Category: Patches (Page 17 of 23)

Cassiopeia patch roundup: The times they are a-changing

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I realize this is a day or so behind, but I’ve been pretty busy with Spike stuff and pre-holiday stuff and frankly, so much changed in this patch it’s actually a little tough to keep up. I’ve finally been able to sit down and play a couple games, and I’ve read the patch notes enough times that I feel like I know what’s going on to a degree that I can put down a few coherent thoughts. Here goes.

I’m going to cover champions first, though that’s not really where the big changes are.

Cho’Gath, Ezreal, Fiddlesticks, Katarina, and Malzahar all got some incremental buffs that should help them out. Fiddle still needs a rework in my opinion, but I think Ezreal should be a bit more competitive, Katarina should feel more balanced between AD and AP, and Malzahar might deal a bit more damage.

Garen got smacked with the nerf bat. Seriously, I can’t tell you how happy I am about this one. It’s been so long overdue that I almost can’t believe it’s here. He actually got a scaling buff, but the fact that you can no longer stack Sunfires means Garen will have to work a LOT harder to get his job done. I’m glad to see him get a scaling buff, too. I’ve always been tempted by DPS Garen, and now maybe I’ll be able to give him a serious go.

Gragas got a significant Drunken Rage nerf, which was also likely overdue. Coupled with the removal of Innervating Locket, Gragas will be much easier to bring down, but could be frustrating to play as a tank.

I would love to be in on the meetings regarding LeBlanc because I just. don’t. get it. She starts so alarmingly broken that they have to hotfix nerf her, a move I haven’t seen since, well, I don’t even know when. Since then she’s been slowly buffed. She’s almost back to where she started. Give her a little more range and less CD scaling on her ult and, bingo! You have release LeBlanc. I know, she’s still a shade of her former self, but it’s funny that she got crushed by the hotfix and they’ve buffed her in every patch since. Also, the last thing I thought she needed buffed was her stun duration. Seriously, why?

Olaf got a much-needed scaling nerf. I remember saying when he launched that a) he’s overpowered when farmed, but b) he’s like a bad Mundo until he gets some farm. I still believe those things to be true, though the second to a lesser extent. Olaf’s obvious advantage over Mundo is that he’s excellent in the jungle. This nerf will make him slightly less scary late game, though he’ll still be brutal.

Twitch got a pretty big nerf, and though I originally thought it might be a bit of an early game buff, it might have brutalized him. I’m terrible with Twitch, in fact, I’m comfortable calling him my worst toon. There is something about his attack timing that I just fundamentally do not get, but I’ve tried building him every way I could think of since the patch and nothing has been all that impressive. It’s not so much the change to damage versus attack speed but the fact that his attacks are limited. You might blow your ult on one or two people just to have more show up, at which point you’re sorta screwed.

Urgot caught a buff, but it’s a strange one. His poison became physical instead of magic (I actually like this, and it’s a perfect idea for Cassiopeia), he got a slight range buff, he got some scaling damage ratio buffs, and a shield buff. There’s definitely some creative problem solving with the physical change, but they might have gone a bit far with his other skills. We’ll see.

After writing all this I realize I just need to make another post for all the other changes that came with this patch. You’ll see that tomorrow.

Cassiopeia Impressions: active casting = active vulnerability

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Cassiopeia released today, adding another caster to the mix. I had the chance to play a couple games with her this afternoon and, I gotta say, I don’t really like her. Though she has a fairly active playstyle, the poison and Twin Fang combo plays away from a mages typical strength: super burst damage.

As Phreak mentions in the champion spotlight, Cassiopeia relies on a full combination of spells to get a kill. She has to land her poisons, maximize damage output from Twin Fang, and land her ult. Miss one of those things and her damage plummets. It sounds fun, like a sort of high risk, high reward game. The problem is, her skills all utilize different casting mechanics, so it’s pretty tough to chain them. Her Q skill casts on mouse position, her W is a ground target, her E is a single target nuke, and her ultimate is a cone. Add to all of that the fact that you need to move to get into position because her range is fairly small (with the exception of Miasma), while watching your enemies to determine when they’ll be facing you so you can get a stun instead of just a slow. When you pull it off it feels great, but with Flash and all the champions with ranged slows, dashes, knockups, and knockbacks, it’s actually extremely hard to pull off perfectly.

