Page 214 of 318

LoL: The Twisted Treeline dilemma

Twisted Treeline.Since the launch of Twisted Treeline I’ve gone back and forth about playing on the map. For a while, I was in love with it. While people were still learning the faster playstyle, it was easy to pick up some quick wins. After a bad losing streak, I swore off TT, though it was hard for me pinpoint exactly why.

I’ve since gotten back into TT and been mostly successful, but it hasn’t been without frustration. I think I finally have a bead on the design behind TT that makes a loss there so much more frustrating than on Summoner’s Rift. The problem behind TT, or more appropriately, the design dilemma, is that the map has to encourage more fighting to produce a quicker game. It isn’t enough that the lanes are shorter, the towers less durable, and the gold generation quicker. The map has to produce confrontation, and the way Riot chose to do that was by heavily prioritizing the two major jungle creeps, Grez and the dragon.

This is actually why TT is so frustrating in comparison to Summoner’s Rift. On SR the buffs are definitely important, but the map is much larger, so sacrificing position in order to acquire buffs can mean the difference between defeat and victory. Teams that ignore buffs can still win the game if the opponent focuses too much on the buffs without thinking about positioning.

Twisted Treeline, on the other hand, is small enough that you can get the buffs without stepping out of position, especially since many of the stronger heroes on TT have ways to get over the walls. The big problem, then, is that players play TT just like they play SR – getting buffs when its convenient but not prioritizing them. This puts the team at a huge disadvantage, so big, in fact, that I’d say you don’t have a chance of winning if you lose those buffs three times in a row. The buffs not only increase your team damage output, they provide enough experience and gold to set your team way ahead, in both level and itemization.

The problem, at least in my mind, is that the importance of the buffs is discreet. Everyone knows that buffs are good, but most players don’t know how good. One way to fix this would be through some sort of spotlight on map basics. Another potential balance change would be to offer bonus gold for killing the wearer of the buff. It wouldn’t have to be the full amount, but something to help a team that either doesn’t know how important the buffs are or hasn’t been able to properly control the map catch back up. It would significantly slow the snowballing effect that is such a problem on TT.

Have you guys seen the same trouble on TT or is something else typically the cause for your loss?

LoL: Alien Invader Heimer is on his way

Alien Invader Heimerdinger.

As you probably guessed, Alien Invader Heimerdinger is indeed on his way. The legendary Heimerdinger skin will be available in the store next week.

I’m a little disappointed that this will be going for legendary prices. I don’t know about you, but I’ve always thought Heimer’s hair looks like a brain anyway. This skin feels a little less imaginative than the other legendary skins out there (though honestly, I thought toboggan Corki was really lame). Really all of the skins are overpriced in my mind, except maybe those that fall in the 200-400 RP range. Three bucks seems about right for a skin, and then more for the truly awesome skins. I was miffed that the Shaco was $10, but it’s so awesome I bought it anyway.

Still no word on Galactic Nasus.

LoL: Is Olaf just a bad Mundo?

Olaf-vs-MundoI opened my Olaf Impressions post by stating that Olaf is strong, and potentially too strong and I think I’m willing to stand by that statement on one condition. When ghost is up, Olaf is strong. When ghost is down, he becomes a wet bag of meat for the other team to ingest.

When I first saw Olaf I thought he was kinda cool, sort of unique. I know it doesn’t take a genius to see the similarities between the viking and Mundo, but for whatever reason I overlooked their similar design (I think it was those pretty axes distracting me). Both toons have a skillshot slow. Both toons deal more damage as they lose health. Both toons have CC reduction (in Olaf’s case, immunity). The problem is, Olaf is only better than Mundo in one of those categories – the CC reduction – and it’s an ult versus a rank 1 regular skill. Mundo also has one thing that Olaf desperately needs – an active speed boost.

