Category: Current Affairs (Page 2 of 17)

Single-target spells now applying red buff

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This may be old news for some of you, but I didn’t notice it until today while I was playing Shaco. I Deceived over a wall to catch a low-health Ashe under her second turret. She saw me and moved away, though not before I could land a Two-Shiv on her. I was devastated to see that the spell wasn’t quite enough damage to drop her, especially since I was soaking so much turret fire to attempt the kill. Much to my surprise, she died just as she entered the fog of war. As she disappeared, I saw what looked like the burning animation from lizard buff.

I haven’t been able to find anything official from Riot regarding this change – it certainly wasn’t in Volibear’s patch notes – but it seems that this has been active since the most recent patch. I saw it today with Shaco, Nunu, Ryze, and Swain, though some of the threads I’ve found confirm that it is any single target spell.

This is a pretty huge change, one that further complicates the current jungle situation. Imagine giving lizard buff to Urgot at level two. Yeah, now his Q applies lizard. Have fun with that. How about Ryze? Katarina? LeBlanc? Kassadin? Kennen? Akali? Oh dear god, Akali. The problem, of course, is that it means the jungler is giving up a serious amount of XP early in the game. Unless he is ganking extremely well, passing off buffs isn’t really an option in the early game. Still, I always like to have more options than fewer, so I’ll call this “interesting” a the very least.

Had you already noticed the change?

The minion change I would have liked to see

With Volibear’s patch came a change to one of the longest-standing mechanics in the game: minion damage versus champions. Minion damage against champions was nerfed by “about 15 percent.” I would love to know the actual numbers behind the nerf, if only because it seems like champions are taking much less damage than even that.

I think the change is problematic for a couple reasons. First, it was a nice way to slow down those heavy physical damage dealers. I know, I know, lane passivity and all that, but I actually think minion damage contributed to lane activity. Riot seems to be confusing “aggressive gameplay” with “mindless gameplay.” Aggressive gameplay doesn’t necessarily mean champ-on-champ battles with no outside influence. Aggressive gameplay, at least as I see it, is encouraging more activity in lane than just minion farming, and minion damage does just that. The more potential damage sources against a champion, the more likely that champion will get low, which opens up opportunities for kills. That’s aggressive gameplay.

Reducing incoming minion damage also limited a lot of the counter options available in the lane. With the old damage, I could be losing in lane but bait an attack with a large minion wave and manage a kill. I had more options, and my opponent had a more interesting decision to make around whether or not he could get the kill. He had to factor in more variables, which means more chance for error. These are all good things.

What I really think Riot should have done is make magic damage dealers draw minion aggro the same way physical harass does. I usually don’t think additive solutions are very good – just look at the current health situation – but in this case I think more damage in the lane is better.

Why is Riot so anxious about the jungle?

Nunu in the jungle

I hesitate to write this post, because it’s entirely possible that I’m overanalyzing the situation, but the changes around the new jungle are so bizarre to me that I just can’t help it. The latest in this new saga is that Zileas, Riot’s Design Director, is digging around the official forums for feedback on the latest round of tweaks. Zileas comes and goes on the forums, so it doesn’t necessarily mean anything, but he hasn’t been largely involved in the feedback on this project, so why now?

For one, the playerbase is clearly upset. There have been forum threads since the jungle changes were announced crying foul. What’s more interesting to me is that Riot seems to care so much. There have been issues in the past that upset the community – what makes the jungle changes different? I can only think that Riot is seeing some sort of statistical or high profile pushback on the jungle changes that merits Zileas’ personal oversight. I know some of the streamers have been unhappy, but just how many is hard to say.

I only mention the statistical angle because Riot seems interested in quieting people down as quickly as possible, and there has to be some backing to that. We’ve seen unpopular changes in the past that lingered for a long, long time. Why is this one so different?

I give Riot credit for being willing to change one of the longest standing conventions in the LoL style of play, but I wish the company was standing behind it. The change needs time to permeate. Sure, we’ll get a few million hours of playtesting done in a week, which provides a decent chunk of data, but it takes much longer than that for playstyle changes to trickle down through the playerbase.

