Category: Patches (Page 10 of 23)

Yorick Impressions: He needs that buff

Undertaker Yorick.

I saved my Yorick impression post for late in the evening because I figured Riot would have to weigh in on his current status. Most everyone is claiming that he is horribly underpowered, and for the most part I have to agree. His early game is incredibly lacking and he is highly reliant on a strong team comp to maximize his potential. That said, late in the game with the right comp he does pump out some damage. Riot recognizes his relative weakness and has already stated that he’s going to receive a buff, but we all know that won’t stop me from sharing an opinion or three.

One of the biggest problems I’ve had with Yorick is his damage output from level one to eleven. The burst from his ghouls seems just barely too low, mostly because he doesn’t have the damage to improve them for quite some time. They also die fairly quickly, which isn’t a big problem when they don’t deal much damage but becomes a larger issue in the mid game. I think a mana cost reduction would also help a lot here, and I’m glad to see that Riot is considering that sort of adjustment.

The other major issue plaguing (yeah, I did it) Yorick is the design around his ultimate. Pet design that is based around champion clones feels misguided at the very least. The scaling gets really hard to manage late game and can even be overwhelming in the early game. When a jungler comes around for a gank and Yorick also ults, the 4v2 is frustrating. I haven’t felt outplayed by a Yorick yet, just outnumbered (only by his ult, the ghouls die too fast to really matter), which is pretty boring. Getting outplayed is a good thing – it teaches me how to play better. I wish he had something that felt more skill based.

One of the biggest problems facing Yorick, at least for me, is that he’s following Orianna. I’m starting to realize just how perfect a champion release Orianna was. She’s a blast to play, fairly difficult to pick up, and strong with a quality team around her. She takes more than one game to learn and a whole bunch of games to master, both of which are great things for a champion. Her design makes me want to get better with her, while Yorick’s design just makes me wish he was better. Hopefully the upcoming buff will give him a little boost in the early game.

Fnatic wins the all-Euro Season One Championship Final/Patch Notes

Season One officially drew to a close this evening as Fnatic beat Against All Authority to take the Season One Championship. The game was an all-Euro match, thanks to some excellent play by aAa during the loser’s bracket semifinal round. aAa was able to win the match with a bit of an odd comp, thanks to some creative warding and incredible teleporting. It would be enough against Fnatic, though, who scored the final win in the second of the two game series against aAa.

I was a little disappointed to see the North American teams drop early. I’m not a TSM fan, but I though Epik had played really well for most of the tourney. The wheels fell off today, though. I honestly thought they might have been throwing the game with that double-AD, no tank comp. They are certainly a much better team than was shown today.

I haven’t yet had a chance to watch the Fnatic vs. aAa matches as I was in the car when they first aired. I’ve heard they were fantastic, so I’m hoping for some VoD action soon. In the meantime, Phreak and RiotEski put up a patch preview, which I’ve linked above. Lots of changes are on the way – check back tomorrow for a full roundup.

More Orianna thoughts

Sewn Chaos Orianna.

Orianna’s playstyle is engaging enough that I’ve been spending a decent amount of time with her, enough to have some additional thoughts about her just a day after my impressions post. It’s tough to help myself – she’s just so much fun. The ball mechanic makes for an active and powerful lane phase that I find much more interesting than most of the characters in the game.

Orianna is a return to the poke style metagame, and I’ve actually had the most success with her when I can zone an enemy back to his turret. You’ll definitely need to have some regen, but using the ball to basically sweep the lane can keep an opponent at his turret while you stand outside the turret’s range. There is one limiting factor: mana.

I have huge mana problems on Orianna, which is why I think you pretty much have to run with RoA/Archangel’s. That build also has the added benefit of being very consistent. I’ve tried rolling with Soulstealer and it just doesn’t feel as good. Because Orianna’s base damage is a little on the low side, I feel like it’s necessary to do everything I possibly can to make sure she scales consistently.

Orianna released today

This morning, the servers came up, bringing Orianna to live play. I certainly wasn’t expecting a patch, though it didn’t include anything other than her release. I haven’t really had a chance to play her much, so I’ll give some basic impressions and instead point you to the spotlight above.

I think Riot did an amazing job with her animations. She looks good, her spells all look fairly different (though I wouldn’t mind a bit more fanfare for her shield), and the animations are spot on for her basic movement. The voice acting is also excellent (definitely a little Portal-esque as a friend pointed out). To this point, though, I haven’t seen a lot from her in terms of damage.

The problem mostly seems to be with the base damage on her abilities. Granted, a portion of her damage has been allocated to her passive, but even with a load of AP, her auto attacks don’t seem to hit particularly hard. I think a good point of comparison is Lux, who deals significant damage with her abilities and then procs a nice chunk of damage if she can land one auto attack. Orianna might be great in situations where she is overfarmed and can stand and auto attack an enemy to stack up her passive, but with just an attack or two, it doesn’t feel like it does much.

The real joy of Orianna is her support skills. Dissonance is an awesome speed buff for allies and adds a nice slow to opponents, and her ult has that perfect reward feeling when it’s played right. Hopefully I have the time for a few more games with her today. Check back either today or tomorrow for my full impressions.

Multiple mastery pages arrive with today’s patch

Late last night, Guinsoo tweeted that a “sneaky new feature” might make the patch. I thought it might be something small and simple but instead we got a long-awaited feature. Today’s patch included multiple mastery pages.

The system is simple enough – you save your masteries by creating a custom title for your page and then adding as many pages as you like, up to 10. In case anyone is wondering, the feature is free. Nope, doesn’t even cost IP.

Ten pages is a crazy amount of diversity for the current mastery system. I’m hoping that means we’ll get to see some improvements to what’s currently there. I actually think I’m only using eight, and that includes some redundancy for minor changes, like four percent attack speed instead of six armor penetration.

It’s kind of hilarious, but not knowing that this was on the way made me really happy when it was actually implemented. I really hope Riot keeps that up in the future. Granted, we’re waiting on a lot of improvements, to both the game and the PvP.net client, but little surprises here and there are much more enjoyable than the long wait for “incoming” features.

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