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My Nautilus design dilemma

Nautilus.

After reading Nautilus’ skillset, I thought he was OP. At the very least he had too much going on. Berseking was kind enough to point me to Xypherous’ dev diary for the League’s new champion, a post that broke down the design decisions behind the champion’s design. After reading through it I still think he has too much going on, and the method by which Riot might keep him from being OP–a crappy attack animation/speed and movespeed–are an unnecessary frustration. He needs a limitation on the number of things he can do, not a mechanical throttle on his power level.

I’ll be the first to admit that Xypherous and I have different philosophies when it comes to champion design. He does make some interesting champions, but at least in the case of Nautilus, he is willing to overload on mechanics. If you read his dev diary and watch Phreak’s champion spotlight, you’ll notice there isn’t much talk of weakness. Any talk of a potential downfall in his design is met with “so we gave him X.” Notice the following:

One of the strongest downsides to a self-only shield is that it is effectively ignorable by the enemy team. Unless you are threatening enough so that you must be killed on sight, defensive shielded targets are generally ignored as there isn’t a point to attacking him.

Which was preceded by:

However, if he’s left alone, Nautilus can contribute heavy damage to the enemy team.

This is one major design decision that I just don’t understand about this game. Why does a tank need to deal big damage? Even solid damage over the course of a fight? Isn’t the fact that he has four CC skills enough? Isn’t the disruption caused by his presence enough? Xypherous talks about Wrath of the Titan being a “soft-taunt” because it adds damage if players don’t attack Nautilus. Why does a character with four CC skills need a soft-taunt? This doesn’t make any sense.

What about this – what if the tank was designed to control opponents, either by creating openings for his teammates to get kills or preventing the other team from attack. He would have very limited damage, relying instead on CC to keep his enemies alive. His enemies would then have to make an interesting choice – attack the high damage people in the back and risk getting stuck in Nautilus’ CC or burn skills on Nautilus so that the high priority targets are vulnerable. Instead, Nautilus forces players to burn skills on him or suffer huge consequences. That’s not interesting. It takes away the opponent’s ability to make an interesting choice but, more importantly, it takes away Nautilus’ ability and incentive to make interesting, epic plays.

I’ve been thinking about this a lot as I’ve been playing DotA. I have a ton of fun playing support and tank champions in DotA, mostly because I’m not stuck spamming heals on my lanemate. I get to harass a lot. I set up kills a lot. Most of all, I get to make big plays during teamfights. Timing a stun for the perfect moment to save my carry from an enemy stunlock, using Force Staff to move my allies out of harm’s way, landing the perfect Shallow Grave to prevent death – these are all things I’ve pulled off or seen pulled off in ways that make me want to play support and tanks. Because those characters don’t often have big damage, they have a chance to move within a fight and have a serious impact on its outcome. Fights feel extremely dynamic because there is a constant target shift going on – players are trying to burn the big damage dealers while avoiding the crowd control of supports and tanks.

I can think of one character who has both big damage and big utility without any real sacrifice and he’s the most broken character in the game: Invoker. Pretty much every other character suffers from some setback, whether it’s mobility, lack of crowd control, position dependent skills, and so on. The game allows players to shore up those weaknesses through itemization, which obviously comes at a cost. On the whole, it’s the constantly sliding scale of damage, control, durability and mobility that makes a teamfight in DotA interesting. Only one character in DotA has all of those attributes without a truly godlike farm. I certainly can’t say the same for League.

I don’t peg all of this on Xypherous – that would be really unfair. He is working within a metagame and a design philosophy that obviously values Nautilus-style design. Personally, I wish Riot was doing more to change the game, but they’re trucking ahead with the current philosophy. For me, that has meant a serious decline in the amount of enjoyment I get from the game.

Riot strips Vayne down to nearly nothing

Vayne.

The S&M tribe that Riot has moonlighting as a group of artists did their worst to Vayne for Valentine’s Day. The Vampire Hunter was given her own version of the very tired stockings-and-corset costume. This will no doubt cause a flood of masturbatory spending from the 13-year-olds playing League of Legends.

I imagine the resumes in Riot’s art department are pretty short. How many different ways are there to say “I drew fantasy babes in stockings, thongs, and corsets every day.”

