Category: Current Affairs (Page 13 of 17)

Riot loses to the bot squad

Riot defeat to bots.

This afternoon Riot unveiled the new bot AI for the upcoming cooperative mode during a live stream. Interestingly enough, the Riot team lost. I wasn’t paying close attention to the stream, but the few times I did watch, the bots definitely seemed much improved. They were tower diving, backdooring, ganking, baiting, the whole nine. It was actually pretty cool.

Granted, I don’t think this will be much of a challenge for high-tier players. The new AI seems good, but it can’t jungle and doesn’t take dragon, which is a huge gold/xp loss. Still, it will probably be a fun way to spend a low-key evening and it’s definitely an improvement over the old bots.

Picture 4It was also interesting to see the internal build Riot was using. During the stream, Phreak pointed out the shield notification you can see in the screenshot at right. That white bar gets tacked on to any character with a shield as far as I can tell. In the livestream it was working on Karma, Malphite and I think Shen, including targets that Karma and Shen shielded. I would guess it also works on Sion. That’s a nice feature that’s long overdue.

It’s encouraging to see that the bots are so close to release ready, at least from what I could see tonight. Obviously the proof will be just how soon we see the feature go live. It was only announced a short while back, unlike Magma Chamber, which we’re still waiting to see.

Should Riot remove ranked solo when normal draft launches?

ranked_vs_normal

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.

How does the Doran nerf feel so far?

attachment-php

I know it has only been a day, and that’s probably not enough time to see just how the changes will play out, but that’s never stopped me before. So how do the Doran’s changes feel so far? Is it making your laning phase more active.

On the one hand, I think the Doran’s changes were good. Doran’s items were traditionally too good for the cost. They were too forgiving, providing too many stats for the low cost, particularly in the health department. I don’t think increasing the cost was the right way to go for an active lane, though. To me, an active lane phase is a laning phase during which there is a lot of back and forth. The lanes are dealing and receiving a lot of damage, and working to survive it through self heals and regeneration. This still allows for kills from bursting, either from Ignite/Exhaust, or from the appearance of a jungler.

The cost increase, at least this far, has only resulted in players taking Doran’s items without regen. That doesn’t make the lane phase more active for everyone, only for strong lane toons. A strong lane toon’s heavy harass now goes unmitigated by a weaker opponent, virtually guaranteeing the strong laner’s success. For everyone else, the change is overwhelmingly negative. Once you hit half HP, you better head back to base, and it’s not exactly like half HP is a hard target to hit. A Xin Zhao/Lux lane will put you to half HP without burning much mana at all.

The problem is that the cost increase did away with regen, and regen is actually the lane mechanic we want. Lower health with a focus on regen means that people are still susceptible to death, but they have a way to stay in lane over a period of time. The problem to this point hasn’t been the regen, it’s been regen combined with high health pools. The health pools mean you survive a lot of damage, and then regenerate back up to that level. If the health pool drops, you won’t always survive the burst, and that’s what makes a lane active – the threat of death with the potential to still stay in the lane. Without regen, strong lane toons dominate the game, and they decide the game against their opponents very early on.

This can be solved, in a way, if no one takes a Doran’s item. In that case, players will have less health and be taking potions – low health, more regen – an all around good thing. The problem is that some toons have enough regen to get away with taking Doran’s, while the softest champions need the regen badly enough that they’ll have to forego the extra health. Basically, the problem gets augmented with champions like Xin Zhao, Renekton, Mundo, or anyone else with high regen or a self heal. When you couple that with the fact that the best junglers tend to be fast moving (think Rammus, Udyr), and the worst laners in the game have suddenly been marginalized to the point of near unplayability.

I think the best case scenario goes one of two ways. First, the Doran’s get another cost increase, to 500g, and a slight buff to compensate. Then they occupy this space of being a ‘comeback’ item, something underfarmed players can buy to regain some lane presence around level 5-6. Second, they remove the Doran’s items from the game altogether. As it stands, I think they’re still too viable on some champions and too much of a noob trap, to borrow a phrase from Morello, for others.

What does the extended server downtime mean?

Server Unavailable

For the past two weeks we’ve seen extended server downtime on patch day, a trend that bucks several months of mostly problem-free patching. As good as the last several months have been, I immediately think of the long downtime associated with patches before Season One, back when servers would go down for the entire day, sometimes more.

I’m hoping the recent extended downtimes mean Riot is preparing the servers, software or hardware, for new feature releases. These last two patches have been remarkably light on content. There have not been major champion changes and Riot has yet to introduce any major client updates. Barring those things, there isn’t much that should delay the update process as much as we’ve seen.

Could we see a client update before March 1st?

Where are all the Renekton players?

Renekton fighting his brother.

I’m actually not surprised to see so few Renekton players, but I’m wondering if you’ve seen the same thing. For the first couple days, as with most patches, he was picked pretty quickly. He’s fallen off the radar, though. In fact, I’ve had a couple games without a Renketon on my team or the other.

Part of that is probably the IP cost. I know I mentioned in a previous post that I don’t mind the IP cost – I think it’s a good way for Riot to encourage financial support for the game. I am surprised that it has taken so long for people to run out of IP.

The other part is no doubt that his playstyle is a bit underwhelming in lane. He’s great 1v1, he’s a solid ganker, but his heal is really lackluster in lane. Yes, he can be a strong lane partner, but without that he loses a lot of the survivability he needs to stay in lane. Think about Pantheon as a counter example. His primary harass combo is Spear Toss -> Aegis -> HSS -> Spear Toss. It’s targeted, reliable, and best of all, he builds up a shield when he does it so he doesn’t take too much return damage. He can even do that on a turret and soak two hits free of penalty. It’s kind of a sweet deal.

Renekton, by contrast, is wide open to return fire when he dashes in. Even if he dashes back out he has still been in range for quite some time, and his heal definitely won’t save him.

For now, the skill ceiling is probably high enough on Renekton that you won’t see him in many games. That is, of course, unless he gets buffed.

« Older posts Newer posts »

© 2026 Fearless Gamer

Theme by Anders NorenUp ↑