Category: league of legends (Page 12 of 163)

Hyena Warwick on the way

Hyena Warwick.

I have to give credit where credit is due. Bloodybunny, who reads here and plays with us on Monday nights, scoped this story a few days before it hit the forums. He sent me a message the other day saying he expected a legendary Warwick skin, based on the remakes to Warwick’s animations. Wouldn’t you know, we’re now looking at a teaser for Hyena Warwick. Good call, Bunny.

It looks like Hyena Warwick is in the works. I know I say this every time we see a legendary release, but I still have trouble understanding why Riot continues to release legendary skins. I guess people are still buying them. The only problem I have with it is that Riot willfully devalues legendary skins by releasing skins of equal or higher quality for half the RP. Those skins eventually go on sale, cutting the price in half again. It gets pretty tough to justify spending the 1820 RP with that scenario.

Jungle update should be happening tomorrow

Nunu in the jungle

The jungle hotfix slated for earlier in the week has been pushed back until tomorrow. Morello’s given us a look at the changes. Here’s a quick preview:

We’re working with a “banking” system that has the big mobs in jungle camps build XP and gold rewards over time after being there for a bit (currently, one minute). This caps out after a certain amount of time as well, and while farming heavily is greater than waiting for the bank to build, the bank lessens the need to constantly farm to keep up.

Why this system?

* It rewards ganks and is a bit less punishing on gank attempts that don’t result in kills for the jungler. After a gank attempt, the jungler can clear the jungle which has scaled a little bit while they were ganking.

* Smart counter-junglers can watch enemy gank patterns, then kill the big monster to steal the bank that’s built and reset it. This adds additional value to counter-jungling in the new jungle on the efficiency side. This will encourage more jungler conflict as well as add tons of opportunities for great counter-junglers to pull ahead.

* It allows junglers to farm and catch up a little better if they fall behind early (Of course, enemies can continue to disrupt this and push the advantage as needed), but the option is there, which creates new strategic options for coming back.

Check back tomorrow for more thoughts.

The gold-per-10 challenge

Scrooge.

Lately I’ve been having a little with the gold-per-10 items. I’m personally of the belief that both gold-per-10 items and the current support playstyle are toxic to League of Legends. I hate playing support, so I’m trying to amass data on the first issue: the GP10 items.

I’ve been running a couple mastery setups that make use of the GP10 mastery and coupling them with a runepage sporting the GP10 runes. I then stack 3 GP10 items and watch the money pour in. It isn’t perfect for every character, but I’ve seen success on a variety of champions. The most astonishing thing is the end-of-game screen. I’m almost always in the top three gold farmed and often the top. Gold certainly isn’t everything, but it helps and it helps a lot.

This build wouldn’t be possible if the items didn’t have some stats attached to them. My challenge to you is to find the weirdest champion for which this is a quality build. Even without the runes it’s a pretty interesting way to play the game.

Why is Riot “fixing” the jungle?

Leave Well Enough Alone.

After yesterday’s patch I decided to spend a little time on the forums, checking the reaction to the jungle changes. Yesterday’s jungle patch is the most significant change to the meta we’ve seen in more than a year, or at least it could have been. According to recent red posts, it looks like Riot will be hotfixing the jungle to pretty much keep things as they always have been, the only real change being that low-level summoners should be able to jungle more easily. I’m stuck wondering one thing: why does Riot think the jungle needs “fixed?”

Before you go all ragey on me, let’s consider a few things. First, the game as it currently is hasn’t changed in any significant way in more than 18 months. Having a dedicated jungler has been a staple of the game for so long that people forget what the game was like before jungling became popular. Second, the changes have been live for a mere 36 hours. Even Riot was saying players were complaining too early, but a day later they’ve changed their stance.

I agree that current jungle rewards might be a little low, or maybe they just don’t scale up fast enough, but let’s imagine, just for a second, that Riot left the game as it is. Maybe we’d see more duo lanes top. Wouldn’t that be an interesting twist? Wouldn’t that offer more flexibility in lane choices and in-game swapping? As things currently stand, when a top or mid-lane starts to lose lane, there aren’t many options for them to switch out. With two duo-lanes there are more options for addressing problems once the game has started, not just at the champ select screen.

If League of Legends needs anything right now, it’s more changes like these. Changes that shake things up. Changes that make the game different. Changes that make the game something other than what it has been for two years.

Volibear impressions (part 1)

Volibear

I have no idea how or why the whole “Armored Bear” thing got started on the forums, but it spawned a new, non-humanoid champ and for that I’m happy. I love to see some design variety in the champions, and big bear that runs people down is a nice change of pace. As you might have guessed, Volibear is nearly the definition of Tanky DPS, bringing huge damage the more health you build on him. It’s not a terrible thing for the way his skills deal damage, but it definitely needs a numbers tweak.

In his current form, Volibear relies almost exclusively on Frenzy for his basic damage output. The skill passively increases his attack speed with each swing and provides a targeted nuke after three attacks. That nuke scales with Volibear’s bonus HP and has an execute component as well. The skill is on a long cooldown because it deals some insane damage. I’ve seen numbers as high as 550 before the execute damage before level 11. That’s awfully early to see such a large nuke.

Volibear does well if he can get ahead, which isn’t too hard in a lot of cases. I haven’t been able to play him in every lane just yet, but I’ve played against a couple strong duo teams bot. Volibear’s charge is enough of a threat to zone out most opponents, and his fling can net an early kill or two.

I don’t want to say much more about Volibear without spending a bit more time with him. I did have a few enjoyable games with him today, though he feels a little too cooldown reliant for my tastes. How has he been treating you?

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