Olaf starts the game feeling extremely slow, and even by the time you get boots you probably aren’t going to catch anyone. His Undertow has a slow projectile speed and doesn’t slow nearly as much as Mundo’s cleaver. It also has a smaller hitbox. And while Olaf’s passive is admittedly awesome, it’s only awesome if someone is standing toe-to-toe with you, and generally the only people that will do that are the DPS that will rock you, regardless of your passive.

I realize this is why people recommend Frozen Mallet on Olaf – to force people to stay near you – but the prevalence of escape skills between just regular champion spells and summoner spells virtually guarantees that anyone who wants to get away from you will be able to do so.

Olaf’s ult can be nice, but without a means to close the gap, it’s still pretty worthless. I’ve had several games with him in which I would be running down an Ashe, my ghost would wear off and though I could ult, she was still ripping me apart until I got to her. By then you’re going to have some trouble against any truly farmed toon, even if you start at full HP. Mundo’s ult, on the other hand, gives you the speed and regen necessary to both close the gap and stay alive until you get there to pound some face.

Without a speed boost of some kind, Olaf feels horribly underpowered. If you see one at the loading screen without Ghost, get ready for an easy game.

LoL: I was dead wrong about Deceive

Mad Hatter Shaco.

As it turns out, I was dead wrong about the deceive bug. The skill is currently working as intended, dealing 140 percent of your base damage at rank one and scaling up. It does seem a little silly that you don’t get to a regular crit level of damage until rank four, but then again I seem to fare pretty well with Shaco so maybe I shouldn’t complain.

I do miss the days of two-shotting any caster that looked at me funny.

LoL: Kayle remake impressions

Viridian Kayle.

For anyone who missed it, Kayle got a bit of an overhaul in this last patch that has made her much stronger, particularly once she’s acquired a few items. I was never a Kayle player and rarely a Kayle fan. She was usually useless until level 16, when, with some CD reduction, her ult would get down to a 36 second cooldown. Now, it’s an entirely different story.

The biggest change was made to her passive, which now reads as follows:

Holy Fervor (New Passive): 30% of Kayle’s attack damage is added to her ability power and 15% of Kayle’s ability power is added to her attack damage.

That is one kickass passive for a hybrid toon. The other major change was to Righteous fury, the bonus damage from which is now applied as magic damage (and scales with AP). Other than that she got some cooldown reductions, a few leveling tweaks, and better attack range on both her regular attacks and Righteous Fury.

On the whole, nothing big changed about Kayle, but the small changes were enough to pick her damage up to very competitive levels. I spent a bunch of time playing Kayle yesterday, mostly on Twisted Treeline, and I can’t help but wonder if she wasn’t overbuffed. Early game she still struggles with mana regen, but by the time you have a Nashor’s, Kayle is a devastating force. The synergy between Reckoning and Righteous Fury tears anyone apart. I mean anyone. I was shredding a Singed with both Rod of Ages and a Rylai’s, all while healing myself or my team and waiting to hit Intervention to save someone’s ass.

For now, my Kayle build is a Nashor’s rush with Guinsoo’s after. I follow that with either an Aegis if I need survivability or a Trinity Force for some general goodness. At some point I’d like to try a more damage heavy build after the Guinsoo’s, but I’ve always need to get more health in the games I’ve played.

For a skill build, I take Reckoning at level 1, then one rank of Righteous Fury. After that I alternate between Reckoning and Divine Blessing, taking my ult when I can. At level two you can hand out a surprising amount of damage with just a Reckoning -> Fury combo. Righteous Fury also deals bonus damage to towers, so once you have your Nashor’s you should be trying to push since you can really tear into some buildings.

As Slygoat said on the forums, I think Intervention needs to be reworked. Even with the increased cooldown (up to 90 seconds at all ranks), it’s virtually always up for teamfights, the cast range is enormous, and it essentially nullifies what was probably many of your opponent’s best skills.

« Older posts Newer posts »

© 2026 Fearless Gamer

Theme by Anders Noren — Up ↑