Category: league of legends (Page 63 of 163)

The new Fiddlesticks

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One of the big changes this patch was a minor Fiddlesticks rework. I say minor because he doesn’t play entirely differently, he just feels a lot better. I’ve played a few games with him so far and been impressed with the changes, mostly the difference in Dark Wind.

Prior to the changes, I had a really hard time prioritizing Fiddle’s skill levels. He needed the utility of a bouncing silence, the power of Drain, and the fear in order to really lock down a target. When Dark Wind only bounced twice, it was difficult to get all that out of a gank, especially early on. Now Dark Wind is strong enough early on that multiple ranks aren’t totally necessary.

As good as Dark Wind is for early game jungling and ganking, you can feel it start to slow down by the late game. As weak as Fiddle used to be in the early game, his late game has the same potential to fail if you don’t get an early start. Fiddle is now heavily reliant on high AP builds, so it’s important to keep your cash generation up.

On the whole, I think Fiddle just feels a whole lot better. I would like to see Dark Wind get a little AP boost so it’s a touch stronger in the late game, but for the most part he feels much better. I pulled a quad with him today – something I haven’t done in a long, long time.

Rumble Impressions

Rumble in the Jungle

I got a chance to spend some decent time with Rumble today, as did many of my opponents, so I feel comfortable laying out my impressions a bit early. Though Rumble is certainly different than I expected, the end result is about the same. He’s yet another in a long list of champions best built as a pseudo-tank.

It’s getting kinda tough to asses these tanky characters because so many other people are playing tanky toons as well. When I’m in lane against Alistar/Taric, Rumble’s damage seems completely underwhelming, even if he can take a beating. Against Ryze, though, he seems perfectly fine (at least in the early game). This is one of the biggest problems with the tanky meta – it skews the balance of power in very big ways. Where I would typically expect tanks to be fairly low damage but high survivability against squishy champs, this new crop of tanky guys deals big damage on soft targets and remains difficult to bring down. I know you’re tired of reading that – trust me, I’m tired of writing it – but it’s important to keep in mind when thinking about a champion like Rumble.

Rumble’s lane presence against soft champions can be overwhelming in the early game. His Flame Spitter is nearly always up, giving him solid harass and the simple ability to push people off their own creeps. It is particularly effective with another CC in the lane. If I’m perfectly honest, I don’t like the way the skill functions. Skills that require facing frustrate the hell out of me, and Flame Spitter is no different.

Scrap Shield is just about as silly a skill concept as Riot has ever conceived. A shield with a decent AP ratio plus a speed boost on a short (5 second) cooldown. Give me a break. This skill saved my ass repeatedly in my Rumble games without requiring a millisecond of thought. If it was up, I was hitting it, and that seemed to work out just fine. The shield certainly isn’t huge, but it’s plenty when it runs on such a short cooldown.

Rumble’s harpoon is easily his worst skill. It seems to do nearly no damage and can be difficult to land at times. The slow is solid when you can land it, especially if you’re in the Danger Zone, but I never found myself thinking, ‘I’m so glad I just landed that harpoon.’

To say that Rumble’s ultimate is difficult to cast would be a huge understatement. I know it’s probably just going to take some getting used to, but the mouse movements required in a frantic gank situation are a little nutty. The damage on the skill is pretty awesome, though, which can be a lot of fun against squishier targets. The ult also has great range, giving you plenty of time to cast, shield boost your way into range, and tear down a target.

On the whole, I think Rumble’s balance is just fine in the current metagame, which is to say I think his design is terrible and that Riot needs to stop putting free damage shields on champions. I’m sure we’ll see some frustratingly good Rumble players over the next few days, but likely plenty more frustratingly bad ones. Expect some slight buffs on him next patch.

Rumble Champion Spotlight is out

The Rumble spotlight went live last night and, though I really wanted to dump all of my impressions out at midnight, I decided to wait until today to hopefully give a more balanced look at the League’s new champion. I’m not sure it worked. Rumble seems like the worst parts of the tanky meta all rolled into one little bundle.