Current Affairs: Can support be engaging?

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When I’ve queued for ranked games recently, I’ve often been one of the last two picks on my team. For me, that has meant being pigeon-holed into playing support, a role that I utterly loathe. What could be less interesting than standing around in lane and occasionally cast Clairvoyance and a heal? Not much. Not for me anyway. I know a lot of players share that sentiment, but there are players that enjoy support. One such player made a post defending the support playstyle (albeit, calling Riot out for not releasing more support champions), and I think RiotStatikk’s response was pretty interesting.

I’ll leave you to read through his post on your own, but his basic points are these. First, bottom lane lacks diversity. This one is sort of inarguable. The subset of champions that play in bottom lane is very small, and that needs to change. Second, supports do not make interesting item choices. As Statikk sees it, “Currently bottom lane Supports function purely off of how powerful the Gold per 10 passives are.” I actually take issue with this one, because we definitely can’t peg this all on the gold-per-10 items. There’s another serious problem that allows the gold-per-10 stack to work.

The reason support players stack the gold-per-10 items is two-fold. First, gold-per-10 gives them the cash to buy wards and elixirs, performing the role they were designed to play. Second, supports can perform their role without any items. This is the big one. The base values on support spells are simply too good. You may remember a while back that the scaling values on heals got dramatically reduced in favor of stronger base stats. I actually think Riot should have done the opposite: reduce the base stats, maybe even by a lot, but allow the spells to scale well with items. Why? Because it incentivizes support players to actually build items. In their current form, support players have no reason to buy items like Deathcap or Rod of Ages. The items don’t provide enough benefit for the cost and they starve the support of ward money.

What if support couldn’t be effective without a moderate farm? What if they needed a few items in order to really support their team? Would we still see ranged AD/support in bot lane? Probably not. Ranged AD characters are typically only successful when they have a big farm. If support takes some of that farm, the Ranged AD becomes much less effective. There are characters that can still function with a moderate farm: the Tanky DPS. That’s right, all those characters that typically hang out top and have cozy little farming competitions with one another can also perform fairly well without a monster farm. They do tend to get a big farm in top lane, but you’ll notice a lot of them also take a gold-per-10 item or two. The reasoning is pretty simple – they can generally farm and avoid dying without the help of powerful items.

I think aggressive support and Tanky DPS could make for some very interesting skirmishes in bottom lane. That combination could also open the door for double-stun combos, high-burst combos, and maybe even some push combinations. Driving ranged AD up to mid or top lanes also makes for more interesting matchups in those locations. Junglers have more susceptible gank targets and the lane matchups can be more varied. Ranged AD doesn’t typically play well against a bruiser, but there are all sorts of counters between the various assassins, ranged AD, and AP carries out there. Those matchups become a lot more interesting if we force the support champions to farm a bit and drive the Tanky DPS out of top lane.

I actually enjoy a number of the support champions in the game, I just really don’t like their playstyles. Sitting in bot lane and watching the enemy jungler run in circles is not interesting gameplay. Aggressive play with a focus on buying interesting items? That’s a playstyle I can totally support.

Current Affairs: Normal Draft to remain active

Today’s maintenance was supposed to remove Normal Draft mode from the list of available queue types, along with re-enabling ranked game modes. I was pleasantly surprised when I logged in and found that Normal Draft was still enabled.

Later in the day, Tamat followed the surprise inclusion with this post:

We’ve heard your feedback, and as a part of our ongoing commitment to making League of Legends an even more fun and awesome experience for players of all preferences, we are officially introducing Draft Mode into Normal Games! Now you can play like the pros without any impact on your ranked rating!

I have to say, this is probably the best feature launch we’ve yet seen in League of Legends. Why? Because we didn’t expect it. It wasn’t overhyped (unless you count the rumors/occasional red posts saying it may have sort of might be almost is kinda getting worked on). Hell, we were even told we wouldn’t be keeping the feature.

And yet, here it is, and it’s pretty awesome. Good on you, Riot. Good on you.

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