Category: league of legends (Page 55 of 163)

The E-Sports sportmanship problem

Over the weekend Riot set quite a few E-sports records with its Season One Dreamhack qualifiers, the most notable of which is likely the 60,000+ viewers that tuned in for the qualifying matches. It was a clear marker of the popularity of E-sports in North America, not to mention League of Legends as a game.

There was an ugly side to the proceedings as well. The whole tournament started under the drama umbrella that is Couter Logic Gaming and Team SoloMid. If ever you needed evidence of the age demographic of competitive gamers, just read a few threads between these two teams and their supporters. It won’t be interesting, I promise. It will be full of petty insults and the kind of high-school-grade trash you’re probably reading so often in the Tribunal.

I think I was fortunate to hit my competitive gaming peak before any of these big tournaments got popular. The Halo 1 competitive scene was remarkably friendly, and I spent loads of time on message boards working out reload mechanics and powerup spawn times with the same guys I was playing against. We were all in love with the game and, frankly, stakes were pretty low. I was never up for $100,000. I think the biggest prize package I was ever competing for was a flat CRT TV (yeah, that’s right – like a bulky TV with a flat screen), a new Xbox, and a copy of Halo. Sure, it was nice, but it wasn’t going to make my life dramatically different (and I was playing against the Ogres, so…).

As the competitive scene gains ground, the prizes have ratcheted up, which seems to somehow inversely proportional to player attitudes. Jon Tran at Top Tier Tactics put together an awesome piece about the effect player attitudes is having not only on competitive gaming but on the form’s mainstream acceptance. It is absolutely worth the read, but the basic gist is this: competitive gaming has a mainstream ceiling until players can learn to respect one another.

If you want proof, consider Grackis. He is one of the most infamous LoL players, mostly for his insane fits of rage, but also for his skill. He was recently asked to commentate a competitive match at NESL and the LoL community went batty with indignation. If the very community playing the game doesn’t want this guy casting because of his bad behavior, do you think the gaming community at large wants to hear him rage?

Of course not. In fact, I’m willing to bet the only reason people pay attention to any of the high tier players is because of the desire to be those players. They are the masters of the craft, so people are willing to take a little abuse if it means learning at the feet of people like HotshotGG. Unfortunately, exposure to the kind of “lol ur bad, kid” has infected most competitive gaming communities to the point that they’re nearly unbearable to be a part of. Review a few Tribunal cases and you’ll know what I mean.

I’m hoping things improve, but as long as we continue to offer up celebrity status to players with an attitude, I think it will be quite some time before there’s a shift in tone.

Champ of the Week: Malzahar

malzahar_splash_2

The more I play League of Legends lately the more I’ve fallen in love with AP characters. There’s something so satisfying about using a skillset to melt opponents that doesn’t quite translate in the auto attack kills of physical carries. Every team in the Dreamhack qualifiers relied on an AP champion for the utility, control and incredible burst potential those champions offer. This week, I’ll be playing a champion that has long frustrated me as an opponent, one that I have rarely played at length, and a champion that many believe to be underrepresented This week, I’ll be playing Malzahar for my Champ of the Week.

I’ve always been frustrated to play against Malzahar, largely because it’s so hard to shut down his farm. He’s not particularly deadly at early levels, he’s just super deadly to minions and has nearly infinite mana thanks to the kill bonus on Malefic Visions. Malzahar can also melt champions like no other, thanks to the percentage based damage of Null Zone. When coupled with AoE CC like Amumu or even Jarvan, Null Zone absolutely shreds the enemy. To round out the kit, Malz has an AoE silence and a pet for extra damage. Malzahar punishes enemy mistakes with devastating efficiency and provides both push and anti-push to his own team. In short, he’s a great pick.

I’ll be focusing on build order, Summoner Spell selection, and relative power on low-CC teams. Obviously Malzahar shines when his targets are held in place, but how well can he perform in less than ideal circumstances? My guess is extremely well. I think it’s safe to say that the only caster I fear more than Malzahar is Anivia.

Tribunal still has a few hangups

I wrote just a couple days ago that the Tribunal seems like an early success. I still think it does, but there are a few issues that I think are worth mentioning. For starters, I got the same case twice in a row today. It’s not a huge deal once in a while, but it would suck for that to happen on multiple occasions.

There is a much more serious issue, though, and it’s one I’m not entirely sure how to handle. Today I played a game in which the Poppy on my team had a rough start. She died four times early in her lane, mostly because she was playing foolishly, soaking entire creep waves to try to get a little harass on the enemy Ashe. It was bad news. She then left lane and started taking my jungle, openly stating that she wasn’t going back to the lane. That’s a bit of an issue when the lane was 2v2 at the start, is now fed, and leaves our teammate 2v1. I tried to help out where it was possible, but I was also actively counter-jungling and couldn’t just stop and lane.

