Category: News (Page 43 of 108)

HoN is free this week

Heroes of Newerth splash.

This is just a heads up for all you MOBA fans. HoN is celebrating its one year anniversary by offering the game up as free-to-play for the week. If you’re interested in checking out the other mainstream modern MOBA, head over to the website and download the client.

I tried out a quick game this afternoon without much success. My team won, but I’m not entirely sure how or what exactly was going on during the match. I played a lot of Dota so I’ve always been surprised by my inability to make sense of HoN. I think there are a few issues. First, it’s totally unclear what skills do what in the game. One of the champions was puking black stuff all over the screen. Another was casting some sort of slow, which I only knew because I started moving more slowly, not because there was any sort of indicator, and another champion was somehow 3-shotting me at level 8. Remember, we were winning, so I’m not sure how that happened.

Then there’s the store. I had enough trouble with the Dota store, but this one is somehow worse. There’s more happening on the screen without any real explanation of how it works. The recommended items for the character I played didn’t make much sense, at least as far as skill synergy was concerned, and the icons for the items are as indistinguishable as the attributes those items provide.

Maybe I’m getting old, but I don’t want to work in order to learn a game, and I think that’s how HoN feels. I think I could probably come to enjoy the game – after all, I loved Dota – but it would take so much time just to get familiar with the items and champions again that it doesn’t feel worth it. Why a developer would make an exact clone of a game but change the names and styles of every item and character is totally beyond me.

Unexpected changes planned for tomorrow’s patch

Tomorrow’s patch includes some very welcome changes to CC-reduction, which I’ve covered in another post, but also some unexpected changes to champions. Shen’s getting a damage tweak, Karthus is getting a small nerf, as are Jarvan and Nocturne, while Gangplank is getting a buff. Along with the champion changes, Sunfire is getting a nerf and Wit’s End is catching what I can only consider a buff.

I’m not sure why Riot thinks Shen, or any tank for that matter, needs to be able to carry games, but that’s the context given for Shen’s upcoming damage tweak. Vorpal Blade and Ki Strike are getting an initial nerf but will now scale better to “let Shen carry but not deal a ton of damage without trying.” I get that with the Vorpal Blade change, but Ki Strike scales with his HP, something he’s likely to itemize for in most any situation. Like I said, I don’t get the change, but I’m hoping the Vorpal reduction will be enough to counterbalance what could be a very strong late game Ki Strike.

Karthus is getting a basic AP ratio nerf to his ult and a duration nerf on his passive. Essentially, killing him will actually reduce some of the damage he does, though not by a ton. I don’t see Karthus much these days, but I know he’s made it into a few high-level matches recently. I’m guessing the changes are coming as a result of his presence there.

Jarvan’s getting a much needed damage nerf to hopefully force him to build for damage before dishing out crazy burst. I’m curious to see how the numbers will work on this one, so I’m not gonna say too much about it. Nocturne is getting the same treatment – damage nerfs to his highest ranks of Duskbringer and Paranoia, which will hopefully tone him down a bit.

Gangplank is getting stat per level buffs to both his attack speed and armor along with an attack range buff. His Remove Scurvy and his Ultimate are getting cooldown reductions, and his ult will now have a better slow at early ranks. All of this is good news, but I wonder if it will really be enough to make him enjoyable to play. He still has low base health and his ult’s radius is too small for the way the cannonballs hit. It’s still unclear why Riot hasn’t just made it a larger version of MF’s Make It Rain at this point. I’ve seen a couple people say they don’t want it to be a global snipe, but making it unpredictable isn’t necessarily a more favorable situation. The guy who gets sniped by it won’t be consoled knowing that Gangplank’s next two ults didn’t work in other games.

Sunfire and Wit’s End are both getting some tweaks, though the Wit’s End changes are much more significant than Sunfire. Sunfire remains the same, just with a 5 damage per second reduction on the burn. Wit’s End has lost the mana burn, though it still deals the 42 magic damage per hit. In place of the burn, the item also grants the bearer 5 magic resistance on attack for 5 seconds, stacking up to 4 times. I think we’ll start to see Wit’s End much more often with the change.

I’m looking forward to testing the changes tomorrow. Check back for impressions and, as always, you can add me at “The Wiggin Boy” if you’re looking for some games.

Tenacity: LoL’s new CC reduction mechanic

The preview for tomorrow’s patch is now live, bringing with it some very interesting news regarding the future of crowd control in League of Legends. As I mentioned in a recent post, crowd control is more prevalent than ever and in need of more counter-itemization than just Mercury Treads. Tomorrow’s patch delivers just that, introducing three new items that reduce crowd control under a new name, Tenacity.

Tenacity works just like the old Mercury Treads CC-reduction, reducing the duration of stuns, slows, taunts, fears, and snares by a percentage equal to the amount of Tenacity (at least I’m assuming so). Tenacity now also includes blind and silence reduction but the effect cannot stack with other Tenacity items.

