Category: league of legends (Page 62 of 163)

Champ of the Week: Karthus review

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I spent most of my time with Karthus early in the week since I had so much to test. He may not have been given a completely fair shake, but, well, I can always revisit him later if necessary. For now, here’s what I think about The Deathsinger.

Karthus is heavily reliant on immobile teamfights. He doesn’t do particularly well with chasing, largely because so much of his damage comes from the Defile toggle. Also, as teamfights get more mobile, his passive loses much of its effectiveness, existing to pretty much only get his ultimate off. His ult is definitely a pain as the game goes on, especially at higher ranks, so it’s extremely important that he stay ahead of the leveling curve as much as is possible.

I think I had the most fun building Karthus kinda tanky. I definitely missed having a massive ult, but with a Rod of Ages and a Rylais it was easy enough to soak some serious damage, all the while dishing back some pain with Defile. Add in an Hourglass and he can be really tough to hang around. His ult still hit surprisingly hard whenever I built him on the beefy side.

Playing Karthus was a strong reminder of why I hate global ults so much. His might be the best of them, if only because he doesn’t teleport with the ult, but it’s still too much unavoidable damage to be dealt across the entire map. If I could change one thing about Karthus it would be that his ult not be castable while his passive is up. It’s just silly that he can be 100% effective from death. I would even be fine with a 50 percent damage reduction while in his passive, but frankly, I think the best thing would be a rework of his ultimate in full.

Mordekaiser’s big metal strap-on

I don’t know why it has taken me so long to remember to post this, but one of the unannounced skins this patch is called Lord Mordekaiser. It features the Master of Metal wearing, along with his typical metal duds, a giant metal strap-on.

I would love to meet the art director who saw this and said, “Yup – that’s just what we were going for. Nothing says metal like a huge, spikey penis of death strapped around your waist.”

Nunu gets legendary “Nunu Bot” skin

For a brief moment I thought legendary skins might be on their way out. Several of the 975RP skins are close to or better than the legendary skins for a given champion (ahem, Corki), so it seems a little silly to keep marketing skins as “legendary.”

Riot has seen fit to keep moving with the legendary skin releases, this time in the form of Nunu Bot. Riot released a preview video of the new skin to its YouTube channel today. The skin looks awesome, but probably not $15 awesome, at least not for me. There have been a few champions in the past that I’ve played often enough that the legendary skins didn’t look half bad, especially when I already had some RP laying around. Now I split my time between so many different characters that it doesn’t really make sense to spend so much on one skin. For any serious Nunu player, though, I’d call it a must-have.

How does Nocturne remain unnerfed?

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I feel like this post is particularly appropriate following my Gangplank discussion because the two characters occupy relatively the same position on a team. Both are meant to eat up carries, it’s just that Nocturne actually has the tools to do that and Gangplank doesn’t.

I understand he isn’t seen a lot in ranked games right now, but that’s only because he’s getting banned. Every time I see him in a normal game I cringe, knowing that it’s just a matter of time before his farm is too much to handle. Often that’s somewhere around level nine, which is just too damn early. The big problem is his kit, which is utterly ludicrous compared to a lot of the characters out there. I know I’ve given the breakdown before, but it is just dumbfounding to me that he remains in the game as he was released. He still has a fear, a spell shield, an attack speed boost, an attack damage boost, a slow, a movespeed buff, a dot, two scaling physical nukes, a self heal, a global vision reduction, and a nearly global dash. All of that from four skills.

What..the…hell.

The Gangplank nerf

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Posts are going up unexpectedly late tonight – I’ve been working on two longer articles today and unfortunately they just aren’t done. Keep an eye out for those early next week. In the meantime, let’s talk about the Gangplank nerf.

Yes, I said nerf, because that’s just the most accurate term. Gangplank was already a bit of a niche character, occasionally effective in his ability to deny experience in his lane and set up jungle ganks. He struggled in teamfights from both an unreliable ultimate and his lack of mobility tools, especially when there weren’t creeps in the vicinity. His damage output was also typically unpredictable – occasionally through the roof but rarely consistent thanks to Parrrley. This rework did very little to address his biggest problems.

Raise Morale has lost its ability to deny creep experience, an admittedly broken mechanic when only one character in the game can do it. Removing that facet of the ability also meant Gangplank lost his ability to effectively lane. Because Parrrley grants bonus gold on kill, it’s best used every time it’s off cooldown, resulting in a lane push. Raise Morale gave Gangplank, who has low mobility compared to all the dashers in the game, the ability to lane against highly mobile teams by hanging back at his turret. For interested parties, Gangplank is one of three melee champions in the game to have neither a dash nor CC (slow/stun/fear – the terrible slow on his ult does not count). The other two champions are Mordekaiser and Garen, two of the most poorly designed characters in the game in my opinion. As far as laning goes, both these guys absolutely rock Gangplank, though Kaiser might push a little too hard.

The changes to Gangplank’s ult might be the most embarrassing part of his “rework.” The AoE is smaller, the slow is half as effective, and the random damage element is still there, though worse than before because the area of effect is so much smaller. Now, I’m no fan of global ults, but the fact that GP could blanket a lane with this bad boy every couple minutes was pretty nice. It could be fired quickly without a ton of regard for placement, a simplicity countered by the fact that it might not do so much damage. Now it has to be carefully placed, still does unreliable, often pathetic damage, and hardly slows the target. Gangplank has plenty of trouble getting to his intended target – he didn’t need a slow nerf to make things worse.

Gangplank needs a remake, not this rework crap. His ultimate is terrible, Parrrley is poorly conceived, and Raise Morale doesn’t give him the boost he needs when he needs it. His one good skill, Remove Scurvy, remains the only skill in the game that can break suppression, a feature that will likely be removed someday for the same reasons his deny was removed. I won’t be touching Gangplank again until he gets his remake.

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