Category: Current Affairs (Page 15 of 17)

More on the Cassiopeia patch: seriously, just kill dragon

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I’ve spent a lot of time writing about the way this game can sometimes induce a lack of skill in the player base. There are a lot of champions who are (or were) just too good for the low skill required to play them. Players see the strength of those champions and flock to them, learning the game at its easiest without picking up on the nuances of League of Legends.

The latest patch addresses a lot of these issues. Some of the easier champions got nerfed (though to be fair, so did some of the harder ones), and some champions got reworked to require a little higher skill ceiling (Udyr comes to mind – I don’t think he’s as bad off as everyone thinks). The most prominent change, though, was to the dragon. Dragon has always been an integral part of the metagame, and it has undergone significant changes when Riot thought it was affecting things too heavily. The change this patch really seems to be about getting teams to the dragon. There’s no more global experience, which means you gotta be right up on top of him to get that extra boost. To compensate for the global XP nerf, dragon got a global gold buff, up from 130g to 240g.

I’m still not sure how this will affect games, but I like the idea. Obviously the purpose is to get teams to travel to dragon in force, but by buffing the gold gain, Riot sort of shot themselves in the leg. If a team fights and wins dragon twice (with the majority of the team at dragon), I think it’s safe to say they’ll have a huge advantage. That much XP and gold for an entire team will launch them ahead of their opponents. I’m all for more focused fighting on the map – it decreases roam, slows down ganking, encourages tight comps – but increasing the benefits to the team that wins the fight means we’ll see serious snowballing in a lot of games. Snowballing is one of the biggest issues for competitive play. This dragon change could make things a lot worse, and we might see a return to the five-man roam squads of months past.

I’m hopeful it won’t happen, but I’m fairly certain we’re in for a frustrating couple weeks of play. While I think Riot can most often be criticized for too many tiny, incremental nudges, when they make big changes, they make huge changes, and often several of them at once. Why not just remove global dragon experience and see what that does?

Cassiopeia Patch Roundup: The items, they are a-changin’

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Yesterday I covered the various champion changes that came with the Cassiopeia patch, but it’s tough to talk about those champion changes without also discussing the items changes. Several of the champions that got nerfed also had their primary builds nerfed, which could all but remove them from the game. A lot of items had small changes, like the Infinity Edge nerf or the Elixir changes. As usual, I’ll just be covering the big stuff. Let’s have a look.

Innervating Locket is gone. Yes, completely removed. It was so damn good on the characters that used it most that it just couldn’t be balanced. If you’ve seen people run a Locket stack, you know what I’m talking about. Gragas, Udyr, Sona – all of them could exploit Locket for survivability. Riot said they wanted to remake it, but in the meantime, it would be out of the game. I’m not too sad about this one. It hurts my Udyr game a little, but I’m sure I can find other ways to make him work.

Last Whisper got changed to flat damage and armor penetration. No more attack speed. I think this is a really good change, though it’s a little ridiculous on Pantheon right now. As I mentioned in a post on armor pen a while back, Last Whisper is just too good. It improves your damage output immensely by not only modifying your regular attacks but also modifying the rate at which those attacks hit. I’m glad for the change.

Phantom Dancer has had its cost lowered and the dodge chance removed. I only mention it because I saw a post from either Zileas or another designer saying they don’t like dodge much. That’s a big statement, considering there’s a character primarily built around dodge. I couldn’t agree more, though. I’ve seen too many level two kills slip away because of a lucky dodge or, in the worst cases, two dodges in a row. At that level, you have like eight percent dodge at best. It’s a terrible stat, and definitely worth removing.

Wards got a pretty big nerf this go round, which could have some interesting effects on gameplay. The duration is down to three minutes for both varieties, a solid 33 percent nerf for sight wards. Health has also been reduced to one – yes, one – so that if you see a dropped ward it’s pretty much dead. I think it’s going to become tough to encourage people to buy them now. I played my first ranked games in more than a month this past week and in both games I saw little or no warding.

The other big news, of course, is no Sunfire stacking for tanks. The passive is unique, so you only get that damage once. It should diversify a lot of tank builds, but it also hit certain toons very hard. Obviously Garen got wrecked by it, but toons like Malphite and Shen will probably also miss the extra damage.

That’s it for items. You can see Riot has made some very significant changes to the way the game is being played. For some reasons my tags aren’t saving on my laptop but I should have that fixed momentarily. More thoughts on metagame changes, especially the XP gain and dragon changes, tomorrow night.

