Category: Current Affairs (Page 4 of 17)

Current Affairs: Poppy

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The official LoL forums can be an exceedingly weird place and often play out like a game all their own. Threads catch fire without any apparent reason, and today is a prime example. For whatever reason, the LoL forum community is up in arms this weekend about Poppy and how OP she is. You remember Poppy right? She’s short, likes to slam people into and occasionally through walls. Still don’t remember?

I make the joke because I see her so rarely I can’t believe this is something people get up in arms about. And OP? Sure, with a 50-minute legendary farm, but her early game is atrocious, bad enough that I don’t even bother to play her anymore.

Thankfully, that’s what Riot wants to address. They want to level her power curve a bit so that she’s more enjoyable early game and less of a running-at-mach-4 bomb in the late game. There is some bad news, though. The intended design strategy to level that curve is to push her toward a tank/AD build. Yes, make her more like the existing tanky DPS. Here’s the quote from RiotStatikk:

Poppy from the outset was designed as a tank/fighter but is currently optimally used as (in my opinion) the strongest burst caster in the game if played well. We’re looking to address this by pushing more of her output into sustained damage rather than upfront burst. This change is less about “removing” her AP build and rather more about pushing forward her AD/Tank build.

I’m hoping Riot stays true to not removing her potential for an AP buid. AP Poppy is a lot of fun with a decent farm. I think the key is keeping her power level for both builds about even. When the tanky build takes over too much, I doubt we’ll see many AP Poppy players in the world.

Have the Pantheon changes panned out?

After the global ult nerf patch, Morello put out a call for Pantheon suggestions, hoping to bring him back up to some sort of viability. With the Skarner patch, he got some significant buffs – lower cooldowns on his stun and Heartseeker, a much faster ult, an execute on his Spear Shot – to the point that I’ve been seeing him much more often. I haven’t had a lot of time to spend on him, but when has that ever stopped me from sharing my impressions?

I’ll start by saying that the changes are mostly a good thing. That short-cd stun can be brutal in combination with teammate CC, making Pantheon a very difficult champion to escape. The ranged execute is also a nice buff. I didn’t have much trouble finishing off a target with the old Pantheon but since the change I can’t say that I’ve narrowly missed a kill. I also played against a Pantheon today who was last-hitting teammates I thought for sure I had saved with a well-placed Dragon’s Rage.

It’s Heartseeker Strike that still bugs me. It’s in a much better place now that it can be used more often, but the animation feels a little too long. There also remains the simple fact that it’s a self-stun, which really hurts. He can cast more often, but that also means he’s locking himself up more often. I would really like to see Riot either dramatically shorten the animation time and reconsider the damage or just find a new ability to add in this one’s place.

So, serious Pantheon players, what do you think? Are his new cooldowns helping out? Does he feel more viable? Still just a pubstomp toon? Drop your impressions in the comments.

Kayle as a barometer of support changes

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I played a normal game tonight that served as a painful reminder of just how toxic support currently is to League of Legends. I’ll spare you the long and drawn out replay and just say that my opponents had a healer and my team did not. Actually, scratch that. The things the healer allowed them to do were so utterly ridiculous that I need to explain.

My team was losing the early game badly, but with some farm and a little map control we were able to regain our footing. We took baron twice, knocked down two inhibitors and I thought we had sealed the game. Not so. As we went to push the third lane, three of my teammates and I got caught in a well placed Orianna ult/Veigar cage combo. I made it out alive but three of my teammates died. The enemy team had five up, all chasing down Fiddle. There was no chance I could stop them so I tried to quickly backdoor bottom lane. I got the turret down in a hurry and moved on to the inhibitor. Pantheon was able to bring me down from the 25 percent HP I had survived with. Despite the fact that we had two lanes down, the enemy team of Tristana, Veigar, Soraka, and a very low Orianna were able to soak wave after wave of turret fire and super minion aggro, tearing down a lane turret, two nexus turrets and finally my nexus.

It sucked, and they wouldn’t have been able to do it without the support. I know Riot has said support is going to get nerfed/changed, but I think we can take the Kayle remake and use it as a barometer for the change we’re likely to support over the next 3 months.

