Category: league of legends (Page 85 of 163)

Ionian Boots of Lucidity are too much good for too little cost

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I spent a lot of my post on the caster item changes trying not to say anything definitive. This post is different. For this post, I know exactly how I feel and what needs to be said. The Ionian Boots of Lucidity are way too damn good for their cost. Period.

My philosophy on AP used to be pretty simple; build spell penetration before AP. It was a more effective way to increase your damage output and the spell pen items were cheaper, in most cases, than the high-tier AP items. Basically, building a caster was always some sort of tradeoff, just like an AD toon. Instead of attack speed, damage, and armor pen, you want CD reduction, AP, and magic pen. Some people would say that the boots just balance out casters against AD toons, but I really think they’re too strong.

The casters in the game have been balanced around the difficulty of obtaining cooldown reduction for a long time. Most of the CDR items were niche tools, designed to help against certain comps but not so great against others. The bread and butter of a CDR build used to be Frozen Heart, but it was only good against AD-heavy teams. Soul Shroud is a support item and wastes a lot of stat points for most casters, and Deathfire Grasp could typically be bypassed for a better AP item. Most casters I saw sat around 20-30 percent CDR and stacked AP. Now, I can have 30 percent CDR as soon as I make 900 gold, which can be as early as level four or five.

For any champion who relies on a rotation of spells – Annie, Ryze, Zilean, to name a few – the boots are insanely good. If CDR is to AP what attack speed is to AD, then these boots are supposed to be equivalent to Berserker’s Greaves. The difference is that mages are built for a big burst and then a period where they don’t do a whole lot of damage before that big burst comes back up. Physical damage dealers rely on individual attacks for nearly all of their damage. Early in the game when their damage is low, Berserker’s Greaves don’t do so much. The Boots of Lucidity, on the other hand, do a lot.

The changes to high-tier caster items already brought the mages in LoL in line with the AD carries for the most part. There are still a couple AD carries with kiting abilities that a mage can’t quite match, but for the most part, a mage’s damage output is just fine without giving them cheap access to cooldown reduction. I’ve lost one game as Zilean since the new boots released, and even in that loss I was better than 2:1 on my K:D ratio.

Riot’s mum on new features for fear of stolen IP

Magma Chamber.

Back in September, Riot teased a new map known as Magma Chamber. Since that teaser, which was basically just a name leak with a little concept art, we’ve heard next to nothing about the map’s release. Players have been getting restless recently, wondering when we’d see the new map, or any new feature for that matter. Just look at the forums. There are seemingly countless threads detailing some manner of unrest with the game.

Even high-tier players feel the game growing stagnant. Elementz made a thread asking for information on Magma Chamber and other upcoming features. Here’s the response he got from Phreak:

Because we’re doing other things that are awesome aside from just Magma Chamber. And when you’re kinda the biggest deal in a genre, people want to steal your ideas, kinda like how HoN 2 has “casual mode” with deny removed. I wonder where they got that idea from?

We don’t want to give free ideas to our competitors if we have the chance. This doesn’t change our release plans for releasing awesome features for you guys, but it does mean you get left in the dark a bit longer than we’d like. We’re sorry for that, because we’d love to be “Here’s these awesome things we’re working on and here’s how they’re progressing.” But as tired as this refrain gets, trust me, it’s going to be freaking awesome and some of it’s coming really soon. I want so badly to tell you just how soon it is and what it is, but… oh man it’s really cool and you should be hearing about some if it shortly.

Gah I hate having to use vague terms with you guys. Please just trust me <3

Obviously, there’s not much to glean from that. Phreak is being intentionally vague and also intentionally personal – “Gah…<3" - presumably in the hope that it won't spark more controversy. I wouldn't count on it.

Caitlyn impressions, or, why use abilities when you can auto attack?

Resistance Caitlyn

When I first saw Caitlyn’s champion spotlight, I was surprised by her defensive skill set. Her trap, her net, even her ultimate to some degree, are skills to be used to get out of trouble or while you’re well out of trouble’s range. Despite her great range, she didn’t have anything that made me think, ‘oh, that’s how you get kills with her.’ I’ve played a decent number of games with her now and not much has changed.

