Category: league of legends (Page 53 of 163)

Blood Moon Akali and Shen now live

If you played Shen or Akali this past week, you probably noticed some incredible skins in the skin selection screen for each champion. Both Shen and Akali got Blood Moon skins, which are now available from the store.

That Shen skin is definitely one of the best skins I’ve seen in this game, to the point that I hope Riot can find a way to balance him so that I see him in the game more often. I don’t really think he’s OP, but he does seem to get banned an awful lot and I can’t stand his global ult.

I like the Akali skin, though I wish she was actually wearing the mask. I’ve actually been playing Akali quite a bit, to the point that I might have snagged that skin at full price with a full mask cover.

Champ of the Week: Nasus

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At the request of SpectralTime, this week’s champ of the week will be Nasus. The big egyptian dog was one of the first champions I had a truly stellar game with. I can still remember getting 30+ kills in one of my early games with him. In fact, if I remember correctly, he might have been the first champion I spent IP on.

I was visiting my parents for the holidays shortly after I picked up the game and thought Nasus looked cool. I was terrible with him in most cases, though I think his recommended item build at the time (which, as a total noob I followed to a T) was all damage. Still, I managed a good game with him, and I’ve always loved his design and his voice overs.

I’ve spent a decent amount of time in the jungle with Nasus so I think I’ll be focusing on the lane – setting up kills and maintaining a strong zone. Nasus can be utterly ridiculous if left to farm a lane. He can be a capable offtank, an amazing source of DPS, and is pretty much any attack speed champion’s worst enemy. The Wither/Merc Treads issue will likely still be frustrating, but perhaps Tenacity has given people the confidence to buy different boots early. Check back later in the week for more on the Nasus Champ of the Week.

Champ of the Week: Malzahar wrapup

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My week with Malzahar was probably the most successful Champ of the Week I’ve had so far, though Nunu may have edged him out. In any case, I can only remember having one truly bad game with him, and that was this evening in a post-cookout haze. Malzahar is just an incredible pick for an AP carry, offering a solid mix of utility and damage without really falling short anywhere.

One of the biggest things to learn about Malzahar, and something I haven’t quite mastered, is when to use his ultimate. I know it sounds simple enough, but that ultimate is devastating, completely shutting out an opponent in most cases, and it can be used on a variety of targets if played right. There is that unspoken rule – never focus the tank – but if the tank has all of the enemy CC and made a misstep near a tower, a quick Malzahar ult can give your team 5v4 advantage and allow you to steamroll down a lane. The flipside is knowing when not to use your ultimate. Using your ultimate during a teamfight can cost you a lot of damage. A stun or silence and you’ve missed out on a crucial part of your kit.

Even without his ult, though, Malzahar still devastates teamfights. His AoE silence has excellent utility and the percentage based damage from Null Zone grows quickly with AP. Malzahar has no problem farming, either. At level 3, Malefic Visions hits hard enough to easily farm creep waves with a few auto attacks. With a Voidling proc, Malzahar not only burns through creep waves, he also becomes a strong side pusher that requires two people to gank.

If I could change one thing about Malzahar it would be the AI on his Voidlings. I lost more to towers than I wanted, and they often danced back and forth in the lane instead of defending me in the midst of a gank. The Voidling deals heavy damage, especially once it levels up. Having a little more control of that damage would probably make him a bit OP, which I honestly think he’s on the verge of, anyway.

Reducing global ult range doesn’t solve the design problem

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Among the big changes slated for upcoming League of Legends patches is a rework to the global ults in the game, most notably the ones that that teleport the player to a new location. Riot has said in several places (none of which I can seem to find, though this quote from Phreak serves as an indicator of the design decision) that they want to limit the range of what are now global ults so that they work more like Nocturne’s Paranoia. The problem, of course, is that this doesn’t solve the problem with global ults.

Globals suck because they allow players to effectively be in two places at once. As Phreak mentions in the quote linked above, TF and Shen can go push bot during a mid stalemate, all the while planning to port mid when needed. They present all the defense necessary for mid lane while still being able to push bottom. This scenario isn’t completely fixed by limiting the range of those ultimates, but teamfights aren’t the only thing affected by semi-global ults.

When players can gank in a 3500 unit radius around them, they don’t have to play with any kind of foresight or worry about positioning. They can linger longer in the jungle. They can finish that dragon before defending a tower. They can spring out of the jungle from beyond ward range for the gank. In short, it encourages lazy play from less skilled players and offers masters of the game an easily exploited advantage. It’s also just not a lot of fun to play against.

Personally, I’d love to see the global ults removed. They’re too strong for skilled players and don’t provide the learning hurdle for map positioning that new players need.

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