Things escalated. Poppy started stealing buffs, purposefully stopped helping our team in teamfights, said she was going into “bot mode” and eventually started feeding on purpose. Around the time she stopped helping our team I said something like “meanwhile Poppy farms top” after a teamfight. I also asked the enemy team to please report her for her negligence. The response? “How bout I report you for raging at her.” Now granted, I would probably get pardoned – I never used so much as a curse word – but from that point forward, Poppy was trying to make it look as though I was the troll in chat. To the trained eye it would have been obvious what was going on, but my enemies were quick to assume I was at fault, and so quick to report.

That’s where the real problem lies. When my teammate is purposely feeding and purposefully trying to steal buffs, I don’t want to be in that game. Frankly, I don’t think it’s unreasonable to AFK. But when the enemy has suddenly chosen you as the bad guy, then my AFK becomes bannable, and that’s not so cool.

Hopefully, though, the system does indeed work as Riot suggests, so that the false positives that occasionally get reported don’t make it all the way to Tribunal. I would be willing to guess that I could possibly have been reported in three of my last 50 or so games, and at least two of those would be instant pardons.

Orianna skill list announced

Orianna’s “Champion Approaches” thread is up, which presumably means we’ll have another patch on Tuesday to bring her live. The thread also included the skill list, which looks significantly less like a pet class than may have been suggested in earlier threads. I’m actually glad for that. The other pet characters currently in League of Legends feel clumsy and unresponsive. Let’s put that aside for a moment and dig into the skills.

Passive – Clockwork Windup: Orianna’s autoattacks deal additional magic damage every hit, subsequent attacks on the same target within a few seconds will add more damage per hit. This bonus stacks up to three times.

Command – Attack: Orianna commands her ball to fly towards target location, dealing damage to targets hit but doing reduced damage for each additional target hit. Her ball remains behind at that location afterwards.

Command – Dissonance: Orianna commands her ball to emit a magnetic pulse, dealing damage to units around it. Afterwards, the ball leaves a field behind for a few seconds that speeds up allies and slows enemies.

Command – Protect
(Passive): The allied champion the ball is attached to gains bonus Armor and Magic Resistance.
(Active): Orianna commands her ball to fly to and attach onto an allied champion, dealing damage to enemies it passes through and shielding the allied champion when it arrives.

Command – Shockwave: Orianna commands her ball to emit a shockwave after a short delay, flinging affected enemies in the vicinity into the air a set distance towards, and possibly over, her ball.

I’ll start by saying I’m going to need a video to understand how her skills work. The Q is clear enough, and the W sounds like a version of Lux’s AoE slow, but in reverse – it slows after dealing damage. I’m not sure why her E is split into an active and passive component unless the ball just stays on the target indefinitely, which seems odd. Her ultimate sounds interesting, though I think its effectiveness will depend entirely on the size of the AoE and how easy it is to get the ball into position.

While I understand the idea behind her passive, I have to wonder how its going to work out. Few damage dealing passives really incentivize players to do things that are counterintuitive to the champion. Jarvan, for instance, has a damage modifier, but he also has a skillset designed around getting close to and staying close to the enemy. This passive sounds less like an imposed skill ceiling and more like a source of frustration. If it is too easy to use, she’ll have absolutely wild burst, but if it’s too tough there will be endless complaints that she is underpowered. Here’s hoping Riot struck a balance.

Tribunal seems to be an early success

I had a lot of doubts about the Tribunal when it was first announced. The idea of incentivizing players to punish one another seemed a little odd to me, even if I had played with hundreds of players who deserved a little wrist-slap. After using the system for a couple days, though, I have to admit, I’m kind of impressed.

The only reason I use the qualifying “kind of” is that the Tribunal’s real value can’t possibly be assessed until we can see some results. When Riot first starting banning players for bad behavior it seemed like games were about to get a whole lot nicer. However, the League of Legends playerbase was growing much faster than Riot and so the need for justice quickly outpaced the execution of that justice. The Tribunal has the potential to turn that around, hopefully expediting the punitive process for Riot and giving everyone a look at just how foolish the rage sounds when it isn’t spewed in the heat of the moment (it also sounds ridiculous then, but I can understand getting steamed here and there).

That said, it seems the Tribunal is an early success. I’ve completed my three cases in each of the past two days and actually enjoyed the process. It’s interesting to see the kinds of information that can actually be used to punish/pardon a player and the different ways each player in a game understands another player’s actions. I’ve already seen a couple complicated cases that involved a lot of bad behavior from all parties involved. It can be tough to reason out who, if anyone, should take the hit, and if the reported party is actually to blame.

Of course, I’ve also seen some very cut and dry cases. You don’t die 20 times in 20 minutes without trying, and you certainly don’t die that often several games in a row without some sort of effort. I’ve also been entertained and amused by the things people share on the forums. Part of the problem with ragers is that they disappear once the game is over and very few people are exposed to the ridiculous things they say. The Tribunal bumps that exposure by not only being thrown into the pool but also because players that see it are so keen to share it.

I’m really hoping we see results. It’s a cool system with some great potential. It would be a huge bummer if it didn’t work out. How has it seemed to you guys so far?

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