I’m not anti-sexy, just anti-lack-of-creativity. We’ve seen this skin one thousand million times. It isn’t interesting. At all. Not one bit. Nothing about it. Nothing. Not a single part.

…but good job on the Nautilus model.

Nautilus skill list revealed

Nautilus.

Riot has released the official skill list for Nautilus and…oh…dear…god. He sounds insanely strong as both an initiator and tank. Unless he has utterly terrible stat gain this guy will be a force to be reckoned with. I would imagine he was designed to play as a bottom lane support, much like Leona, but that all depends on his damage. If he has even remotely decent damage, he’ll be a brutal jungler.

Let’s have a look at Nautilus’ skills:

Staggering Blow (Passive) – Nautilus’ first basic attack against a target deals bonus physical damage and immobilizes the opponent briefly. Staggering Blow cannot trigger on the same target more than once every 12 seconds.

Dredge Line – Nautilus throws his anchor forward. If he hits an enemy, he’ll drag himself to his target and his target to him. If he hits terrain, he’ll drag himself to the terrain and the cooldown is reduced.

Titan’s Wrath – Nautilus places a shield on himself that absorbs additional damage based on his maximum health. While the shield is active, Nautilus’ attacks deal damage over time to units around him.

Riptide – Nautilus slams the ground, causing the earth to ripple out in waves. Each wave deals damage and slows the targets hit. This slow decays over time. Multiple waves that hit the same target deal reduced damage.

Depth Charge (ultimate) – Nautilus launches a depth charge towards a target that picks up speed as it travels. This charge knocks up all enemies it encounters while traveling and explodes on impact, stunning the target and launching them into the air.

I think his passive will be the most binary of his abilities. If it’s anything .5 seconds or lower, it will just be a nuisance, good for interrupting the few channels in the game or maybe breaking up a running pattern, but nothing more. Any more time on the stun and that passive is among the best in the game, especially for a champion with an AoE slow, a line knock-up, and a hook. Holy hell. With Jarvan’s passive there isn’t a ton of incentive to switch targets for a little extra damage. If this passive is a one second stun there is a huge incentive to switch. Did I mention the AoE CC this guy has? Imagine the crazy stunlocks this could potentially create. Yikes.

His other skills seem equally strong – at least as strong as Leona, which is why I’d imagine we’ll see him running in bot lane. Putting him top seems like a complete waste, much like Sejuani. I really hope he isn’t capable of quick jungle clears. If he can jungle it will just be more cement around an already solidified and fairly stagnant meta. I’ll wait for his spotlight to pass more judgement than that, but my god, he looks ridiculously strong.

DotA 2 update delayed another week

Last week the DotA 2 beta client didn’t receive an update, thanks to development that still needed done on the new replay system and the platform split. The news sort of killed my buzz for DotA 2 updates because it included the fact that updates would now go through a test server before making it into the beta client. I would assume that means no new heroes in the next patch. Bummer. The same is true for this week; we won’t be seeing an update.

There may be some good news for those of you still waiting to get beta access. In yesterday’s bog post, Valve wrote a lot about the number of servers necessary to handle demand and that they continue to increase server capacity.

From the post:

The primary reason we haven’t allowed everyone access to the game is because we don’t yet have enough server capacity to run all the games it would require. Our server deployment team has spent the last few months flying around the world setting up new server clusters to increase that capacity.

Valve has also scheduled 24-hour downtime for next Tuesday. It looks like that will be for converting the servers to the new replay system, but it could also be the day Valve brings more servers online, which hopefully means more players in the system as well.

Nautilus, Titan of the Depths coming to LoL

The next champion to join the League will be Nautilus, the Titan of the Depths. Again, I think Riot did an awesome job with his splash art. I also really liked the sneak peek comic. It’s simple, doesn’t try to do too much with a story, just shows off this drowned guy and he looks pissed.

I have to say, I still enjoy League’s art style a lot. It was one of the first things I liked about the game and, barring a few exceptions, I’ve been impressed with their overall style.

I’m willing to be Nautilus will be some kind of tank, though I suppose melee DPS isn’t off the table. Looking at him, though, I’d have to say tank.

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