Category: News (Page 25 of 108)

Single-target spells now applying red buff

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This may be old news for some of you, but I didn’t notice it until today while I was playing Shaco. I Deceived over a wall to catch a low-health Ashe under her second turret. She saw me and moved away, though not before I could land a Two-Shiv on her. I was devastated to see that the spell wasn’t quite enough damage to drop her, especially since I was soaking so much turret fire to attempt the kill. Much to my surprise, she died just as she entered the fog of war. As she disappeared, I saw what looked like the burning animation from lizard buff.

I haven’t been able to find anything official from Riot regarding this change – it certainly wasn’t in Volibear’s patch notes – but it seems that this has been active since the most recent patch. I saw it today with Shaco, Nunu, Ryze, and Swain, though some of the threads I’ve found confirm that it is any single target spell.

This is a pretty huge change, one that further complicates the current jungle situation. Imagine giving lizard buff to Urgot at level two. Yeah, now his Q applies lizard. Have fun with that. How about Ryze? Katarina? LeBlanc? Kassadin? Kennen? Akali? Oh dear god, Akali. The problem, of course, is that it means the jungler is giving up a serious amount of XP early in the game. Unless he is ganking extremely well, passing off buffs isn’t really an option in the early game. Still, I always like to have more options than fewer, so I’ll call this “interesting” a the very least.

Had you already noticed the change?

The minion change I would have liked to see

With Volibear’s patch came a change to one of the longest-standing mechanics in the game: minion damage versus champions. Minion damage against champions was nerfed by “about 15 percent.” I would love to know the actual numbers behind the nerf, if only because it seems like champions are taking much less damage than even that.

I think the change is problematic for a couple reasons. First, it was a nice way to slow down those heavy physical damage dealers. I know, I know, lane passivity and all that, but I actually think minion damage contributed to lane activity. Riot seems to be confusing “aggressive gameplay” with “mindless gameplay.” Aggressive gameplay doesn’t necessarily mean champ-on-champ battles with no outside influence. Aggressive gameplay, at least as I see it, is encouraging more activity in lane than just minion farming, and minion damage does just that. The more potential damage sources against a champion, the more likely that champion will get low, which opens up opportunities for kills. That’s aggressive gameplay.

Reducing incoming minion damage also limited a lot of the counter options available in the lane. With the old damage, I could be losing in lane but bait an attack with a large minion wave and manage a kill. I had more options, and my opponent had a more interesting decision to make around whether or not he could get the kill. He had to factor in more variables, which means more chance for error. These are all good things.

What I really think Riot should have done is make magic damage dealers draw minion aggro the same way physical harass does. I usually don’t think additive solutions are very good – just look at the current health situation – but in this case I think more damage in the lane is better.

Minecraft: Pocket Edition on sale for $.10

Minecraft: Pocket Edition.

I know at least a few of you will be interested to discover that Minecraft: Pocket Edition, the version of Minecraft developed for Android, is on sale today for $.10. Yeah, ten cents. It’s usually $7, so this is a hell of a deal.

I won’t lie, the controls are a little clumsy, but that’s to be expected when you only have a touchscreen available to navigate a three-dimensional world. For now, Minecraft: PE is limited to creative mode, though survival is supposedly in the works. The game also has a limited set of blocks for now, and seemingly no crafting system. Honestly, though, it costs a dime. Just buy the damn thing already. Your bathroom visits will never be the same.

The Old Republic beta is now officially closed

SWTOR.

BioWare has officially closed testing on Star Wars: The Old Republic in order to prepare for launch. Over the next few days the official forums will be coming down and re-opening with new features for players to enjoy. If you follow game news in any way, you know the coming months are going to be filled with in-game recreations of classic Star Wars moments and more Wookie sounds than anyone should rightfully be made to endure.

For my part, I cancelled my pre-order a week or so back. I was unsure if I would be playing the game, but I had pre-ordered for early access just in case. After playing the beta several weekends ago I had my decision. The game just isn’t for me. It’s too much of a current generation MMO without enough new life to get my heart pumping. Sorry, BioWare, you missed the mark with me.

What about you guys? Are you headed to galaxies far, far away at the end of the month?

Jungle changes went live yesterday

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The proposed jungle adjustments have finally made it through testing and are now live. Here’s a peek:

Increased total base Health in the jungle a bit, focusing on the larger monsters. This is to help accommodate single-target focused junglers.

Increased base Damage in the jungle a bit. This is to add some additional counter-jungling danger, as well as making sustain-based junglers, such as Warwick or Fiddlesticks, fill their specific niche again.

Increased Experience rewards of the jungle, both base and scaling. Simply put, this should make sure the jungler stays somewhere between the solo and duo lanes in most cases, as opposed to closer to the duo lane.

Reduced the Health scaling on the small golem camp. This is to adjust the difficulty/reward ratio on these monsters as the game goes on.

Moved around Gold and Experience rewards so that the Blue Wraith, the Giant Wolf, and the Medium Golem give a higher percentage of the reward for defeating their camp. This is a specific change to increase the viability of counter-jungling. Stealing big monsters will be more impactful.

Monsters now will start to accumulate more reward if they remain idle on the map for a certain amount of time. While we like there to be tradeoffs between ganking and farming, this should somewhat reduce the penalty of failed ganks and reward successful ganks more. Additionally, counter-junglers can steal these monsters and reset their “bank” of additional rewards.

More thoughts after the weekend when I have a little more time to play.

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