instead of packing up and moving your office ten or fifteen miles to the closest competitor. For the most part, video game design is a pretty cushy environment, so it becomes less and less likely as the world gets more and more enchanted by gaming that we will see Sophie’s Choice from someone like Activision.

It’s entirely possible that smaller development houses are turning out some good stuff, but I can’t honestly say that I believe development will reach a point that the smallest, most artistically minded pieces of work will be discernible from the crap like that Columbine game. That game has likely been the most contentious where the art debate is concerned, and I think it’s a good example of why games aren’t art now, and why they might never be. As much as that game wants to be a social commentary, wants to draw the audience in to what the Columbine shooters were feeling, it’s still a game, which is where games will fall short. As long as there is an objective to be met, a quota to reach, a number of infiltrators to be dispatched, games will be no more than a skinner box with an overpriced script, providing gamers with the thrill of objective completion instead of the challenge of a real story. That’s not a slight against games, it’s just the nature of interactive fiction. As soon as the reader has to be pandered to, has to be asked what decision to make, the story has been compromised by the intent of the audience. That’s not what art is about. It’s not about trying to please a viewer, trying to appeal to the artist’s desired protagonist. It is about creating something with which we can can resonate, something that makes us feel about the world that which we may never have felt on our own. The moment a game provides the player a choice, that decision is gone, lost in a player’s desire to “win” the game, to beat the system. Granted, that may change over time, but for now, games can’t be art, because games are designed to be beaten or, even worse, to siphon money out of the consumer. That’s not art. That’s as far from art as we can possibly get.

The state of Malzahar

Malzahar Ulting.I haven’t written a “state of the champion” post in a long time, and though I just posted some negative vibes about Miss Fortune, I’ve got a few left over for Malzahar.

When Malzahar launched I really enjoyed him. He was very mana efficient, a great farmer, and he had an ult that could really decimate some people. If they took Cleanse or bought Mercury treads, though, he dealt little to no damage, which is why I stopped playing him. Riot gave him some range buffs to help his survivability in team fights, which I thought was understandable. It seemed just about perfect, too. He wasn’t so far away that your teammates couldn’t get to him but he wasn’t getting smashed the instant he stepped in the fight.

Fast forward to today, when not only has his range been buffed to one of the longest in the game, it also gets suppression, meaning you have no way to escape it unless you buy a Quicksilver Sash. He retained his incredibly long attack range and his Malefic Visions is still a ridiculously efficient farming tool. After playing him a few times and laning against him quite a bit, I think it’s safe to say he’s been overbuffed. His ult has become a source of great frustration, both because of the stun duration/damage and the fact that it is completely unavoidable.

As it currently stands, you basically can’t be on the same screen as Malzahar without either a teammate present or a tower between the two of you. Between. That’s important. Even if you’re at your tower he can easily put you to the gray screen without much risk to himself. His Null Zone also means that he can take golem easily, bringing his ultimate down to a very low cooldown. You’ll see it every fight for sure, and usually from a distance that will make you scream.

Thing is, I’m not sure what to do about Malz. I think they could lower the range on his ult and maybe reduce the duration. They could also reduce its base damage and give it a small AP bump so that he isn’t such a “level 6, you’re dead” kind of toon. Whatever the case, they need to do something. He’s at the top of my list of toons that are incredibly unfun to play against.

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