Category: league of legends (Page 116 of 163)

The great Heimerdinger nerf

HeimerdingerSince the debut of ranked games, Heimerdinger has topped nearly every player’s ban list. His pushing power, anti-pushing, and ability to shackle another team to its base while slowly ripping down turrets with his grenade, made him a menace against just about any team comp.

Yesterday changed that. Heimer caught a string of minimal nerfs over the last several months that amounted to very little, but this latest patch was a huge nerf. Heimer now casts one less turret. The rank that perviously gave him three turrets now adds 100 hp to the turrets. Honestly, 100 hp is a joke. I laned against a Ryze today and he just laughed at my extra 100 hp. Heimer’s grenades no longer deal damage to turrets as well.

It’s a short list of nerfs, but the difference is huge. Having just one turret left when one gets killed can actually make it hard to control a lane. Heimer is also a pretty squishy toon without a lot of escape options. Three turrets allowed you to roam around the map a little bit with the security of a couple turrets you could use to slow enemies if you extended too far.

I do agree that Heimer’s damage needed a nerf, but removing a damage source wasn’t the way to do it. It would have been more appropriate to nerf the damage of each turret or reduce their AP scaling, rather than eliminating one of his options.

I think we’ll be seeing very little from Heimer over the next few weeks.

The great Shaco nerf

Shaco.

This most recent patch brought with it the bane of Shaco players everywhere – nerfs that warrant pulling him off your ban list. Before we get into the nerfs, though, let’s take a look at some history.

For a long time, Shaco was one of the most feared champions at any tier of the game. If a player had invested IP in crit damage runes, you could bet he was going to two-shot the closest caster, thanks in part to strong fortitude elixirs and the bug that allowed his Deceive to hit as a crit plus a mountain of bonus damage.

Once that Shaco disappeared, we started to see the emergence of something a bit closer to today’s Shaco. It was usually Madred’s, though the occasional Sheen/Infinity Shaco still popped up. Players were relying on Shaco’s clone to provide a lot of their damage during a gank or teamfight, so Sunfire Shaco seemed to also do well. Much of Shaco’s strength lies in his ability to get behind players undetected, get a kill, and get out. Riot nerfed his Deceive several patches ago to help with this, but apparently it wasn’t enough.

Yesterday’s Shaco nerf was a nerf across the board. Deceive has a longer cooldown, doesn’t last as long, and breaks any time you cast anything, including Jack in the Box. Two Shiv Poison no longer puts a partial blind on the target, his passive bonus damage is down to 20 percent from 25, and his ultimate caught a massive nerf. Hallucinate now has a 33 percent longer cooldown at max rank and lasts 60 percent as long as it previously has. If it sounds like a lot, that’s because it is.

While some people might argue that he’s more in line with other melee, remember that position is the most important part of playing Shaco. Shaco has very poor base stats, so you need to make sure you’re behind your target with a box in place in order to do the best damage. The Deceive nerf makes this hard, but the Jack in the Box nerf makes it harder. It’s very easy to walk away from JitBs as they are placed, and almost laughable to avoid them mid fight. There’s also very little now to keep players from just blowing you up when you pop out. While I do think the partial blind on Shaco’s attacks was a bit much, why not leave it on the active. That would at least give him some damage mitigation after he’s visible.

The bright light in all of this is that Shaco will still be an excellent jungler. Despite the fat nerf, his JitBs still fear creeps, providing a nice damage buffer when you need to get lizard. When thinking about Shaco as a jungler, it does seem that he is being balanced around having both buffs at all times. While I understand the idea (because it is so easy for him to get buffs), it’s going to be very frustrating for Shaco players who fall behind or those whose team falls behind.

Patch Day 8/24: Urgot is here

Urgot.

Though today is just barely slower than yesterday in terms of work and moving responsibilities, I can’t hold back on my patch impressions any longer. Yesterday’s patch had some sweeping impact on the state of the game. Urgot brings another new skill type to the game with his swap, but maybe more importantly, both Heimerdinger and Shaco caught significant nerfs – nerfs that could drop them off most players’ ban lists.

I’ll put together a complete Urgot review a bit later today, but for now I’ll say that he seems to have been designed as an Ezreal counter. The stun/swap combo means Arcane Shift only takes Ezreal back to the front of the battle, instead of outside harm’s way. He’s also extremely mana efficient as he harasses, so it’s easy to see him taking mid against a lot of the squishier carries.

The Heimerdinger and Shaco nerfs will be getting a dedicated post as well because they are so big. Riot has always said that it would trickle nerf, but in my mind they should have considered both toons for significant remake if they were planning to nerf this hard.

On to the less significant changes. Kog’Maw caught a rework to his Caustic Spittle, which now provides passive attack speed bonus in addition to the armor penetration active. Kennen also got most of the proposed changes. He now gains armor and magic resistance while in Lightning Rush, Maelstrom can hit more people, and Surge got an AP buff. In my mind it makes him highly desirable. Vladimir was only half nerfed – his Transfusion has a slightly smaller range but his Tides of Blood is larger.

Malphite also got some nice changes. He should be more mana efficient, and his Brutal Strikes now also grants bonus armor, synergizing with Ground Slam and providing some nice staying power, especially in the jungle. Lastly, Soraka got a small tweak in that her Infuse provides half mana to the target and half to her (Soraka gets the full amount on self-casts). Mana cost on her heal has also been marginally increased.

The last change that is actually very cool is that elixirs can be purchased when you have six full slots and will auto-activate. No more selling and repurchasing items.

That’s about it for the patch. The other posts I mentioned here will be up in short order (especially now that the servers are set to ‘busy’).

Patch news coming tomorrow

I know, I know – today was patch day. So where is all the patch news? Well, it’s on delay. I can only tell you that today was a complete quagmire of work-related stress coupled with what I can only call the trauma of moving (as in one apartment to another) in late August in a college town. It was a rough day.

Despite the day, I was able to sneak in a few games, including some late night 3v3 ranked games with a couple friends, and I have loads to write about starting first thing tomorrow morning. I think Riot finally solved the Heimerdinger problem – nerf his ass through the floor and suddenly he isn’t banned so much (okay, it’s a little more nuanced than all that, but damn if he didn’t get a good whack from the nerf bat).

My apologies for the lack of content today – be sure to check back tomorrow.

Chat server fail > FG LoL Mondays

Another success this evening. We got in a very brutal game against some green players in 5v5 ranked game. Right after that first game, though, the chat servers bombed in a big way. Once I finally reconnected I still couldn’t join chat rooms and I started to chain disconnect from that point forward. I think we’re gonna have to call it for the night.

Thanks to everyone who came out – check back tomorrow morning for the patch updates. Urgot is coming. Be very, very scared.

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