Category: league of legends (Page 9 of 163)

Has the power creep gotten out of hand?

Arnold muscles

I already know what most of your answers will be on this question, but I participated in a situation so bizarre today that I knew I had to write a post. For anyone who may not know, power creep is essentially the process by which a game becomes unbalanced, often by the continual addition of powerful features and mechanics. In the case of League of Legends, power creep can be seen in the amount of AP on an average late-game carry, or the health/damage ratio of a bruiser, just to name a few examples. On with the story.

I decided to play a quick game before bed, as I often do. I was playing Vayne, planning to run the build I used when she first came out (Sheen -> Wit’s End – > Trinity – not sure I’m in love with it). I ended up in our bottom lane with my ally, Kennen. We were up against a Graves and an Amumu, which went really well for us. Well enough that Kennen was unstoppable within 12 minutes. It was a solid game. What baffled me, though, was Kennen’s rapid AP increases. I hadn’t looked before the game started, but suddenly he was level 7 with more than 100 AP. It wasn’t long before he was over the 300 mark, which is when I attempted to do a little mental math.

Kennen was sitting on something like 365 AP with just a Deathcap and a Will of the Ancients. That’s it. At first I thought, my god, he only has 190 AP in items and yet I’m seeing 365. I had forgotten about the aura from WotA, which brought him up to 220 base. Even with the bonus from Rabadon’s and the 5 percent mastery, that would still only be 297. Shortly thereafter, Kennen bought another Needlessly Large Rod, bringing his base up to 300. His shown AP: 535. Yup. He had 535 AP with just 300 AP in items. What the hell is going on there?

That’s power creep, and it’s totally out of hand. One of the biggest problems I see is that it can be difficult to understand and difficult to predict. Players are already dealing huge amounts of incoming information for an average game. Do we really need to be performing this kind of math while playing, too? Trust me, I don’t think things are going to change; Riot has been using the additive method of problem solving for far too long. I do wish we could go back to a slightly simpler time, though, when a player’s items and his numbers lined up in expected ways.

Riot rolls out new champion pages with Ahri

With Ahri’s release, Riot also implemented some sexy new champion screens to the PvP.net client. What are champion screens? You know, those screens you would look at to see who was getting new skins and…nothing else. Honestly, these things have been in need of an update for quite some time, an update that turned out quite nicely.

As you can see from the screenshot, the initial page still includes all of the old information – what archetype the character falls under, the relative strengths and weaknesses, and a brief look at abilities. The more exciting parts of the character screens are on the subsequent tabs. The Abilities tab has videos of each ability in action, and the Tips and Items page makes a nice addition for players ready to try out new champions.

I think the best part of these changes is that it will give players a quick, easy way to learn what they’re up against. As the field of champions grows, it only becomes more difficult for new players to learn the game, and the gap between veterans and newbies grows. This could reduce the barrier to entry, which can only be a good thing.

I would like to see some of the champion abilities used with more context. With Alistar, for example, the Triumphant Roar and Unbreakable videos don’t really show what the skills do. His health bar isn’t showing for Triumphant Roar, and the only numbers the video shows are the mana cost (and it isn’t explicitly clear that the number is the mana cost). The same goes for Unbreakable. I’d like it if the video showed that the skill could break Alistar out of crowd control effects.

Ahri set to live across all servers

Ahri has finally made her way onto the League of Legends servers, though not without a few hangups. The North American servers were struggling under the weight of her massive tail and finally went down this evening. They’re back up now, though, as is the Ahri champion spotlight above.

I’m hoping I get a chance to play her in a game this evening. For now, I’ll say I think her burst is a little nutty in a skirmish situation. I’d imagine she would get smashed by a serious teamfighting comp, if only because that usually means a combination of a few tanks. She will probably be completely ridiculous in solo queue, though.

I’ll have more thoughts tomorrow when I actually have a chance to play her. Any of you had a chance to try her out or play against her?

Snowdown Showdown splash art

Riot’s holiday-themed skins are among my favorite in League of Legends, so needless to say I was anxiously awaiting this year’s Snowdown Showdown. Riot didn’t make as big a deal about the event as they have in past years, but they still delivered a new winter map and four new skins for our enjoyment.

The skins this year are Toy Soldier Gangplank, Snowmerdinger, Mistletoe LeBlanc, and Festive Maokai. Of the bunch, I’d have to say the Gangplank skin is my favorite. I’m a sucker for classic toys (and, apparently, virtual representations of classic toys). Snowmerdinger is a close second.

New runes are in the game

This is a strange patch, indeed. It seems Riot has enabled the champion changes and new runes slated for this patch, but Ahri and the Snowdown Showdown skins won’t be in the game until tomorrow.

I’m not sure how I feel about the numbers on the new runes, with the exception of the hybrid penetration runes. Those seem fine. The spell vamp and lifesteal quints come in at 2 percent a piece, which means players can start the game with as much as 12 percent lifesteal with the added health from a Doran’s Blade or 9 percent spell vamp. Honestly, I think the lifesteal will just contribute to the current sustain problem on bottom lane. Giving a ranged carry 12 percent lifesteal on top of a healer will just be insane. Now, it could potentially help the non-sustain supports become a bit more viable, but I would bet non-sustain versus sustain will still be a losing battle.

The gold-per-10 seals grant .25 GP10, for a total of 2.25 from seals. It’s now possible to get 5.25 GP10 from runes alone. With another 2 GP10 from the utility tree, support characters can pull 7 GP10 at level one. That’s a serious amount of gold. By the 20-minute mark that’s almost 800 gold for just standing around.

Check back later today for a gallery of the Snowdown Showdown skins.

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