As I mentioned above, there’s also a very simple positioning issue. When I want to get a kill with Annie, I’ll Disintegrate -> Tibbers -> Incinerate -> Ignite -> Disintegrate, which is almost always a kill (if I’m willing to blow that full rotation). The thing is, I can cast those spells very rapidly and then get out. If I just want to harass, I can stun with a spell and cast either Disintegrate or Incinerate for a nice, solid chunk of health. With Cassiopeia, the full kill combo takes a lot of mouse movement, and the equivalent harass combo, probably something like Noxious Blast or Miasma to a couple Twin Fangs. The fact that you have to cast four or five times means you’re in range for return fire for the majority of those casts. She has no disable, so you better hope you can give better than you’ll get, or harassing won’t work very well for you.

That said, I found she’s much more fun in lane than as a solo. With a lane partner, there’s someone to produce a little threat with you, and someone to soak some of the heat if you’re about to take return fire. It also brings more damage, giving you plenty of opportunity to bring a target down.

As much as I wanted a poisoner, Cassiopeia doesn’t quite cut it. She has to expose herself too much to deal respectable damage, so she typically ends up casting a Twin Fang or two, which isn’t quite enough to prep someone for a kill. Her current skillset is tough to balance, though. Buff her damage output too much and she does big damage in burst, but continues to deal sustained damage like a late-game carry at every stage of the game. Honestly, I think she might be better if they just made her into a carry. Make her abilities deal physical damage so that she has some early game burst and can rely on her auto attacks later in the game. She has a ranged slow, a movespeed buff, and targeted nuke for early game harassment (that would scale well early because it worked off armor pen instead of magic pen).

Snowdown Showdown skins and Cassiopeia bundles announced

Winter is officially here, folks. Well, officially officially it begins December 21st, but Riot’s got the Snowdown Showdown ready to go, and that’s close enough for me. This year brings a new batch of very cool skins along with the new champion, Cassiopeia, and her own skin bundles.

I’ve got Riot’s full gallery for your perusal here. Snowdown Showdown skins will include:
-Santa Gragas
-Reindeer Kog’Maw
-Silent Night Sona
-Nutcracko
-Re-Gift Amumu
-Ragdoll Poppy
-Candy Cane Miss Fortune

I think my favorite is probably Re-Gift Amumu, though I’m really digging Reindeer Kog’Maw and Nutcracko is great (despite the fact that more people will think his name is Shacko and not Shayco). As for Cassiopeia, she’s getting a western skin and a siren skin, both of which seem appropriate.

These should all be available with the patch, though there aren’t any patch notes up yet, nor is there a server status message. We might be waiting until Wednesday.

Udyr and Singed getting mid-cycle skins

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This patch cycle has just two unannounced skins: Surfer Singed and Primal Udyr. Personally, I’m excited for an Udyr skin that makes him look like more than just your average grocery-bag-wearing hobo (though, come to think of it, Hobo Udyr could be cool – rat form, cockroach form, mangy dog form, and pigeon form). I am a little worried that this will be Udyr’s legendary, because it includes some forum references and new models for each of his forms. Anyway, this is what we’re looking at for next week.

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Trundle patch thoughts and impressions (the nerfs that finally happened)

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I’m ready to call today’s patch the biggest thing that has happened to the game since the release of Season One. Today, Riot finally took some steps the reds have been talking about on the forums for months, making changes that could have a significant impact on the metagame. It won’t change things entirely, but it will almost certainly start to shift things in a new direction.

This is one of the first patches for which we’ve seen Riot give overarching design notes along with the line by line changes. Let’s start with those.

This patch is focused upon the following main issues:

Area of Effect damage and disable spells being too powerful
Area of Effect is taking a pretty large hit this patch, especially to the damage on Galio’s Idol of Durand, Morgana’s Soul Shackles and Vladimir’s Hemoplague. After seeing its effect on the game over a longer period of time, we’ve found something more akin to Annie’s Summon: Tibbers is a proper mix of area size, damage, and disable. We have several area-effect skills in the game that have snuck past this and we’re looking to bring these back to acceptable levels.

Strong supports are able to protect powerful ranged carries too well, cancelling their fragility too easily
We’re starting with a duration nerf to Morgana’s Black Shield and Janna’s Eye of the Storm to reward better timing of the spell reactively and to raise the skill ceiling a bit on these spells. If this proves too little, we’ll evaluate the need for additional changes in a future patch.

Ranged carries, holistically, are too safe considering their damage output
While we predict bigger changes will be required, our first adjustments are to lower the movement speeds of ranged carry-style champions to provide more of a tradeoff, and nerf Blessing of the Lizard Elder when used on ranged champions. We’d like to keep ranged carries “safer” than melee, while beginning to provide more tradeoffs that both give melee a place in the game and differentiate the roles of melee and ranged characters.

I was thrilled when I read these. Continue reading »

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