Riot needs to explain the Automated Leaver Ban system in detail

Banhammer.

The Cassiopeia patch made a lot of changes to the League of Legends we know and love, and it finally brings some automatic anti-leaver technology to the client. The problem is, no one really knows how it works, because Riot hasn’t really told us. I think it’s great that the system is there, but a big part of the system working is that people know how it works, so the threat feels very real. I drive more slowly around the holidays because I know the cops are out and they are using radar guns to track my movement.

Riot needs to do the same, to let people know that the game is being policed. Think about the reporting system. I was excited when it launched, but since it takes months for reports to be followed up on, players continue behaving as they see fit, often like assholes.

Here’s the extent of what we know about Riot’s Automated Leaver Ban system. From the announcement forums: Continue reading »

My take on Summoner Flash

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One of the first things you guys said on the patch impressions was that you were hoping Flash would get removed. I’m not a fan of Flash, but without implementing another Flash mechanic (like the Flash boots they made some time ago) I don’t think we’ll be seeing Flash disappear any time soon.

The problem is that just too many champions rely on Flash to effectively use their skills. The most obvious example is probably Alistar, a character for which Flash is all but necessary. And what of Fiddlesticks? Often by the time his ultimate is done channeling his targets are gone. The channel is also long enough that he can’t really afford to ult in the middle of a teamfight. The list goes on – basically any champion with an AOE ult could be in regular need of Flash. Think of ulting with Kennen just to see Shaco Deceive, Gragas Body Slam, or Kassadin Rift Walk.

Flash is definitely most frustrating when used as a defensive tool, but as an offensive tool it really improves the pace of the game. Imagine laning as Annie and just waiting for the perfect moment to drop Tibbers. You need an element of surprise, and Flash provides it.

I would love to see them change Flash so that it can’t be used when you’re considered ‘in combat.’ That would eliminate most of the defensive use and encourage players to keep it only for those characters who need it most. Without that kind of change, I don’t see Flash going away any time soon.

Heartseeker Strike may not have a balance point

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One of the most fervently discussed issues for Pantheon players is the damage of Heartseeker Strike. When he launched it seemed to deal very respectable damage, then there was the period in which it could hit people for three quarters of their health at any point in the game. That was soon nerfed, to the point that most players didn’t bother ranking the skill past rank one, and then only to get the critical strike bonus. Well, it has been buffed again, this time at the cost of some Spear Shot base damage.

While it is nice for Pantheon to have the skill back to a level of usefulness, it’s also back to being extremely unfun to play against. The problem, in my mind, is that he has a targeted stun, which allows him to always land Heartseeker. With the new damage buff, he hits incredibly hard. As Shaco, I was getting hit yesterday for 700+ at level 15. With Aegis and Spear Shot in one rotation, that’s more than 900 completely unavoidable damage that comes, as is usually my problem, at very low skill cost. In my current game, I’m level 11 with nothing more than a BF Sword and Heartseeker hits for 700 damage on heroes. His ultimate does the same damage at that level and is infinitely more difficult to land.

I think Heartseeker is hard to balance for a couple reasons. One is that it basically stuns Pantheon, and during that time he can’t deal any auto attacks, so it has to feel ‘worth it’ to use the skill. Second, there’s the fact that it deals double damage to champions. I’m not sure why that has to be a part of the skill. Is Riot worried he’ll farm to well? That wouldn’t be as big an issue if Heartseeker didn’t hit so damn hard. Reduce the damage and remove the double damage component. Then he gets the gear to make the skill hit hard. The real problem to me, though, is that he can use it in conjunction with his stun. That’s why I don’t think there’s a point that it will feel okay to play against.

I think the guaranteed crit is kind of a cool mechanic, though, so I’d propose remaking the skill into more of a skill shot. What if Pantheon had a hook that was shorter range than Blitzcrank’s? The text might read as follows:

Pantheon attempts to impale an opponent on the tip of his spear, dealing attack damage and pulling the target back to his location. Pantheon’s next attack is guaranteed to be a critical strike and cannot be dodged.

I think you could even leave the current passive component in tact. It would definitely add some more flavor to his character and reduce the feeling that his damage is completely unavoidable. It would also give him some more tools to maximize his auto attacks, rather than encouraging a damage-only build.

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