On the surface, Caitlyn’s design concept is pretty cool. She has big range, an auto attack modifier on her passive, and her skills scale with attack damage, meaning that armor penetration you’re packing is worth something. The deeper and unfortunate truth is that Caitlyn’s usefulness is inversely related to the length of the game. The longer the game lasts, the less effective you become. Here comes the skill breakdown.

Piltover Peacemaker is a great skill in the early game. It hits hard (more than 100 damage at rank one with just a Doran’s Blade), especially if you’re packing armor pen. runes, and it helps you get a big farm going. Once the teamfighting starts, it’s a great tool for hitting multiple targets at once. Unfortunately, the one second cast time means you’ll probably miss here and there, and using it during a chase pretty much guarantees you won’t catch your target. Attack speed items, assuming you have your damage built, also steal its usefulness because it just makes more sense to auto attack after a certain point. That said, this skill is great for snagging a kill through a wall or checking brush, and it still hits a squishy hard in the late game. Of all her skills, this one scales best.

Yordle Snap Trap was sort of doomed from its inception. It’s an interesting concept, but in play, there just isn’t a good balance point. The trap never seems to arm quickly enough, and the stun has only ever helped me get away or kill a reviving Zilean. The fact that they are visible makes them easily avoidable (is she catching blind yordles?) and teamfights are typically mobile enough these days that the trap seems useless. It can be good as a sort of ward, and it will occasionally save you from a gank, but the fact that you’re limited to two of these means, more often than not, you won’t have them where you need them.

90 Cailber Net could have been a really nice skill for Caitlyn. Instead, it’s this weird snare/escape hybrid with conflicting functionality. The skill actually knocks you back when you cast it, so you have to cast behind you if you want to chase with it, wasting the slow effect. If you slow someone with it, you’ve blown yourself away from them which is pretty much only good if someone is chasing you. Unfortunately, the slow isn’t enough to save you from those people in a lot of cases, so you better have a trap ready. It can throw you over walls, like a mini-flash, but you move so slowly, both when you run and as a result of the knockback, that players rarely have trouble catching you. This is a really bizarre skill to me. I’d love to hear Riot’s design process. Were they worried it would be too OP? Look at MF. She’s got an AoE slow without some weird, compromising, ever so situationally useful secondary effect attached.

As her ultimate, Caitlyn has the poorly named and woefully executed Ace in the Hole. It’s a snipe that, though it never misses, can be intercepted by a teammate mid-flight. I say woefully executed because it was a great thought. Dwarven Sniper was a lot of fun to play, but it really sucked if he pulled out ahead of your team. Squishy toons just got bombed from a mile away with no chance to avoid death. The intercept idea was pretty cool, but it’s really frustrating as Caitlyn for a couple reasons. First, her ult doesn’t hit very hard. Even when you have a ton of damage her ultimate feels really underwhelming. Interceptors often just shrug off the hit instead of being significantly damaged as a result. Second, the projectile is slow, making it really easy to intercept. Last is the cast time. As an attack damage champion, you’re losing a lot of potential damage by stopping to channel that ult. It is good for quick skirmishes, mostly to tag a champion for some assist gold, but in a teamfight you’re losing damage by stopping to channel her ult, and I can almost guarantee you won’t hit your target.

On the whole, Caitlyn’s abilities rely too heavily on channels without the added benefit of AoE or heavy single target damage. By mid to late game you’ll be better off auto attacking than using your skills, and your skills don’t compliment an auto attack playstyle. She ultimately fails because of a confused design that is too tied to concept with little attention paid to practical application.

Dreadknight Garen and Pharaoh Nidalee to appear as mid-cycle skins

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As with every patch, this one includes a couple mid-cycle skins that should release early next week. As you can see above, we’ve got Dreadknight Garen. Nidalee players can also get excited about Pharaoh Nidalee, whose cat form is a Siamese cat, as pictured below.

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Personally, I would have liked to see Garen get a helmet of some kind for the whole ‘knight’ part of the skin. As it is, he kinda looks like a futuristic version of himself. The Nidalee skin looks pretty sweet, though.

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