First of all, the shield thing has got to stop. Rumble not only gets a damage shield, which likely scales with AP, he also gets a movement speed boost with it, and it’s on a crazy short cooldown. At level 7 Phreak’s shield had a 5 second cooldown. Granted, it didn’t look like it shielded much, but 5 seconds? Yuck.

Rumble also appears to be able to abuse the minion aggro AI in lane because he can cast so often. Minions typically don’t aggro on champions if they’re using spells on one another, an issue typically balanced by the fact that lane casters are fairly squishy. Still, you already know some frustrating exceptions to this rule. Mordekaiser, for instance, can dish out a lot of champion damage without taking aggro from minions because he’s dealing spell damage. The same seems to be true for Rumble, which will be extremely frustrating for the softer characters in lane.

I’ll be interested to see how he actually plays in game. For right now, I’m worried Riot has added yet another bruiser class character to the game, even if he relies on spell damage to bring down opponents.

Champ of the Week: Karthus

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It’s Monday, which means it’s time for a new Champ of the Week. I was thinking about rolling with one of the remade champions from tomorrow’s patch, but I think I want to have a champion to play that won’t be getting picked quite as often as those champions are likely to. With that in mind, I’ve chosen Karthus as this week’s Champ of the Week.

Karthus currently holds a very strange position in the game – he’s one of few champions that can provide almost as much value dead as he can alive. In fact, I’ve seen some Karthus players use death as a viable carry strat. They allow themselves to be focused so that the teamfight happens on top of their dead body. Once dead, they cast like mad, dropping that humongous ult in the middle of five opponents. It can be seriously devastating.

I have a problem with the concept of global ults in general. So much of the game is knowing how to position yourself – when to run, when to fight, when it’s good to leave lane and help your teammates survive a gank. Global ults circumvent that knowledge requirement, allowing players to be more sloppy with their play.

With the advent of Deathcap, Karthus poses an even bigger threat. His ult has a pretty awesome AP ratio, which Deathcap obviously takes advantage of. Dealing 700-900 damage to an entire team before the fight starts can be catastrophic. If the teamfight then happens on top of Karthus, well, it’s probably game over.

I’ll be focusing on the ways Karthus affects the game, mostly at the early and middle game – I think we all know what he can do late game. I’ll also be taking a look at his best build. Is just rushing all out AP best for that big ult or is some sort of utility a better service to the team. At the very least, it’s going to take some time for me to get used to mouseover casting again.

Patch Preview shows off Alistar, Fiddlesticks, Gangplank reworks

The patch preview for next week is live, giving us a look at what’s in store for several of the game’s most neglected champions. Alistar, Fiddlesticks, and Gangplank are all due for reworks this week, all of which should be significant improvements on their respective playstyles.

If you follow Guinsoo on Twitter, you know the Alistar remake has been in the works for several months. A few times it even looked like it was patch ready and then got pulled. Basically the changes will give Alistar a lot more farming potential as well as a few more ways to use his skills that aren’t so Flash dependent. I’m really excited about this remake – Alistar was such a cornerstone of LoL at launch that it has been tough to see him slip into obscurity.

Fiddlesticks is basically having his damage normalized, which is exactly what he needs. His early healing has been nerfed a touch, but with an armor buff to keep his jungling strength. His Dark Wind bounces 5 times at all levels and now has scaling damage, which should improve his presence in both lane and coming from jungle, and Crowstorm has been rebalanced to account for the damage shift. Again, I’m really excited about the changes. I was a huge Fiddlesticks fan for a very long time. A little consistency will go a long way for him.

Lastly, there’s Gangplank. Plank has long been a problematic champion for Riot. He’s randomly bursty, has the only deny in the game (which is absolutely broken in some situations), and has a hugely unreliable ultimate. Pretty much all of that is being addressed with the patch, which I can only imagine will mean good things for the champion. He’ll be able to make better use of Raise Morale, his ult is much less of a guessing game, and his Parrrley shouldn’t be quite such a gamble. Again, excited to see this play out.

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