Originally, the Kayle changes were supposed to be a serious remake, altering the way that she performs healing and shielding significantly. What we got in the end was a passive remake and some number tweaks. Though she does seem to deal damage a bit better than before, she certainly isn’t in a great position. She heals decently as ever, though, and her ultimate can still be incredibly frustrating to play against. In short, Riot decided to leave her role virtually unchanged, a role that contains some of the most problematic elements in the game.

I think we’re going to see the same thing happen with the other support characters. Riot has agreed that healing is bad for the game, but I have yet to see even a suggested solution to the problem. Chances are, if Riot is going to do anything significant to healing it will happen to all the targeted healing in the game in one patch. Remaking one champion at a time doesn’t solve the problem, it just moves the other healers up the viability list. Unfortunately, I don’t think Riot can afford to significantly change the way support works. Tournament players are too used to it, and for the time being, tournament play is the most exciting thing happening in the LoL community.

What’s more likely is that we’ll see a long string of number adjustments for the support characters in game, reducing heals and increasing the resistance buffs granted by their spells. Reducing the duration of shields and increasing mana costs. Until the launch of Season Two, I think support is going to stay as it is – frustrating the hell out of blind pick players and encouraging the passive tournament play that pretty much defines high tier these days.

Today I learned how big League of Legends truly is

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My girlfriend and I are headed on a road trip up to Ohio this coming weekend to spend 10 days or so with our families. We’ve been preparing for the trip for the better part of the week so far – buying snacks for the road, doing laundry, all the boring stuff you do before a road trip. We also wanted to get together with some friends before taking off, which tonight meant dollar tacos at a local bar. They’re good too – way beyond fast food fare, replete with cherry tomatoes and a sprinkle of cheese.

A friend turned to me at one point during the meal and said, “I just read that League of Legends has 15 million subscribers. That’s huge, right?” Granted, he knows that’s the game I write about, but he’s not a particularly avid gamer, and certainly not a PC gamer. Still, he not only knew the game, he knew the numbers, and that speaks volumes more than any number could.

To say that League of Legends holds a special place in the gaming industry would be a gross understatement. At the beginning of the week, Marc Merrill gave us proof of the game’s success in numbers so big I couldn’t begin to break them down. My conversation over dollar tacos tonight gave me tangible evidence of LoL’s unique position in the industry.

I’m tempted to quote Spider-Man here, but I think I’ll just say this: keep earning it, Riot. Riot earned my loyalty to the game by honing one of the most energetic and aggressive new genres into an excellent play experience. To keep my loyalty, they need to give us something great for Season Two. I absolutely think they can do, but I’ve also been burned before, and that’s not a good feeling going into Season Two. Here’s hoping the game gets the support it needs. Here’s hoping that six months from now I have random people rattling off news stories about a game over dinner.

This week’s patch to bring global changes

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The Monkey King isn’t the only thing coming with this week’s patch (assuming it happens on schedule). As Morello has it, the changes to global ults will be coming with this patch as well, and the changes are making him think about Pantheon.

In case you’ve forgotten, the global ults in the game are getting nerfed to function a bit more like Nocturne’s Paranoia. They will still allow the champion to cross large distances, but it will no longer allow for a truly global ultimate. The change affects Twisted Fate, Shen, and Pantheon at the very least (EDIT: Looks like Shen might not be getting the nerf – hard to say based on patch preview). I couldn’t find any information about Gangplank’s ult. Players will now be able to see the range of the ultimate on the minimap in order to gauge distance.

The impending change prompted Morello to ask for community opinion on Pantheon, hoping players will play with the change and consider some other ways to make Pantheon fun again. I personally hope it means a rework to Heartseeker Strike. I wrote some time ago that the skill doesn’t really have a functional balance point. The skill is either too good because it can be used with a targeted stun, or it’s too weak because the damage isn’t worth a self-stun in order to land it.

I would like to see them give Pantheon something interesting. I think he has one of the best looking skins and for the most part his skills fit really well with the spear-wielding classical soldier myth.

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