Category: league of legends (Page 94 of 163)

FG LoL Monday is on! (9:30PM EST) – CANCELLED

EDIT: CANCELLED: Sorry guys, had some stuff come up tonight and I won’t be able to make it. By all means, though, group without me and have some fun. Should be back on for next week.

We’re on tonight, folks. For anyone new to the scene, we get together on Monday nights to run some games together and have some fun. If you want to join us, just join the chat channel “Fearless Gamer” (which is case-sensitive, btw) in the client and we’ll get set up.

I’m planning to get started around 9:35, so try to log in a few minutes early. Hopefully we can get a group of ten together and run the progressive ban system we tried a few weeks back. It was a lot of fun and ended with some crazy comps.

See you guys tonight.

Irelia patch skins announced

The announcement post for the Irelia release skins is live, giving us a sneak peek at tomorrow’s additions to the store. There’s some good stuff this go round, though my favorite has to be Monarch Kog’Maw. That’s just hilarious. For existing toons you can also get Feral Warwick and Secret Agent Miss Fortune.

Looks like Irelia is getting the 975 RP treatment, and surprisingly, it’s her Aviator skin that will be 975, not the Nightblade. I’d imagine you’ll see a ton of ninjaesque Irelias running around tomorrow.

The ‘Normal Stats’ support thread

normal-stats

I’ve been playing a lot of normal games lately and I’ve been seriously miffed at the lack of stat support for normal players. I love being able to see my K/D/A ratios for individual champions in ranked. I love looking at my total stats. Why don’t normal players get the same treatment?

Seriously, it sucks that the best I can see are my total minion kills, my takedowns (seriously, wtf is this), and total wins. I want to be able to get the same kind of data I get for ranked. I want to see my most played champions and who I’m best with. I want to know what champions need work.

I’ve made a thread in the hopes of raising Riot’s awareness on what I consider a fairly serious community issue. The stats are already being recorded, so let’s get access. You can find the thread, with an included poll, on the official forums. Get over there and vote for some normal stat goodness.

Another great forum post on range and the scalability of melee DPS and mages

masteryi_splash_2

Another excellent community post has been floating on or near the front page for a little more than a week, this time with regard to the relative power of ranged carries versus melee DPS and mages, and the way that Exhaust and Banshee’s Veil augment that disparity. Again, I’ll let you read through the post on your own, but I’ll cover some of the major points.

The basic idea behind the post is that by late game, almost every carry in the game will have a Banshee’s Veil, dramatically reducing the opponent’s chance at killing that carry. Because ranged toons can already kite other toons, giving them a free CC block or blocking one spell in a rotation from a mage means that character will probably remain free to stand back and wreak havoc. I think it’s a really good point, and I like the solution he offers: make BV block one CC spell, but no damage. It can still increase your magic resistance, but don’t allow it to completely nullify a spell.

The author also points to exhaust as a big problem for melee DPS, mostly because it has too small a range to get on your average Flash/Ghost-equipped carry. When players can’t reach the carry, they exhaust the melee DPS, slowing those characters and negating their auto attacks when those champions don’t have a way to get out of the mix.

I think it’s interesting to note that ranged carries are often the characters with skills to break Banshee’s Veil from ranged. Ashe’s volley breaks it. Ezreal has three low-cooldown spells to pop it. I’m pretty sure Tristana’s explosive shot proc from killing a minion will pop it. Obviously Corki has skills to pop it. MF can use Double Up. Kog’Maw, enough said. All of these characters can break veils from range, allowing them to deal magic and physical damage and exposing enemy tanks and melee DPS to their own tanks and mages.

In short, I would love to see some mechanics altered to increase the prevalence of melee DPS. I love a lot of the melee characters, but without getting overfarmed or unique use of Flash (enemy players don’t have it), melee DPS is woefully susceptible to control mechanics and kiting.

The community feels the development pinch

ireliatt3

I would normally not bother to read a thread on the forums titled, “This game isent [sic] even worth playing anymore.” I obviously disagree. Despite the downfalls and recent design flaws (at least in my opinion), LoL is still a blast of a game, and I have a lot of fun queuing up with you guys and with my real-life friends. The thread in question, though, is now 34 pages long and caught an interesting response from Phreak.

I’ll leave you to read the original post, but the author, MoreCowbell, is basically bemoaning the overwheling presence of an AOE metagame and the limited champion selection that performs well in that metagame. He also decries characters with strong mechanics having no serious weaknesses. He doesn’t back a lot of things up, but he makes some good points (many of which I think I back up on this blog) and makes other interesting points.

I was particularly interested in this:

One of the biggest issues is that in riot’s design philosophy of making all characters equally viable all game, they would need to make all characters have the same power at all times. Characters like MF couldnt exist as they beat most other characters in a lane and late game. The reason that some characters absolutely dominate the lane in dota was because they were trash later.

That’s a spot-on observation and a lot of my problem with recent champion design. I would love to see the metagame shift away from the teamfight focus, but characters need to have different strengths at different stages of the game for that to be a real possibility. When a champion like Miss Fortune can 4-5 shot toons without health quints at almost any stage of the game, that kind of diversity can’t exist.

After 12 pages or so, Phreak dropped by to offer this:

We’re hitting a lot of the conventional “OP” champs this patch.

We will also be massively assessing all our AoE champions to ensure they’re not must-pick champions. As much as you say we’re making new champions which just eclipse old ones, we’re trying really hard to not have these super faceroll AoE ultimates since Sona (also: Sona nerfs this patch. And I’m not talking +10sec cd on the ultimate). While Swain and Lux have AoEs (even ultimates), I think we can all agree they’re much more reasonable than Idol of Durand.

If I read the original post correctly, this is the main complaint yes? That there are ~15 super OP champions that must be played, and everything else is below them?

We will assess them. Stay patient, beloved summoners. We like playing all of our champions as much as you guys do!

I haven’t been so (cautiously) excited about a patch in a long time. I’m hoping when he says “hitting” he means with a battering ram, not the tinkering hammer we see more often than not. I also like that he referenced Swain and Lux, two recently released and very underpowered champions, as having more “reasonable” AoE ults. I couldn’t agree more. I think Swain’s character design is really cool, and Lux could be a very fun toon with that short CD ultimate (and a much-needed damage buff for her base skills), but they just don’t stack up against the massive AoE pwnage in the game.

The simple fact that there are 34 pages of responses speaks to how big an issue the current design direction is to the LoL community. Players are definitely unhappy about the lack of diversity, which shouldn’t be all that shocking considering the underwhelming numbers we see on Twisted Treeline. I’m hopeful this week’s patch will be the start of some changes, but I’m aware it would take a lot of changes for things to be significantly different. We’ll find out on Tuesday.

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