It’s also worth noting that Tenacity is no longer a percentage value, likely so it can be assessed for potential diminishing returns should Riot decide to let Tenacity stack. I’m glad to see that sort of mathematical conversion. It goes against some of the design simplicity of LoL and the “burden of knowledge” design standard, but the game has been complicated enough that I think this kind of thing will be necessary.

Tenacity items.You can see the new items in the picture at right. Notice how cheap they are? Obviously the items are meant to be an early game Mercury Treads replacement, so the cost is fairly similar. Cloak and Dagger is 1450g, Moonflair Spellblade is 1290g, and Eleisa’s Miracle is 1200g, the same price as Treads. These items will allow players to do a couple things.

First, we can now get the defensive benefits of treads while building offensive/support stats. This is huge, especially because there is no tanky version of these items. The bruisers in the game rarely itemize for AP or attack speed/critical strike, with the possible exception of Rumble. Essentially, the lower health champions should see some enhanced survivability in with a little early game damage.

Second, the items allow for different boots. This is really a secondary benefit because the other boots currently in play aren’t very good, at least not for physical carries. We’ll probably see quite a few carries with Ninja Tabi for the extra survivability, but against AP heavy teams, Merc Treads are still probably the best option. They get better CC reduction than any of the new items and they also add magic resistance. This will be a somewhat nicer buff for the AP/support toons out there, since magic penetration can be hard to come by if you don’t roll Void Staff. Early Sorcerer’s Boots with the Spellblade/Miracle will make AP/support both durable and deadly.

This is such a big mechanic change that I’m going to hold off calling it one way or the other. For now, I think it’s a step in the right direction. My guess is that the numbers will need tweaking, and I think there’s a very good chance we’ll see stacking Tenacity in the near future. The 25 percent reduction offered by the new items might fall short of what’s necessary for players to see a real benefit from the item.

Vayne skill list announced

We now have the official “New Champion Approaches” post for Vayne, giving us a look at the skillset for Riot’s latest champion. I’m most certainly not excited to see yet another ability attempting to address the Tanky DPS situation but it is interesting to see ranged DPS get the kind of mobility that could mean survival in many cases. More on that later – let’s get to the skills:

Night Hunter (Passive): Vayne ruthlessly hunts evil-doers. She gains bonus Movement Speed when moving toward nearby enemy champions.

Tumble: Vayne tumbles, maneuvering to carefully place her next shot. She rolls toward the cursor and her next attack deals bonus damage.

Silver Bolts: Vayne tips her bolts with a rare metal, toxic to evil things. The third consecutive attack or ability against the same target deals a percentage of the target’s maximum Health as bonus true damage. (Max damage vs. Monsters is capped)

Condemn: Vayne draws a heavy crossbow from her back, and fires a huge bolt at her target, dealing damage and knocking them back. If they collide with terrain, they are impaled, dealing bonus damage and stunning them.

Final Hour (Ultimate): Readying herself for an epic confrontation, Vayne gains increased Attack Damage, stealth during Tumble, and quadruple the bonus Movement Speed from Night Hunter.

I’m going to be curious to see how Vayne plays. At first I thought condemn might feel like a bit of a throwaway skill, and chances are it probably will in a lot of situations, but I also think her passive coupled with her dash could make it much more usable than Poppy’s Heroic Charge.

As I said above, I really do not like addressing metagame issues with abilities. Those abilities will almost surely need a rework if that metagame shifts, which brings up some ugly questions about Riot’s intent for the metagame. Are we sticking with tanky DPS for a while? If so, are the loads of older champions who have slipped from viability going to see reworks? Vayne has a couple skills that vaguely remind me of Tristana, a champion I haven’t seen produce stats in a ranked game in ages. This is all to say nothing of the fact that true damage is an ugly beast to manage. Can anyone think of another true damage champion on live that Riot has been unable to balance? Anyone?

I’m also interested to see how Vayne’s ult will play out. Riot said in the announcement thread that the ult has a “very short” cooldown. A steroid ult is rarely fun, but with the escapability offered by her knockback and her dash, she could be great at kiting. I’m also guessing she’ll be able to dash into a lane Shaco-style with the Tumble ult mechanic, which could be very cool.

Vayne looks to have the best ranged DPS kit of any character released remotely recently, maybe overall. Watch for the live preview Monday night at 10:00PM EST.

PvP.net launcher updated

If you logged in to League of Legends yesterday, you were probably greeted by an update to the patcher. My own migration took more time than expected, but in the end I’m hoping the technical support for this new launcher will help reduce Riot’s customer support load.

The new launcher is designed to be able to handle older versions of the League of Legends engine so that game updates don’t break old replays. It’s also intended to smooth out the patching experience, so hopefully fewer reinstalls are required.

As Slamtastic mentioned on another post, this does have an effect on the way custom skins are handled. It is still possible to install them, it just takes a little more effort. You can find a thread with instructions on the League of Legends forums.

Thankfully, Riot seems to have worked out the FPS/latency issues that some players associated with the new launcher. I know the last time I went from new launcher to old I saw an FPS bump of 10-15 frames. I haven’t noticed any FPS loss since yesterday’s update.

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