Category: league of legends (Page 6 of 163)

Riven finally catching a nerf

It’s nice to get a little affirmation that you were right every now and again. I make a lot of predictions about LoL (and occasionally other games) on this blog, and though sometimes I get it right I often get it wrong. At least, I often get it relatively wrong. I think certain champions are OP that others think are weak and vice versa. With Riven, though, I was sure I was right. I was even sure I was right before they fixed her animations and gave her some small buffs. I just knew Riven’s kit — particularly since it scaled with AD — was too good from the start.

She’s finally getting a nerf, or at least what seems to be a nerf. According to the patch preview, she’s getting a nerf to her regen alongside a change to her shield that should make her less durable in lane. The change moves some of the damage from her shield to her Broken Wings skill, which should incentivize leveling the skill as more than just a movespeed buff.

That said, I think the combination of Broken Wings and her shield/stun may still be a bit too strong in lane, particularly if she’s getting a damage boost on Broken Wings. That skill gives her an easy way to proc her passive. It’s not a ton of damage on its own, but with a buff to Broken Wings I could see her still dishing out some serious pain.

The importance of creep deny

Caitlyn 1

When I first started playing League of Legends I was thrilled that creeps couldn’t be denied. It was just another thing to worry about in a genre that had plenty of things for a player to be worried about. It also meant that my practice last-hitting in DotA was now going to significantly elevate my gameplay. No one can stop me from farming? Awesome.

I think you can see where this is going. No one can stop your farm, unless of course they kill you. This has become a huge problem in League of Legends, and it’s one thing to which I attribute the rise of the carry/support bottom lane. If staying alive means infinite farm, why not put the most reliable farmers in lane with characters that dramatically increase longevity? As we all know, though, this can be a maddening way to play the game. I just played a game as Corki in which Soraka and I were up against Taric and Caitlyn. It did not go well for us. Not at all. Caitlyn’s range is simply too much for Corki to handle at early levels. Add her traps, Taric’s stun, and the fact that she can take boots at level one because of that crowd control and the lane is just going to go poorly. For a while there we were neck and neck on creeps, but then she started to spam Piltover Peacemaker and I was driven under my tower with no way to stop her.

Seeing her creep ahead I wanted to do something so I started trying whittle her down. Again, I was stymied by stuns, her massive range, and Taric heals. There was nothing I could do. It was either get a gank from another player on bottom or Caitlyn was going to farm her way to victory.

The latter happened. She picked me off a couple times and just streaked out ahead of everyone in the game. The whole time I was thinking, “Damn, I wish I could do something,” but there were no counter-play options available. Yes, there is the possibility of ganking, but with Flash and her net she could almost guarantee an escape, and that’s if another lane or the jungler even has time to gank. Let’s say the jungler gets behind or even, god forbid, you don’t have a jungler. In that case a friendly lane needs to come gank, which can be hugely detrimental if they aren’t packing teleport.

It’s strange that this is the first time I’ve really wished for a deny system, but it just hasn’t been on my radar for so long that I had all but forgotten about it. The great thing about denies is that they’re optional and somewhat difficult to pull off. Back in DotA one, people would aggressively deny in about 10 percent of my games. Granted, those games were the more competitive ones, but it wasn’t all that often. Even with DotA 2 I still don’t see hugely successful deny counts. There have been a couple standouts, but it most cases it’s lower than 20 and almost all of those come from early game. My point is that it probably wouldn’t scare off green players. It would, however, be a nice option for counterplay in the higher tiers of play.

All of that said, I’m sure Riot won’t be implementing a deny system. That’s just not what League is about, which is fine. I still think Riot would do well to consider some more options for counterplay in a strong lane that can be made after champion select.

The next champion is…Sejuani?

Riot has used the same formula for new champion releases for quite some time now. They release a champion sneak peek, usually in the form of a comic, and follow up with an ability/lore reveal and finally a champion spotlight. This week they skipped the comic entirely and just dropped an art spotlight on us. People seemed a little confused at first, but since it’s a chick riding a boar, I think we can probably forgive the change of pace.

You can see Sejuani’s model in the spotlight above. I have to say, I like the concept. First off, she has a flail. I know, I can hardly believe it’s not a sword either. Also, she’s riding a giant tusked pig. Again, pretty awesome design. I have to wonder what her skills will be like, though. Some early “leaks” suggested she would be a tanky DPS (shocking, right?) with significant initiation and slowing skills. This part I’m not nearly as excited about.

From the looks of things she should be out next week. Keep your eyes peeled this weekend for her lore/ability announcement. I would assume Riot will give us that much prior to her launch.

Jax remake retains some of the dodge flavor

armsmaster_splash_3

With the removal of the dodge stat, Riot inevitably had to remake Jax in some capacity. I was really curious what it would mean for the Grandmaster at Arms, but it looks like he won’t be changing much. In place of the old Counter-Strike, which trigged an active stun ability when Jax dodged an auto attack, Jax now “charges” the ability, allowing him to dodge all incoming attacks for a short duration, followed by an AoE stun and damage effect. Think of it like Sion’s shield, just on a much shorter fuse.

Obviously this has some pretty serious implications for the late game. A 100 percent physical damage mitigation, even for a couple seconds, is a pretty big deal. You will notice that Counter-Strike is now on a pretty long cooldown – more than 20 seconds at rank one – though it does scale down as rank improves.

Jax also lost his old passive, presumably to account for the increased survivability granted by his new skill. In its place, Jax now has the stacking bonus attack speed component of his ultimate on a passive. This allows him to jungle easily from level one, which I think is the scarier part of his remake. If you watch the Champion Spotlight Phreak posted, he takes down dragon at level 7 without losing much health at all.

If you hated Jax prior to this remake, I’d imagine you will learn to hate him all over again. The changes will be going live with the next champion patch.

Riot releases Lunar Revel content, Viktor buff

For the first patch of 2012, Riot released a set of four skins themed around Lunar Revel, a new holiday for the League meant to mirror Chinese New Year. At least I think so. The skins seem to be Chinese themed and I don’t know many world holidays so that’s what I’m sticking with.

I won’t lie, I’m a little disappointed. I’m trying to be positive about League of Legends and just enjoy the game for what it is, especially now that I have a DotA 2 key. Having another high quality but very different MOBA experience reminds me what made me love League of Legends in the first place. But this is a pretty uninspiring way to kick off 2012.

Now granted, Riot may have all kinds of magic up its sleeves for this year. The metagame might actually shift. Who knows, it’s a brand new year. For now, the only 2012 mission Riot is willing to share with its fans is a planned tour of the globe and an exploration of the many cultures that play League of Legends. While I do think that kind of stuff is cool, it ultimately feels like more fluff in a game that hasn’t changed much in a very long time.

The patch also included some small Viktor buffs. His augments cost 200g less and he got some timing and mana reworks. It’s a nice little tweak to the champion that should hopefully make the Viktor-inspired players out there happy.

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