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Morello’s meta challenge update

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It has actually been interesting to see the kind of discussion that has happened in Morello’s thread and more interesting still to see the way he has responded. A lot of the thread has been the typical “none of this will work” kind of stuff, which was to be expected. There are a lot of people who are willing to spout off on the forums but don’t have a whole lot of experience with the game. Morello has been mostly level-headed, though he did get a little rowdy with one commenter.

Here’s the original comment:

The thing is, this testing has been done over and over. I honestly feel like you are so out of touch with this game at times it’s ridiculous.

Whether or not Xin beats AP champs mid isn’t the issue at hands. Certain champs don’t fit into the game, period. Xin is just a bad champion currently. This is from someone who has hundreds of Xin games played on their main. His problem is he doesn’t scale for anything and his synergy with items is inferior to better tanky DPS (ie. Jarvan and Irelia). Xin doesn’t have a way to back out of a fight. Once he initiates, he is in. You force him to go glass cannon but don’t give him the defenses to stay up for more than a few seconds.

That aside, there are lots of times I have seen champions like Talon and Pantheon picked to hard-counter certain AP champs. So noting this in the OP isn’t something new.

If you want to break the meta, you need to focus on buffing champions instead of nerfing them. Stop the power creep and bring older champions back in line with newer ones. At times it seems like you guys try to do this, but you don’t hit their problem areas. Let me give you and example:

Ashe has the weakest base and scaling AD of ALL the AD carries. So you buff her HP and Mana? I hate to make this sounds rude, but that’s the only way it can come out: Do you even play this game?

I think this could have been said a little more tactfully, and questioning whether Morello plays the game or not is a little silly. Still, I think this guy raises some decent points, even if his argument is a bit…confused. This whole “who can beat an AP mid” discussion doesn’t really matter on a champion-by-champion level. There are counters all over the place. Unfortunately, without the other lanes changing, beating an AP mid with Talon or Pantheon won’t make the meta suddenly change.

I’ll leave you to read Morello’s response on your own. It’s a spicy one. And don’t get me wrong, I don’t think he’s out of line. I think he addressed most of what the guy said fairly well. I just want to highlight one part of Morello’s response to this part of the discussion.

What did we do to change the meta in the US to the EU one? Why are Ezreal and some other AD’s the standard mid in the China metagame? Why does Korea excel at AOE comps? Is one of them superior to all the others? Are they representative of different styles? Do players from different areas practice different primary skills?

It could be any of these, but I’m pretty sure “the current way the local region plays is the best way to play” isn’t true, especially with as often as we do change things.

I think this is where Riot needs to be spending a lot of energy. There are most definitely reasons the meta has developed as it has. There are reasons it has remained the way it has for months now. I wish I knew more what he meant with the “as often as we do change things” bit. From my perspective, the game hasn’t changed very much over the past six months or so. Part of that is certainly meta-driven, but developmentally the game looks very similar to the game in July. Riot is pretty mild with their buffs and nerfs. The one major change has been to the mechanics of the jungle, but even that didn’t shake loose a stagnant meta. Certain champions rose and fell in popularity, but the way people play the game has remained the same.

I would love to see a focus on much bigger concepts regarding meta. Why is safety such a cornerstone of the current gameplay. Why did support/AD bot become such a big deal. Where does sustain fit in to all of this. It would be simple enough to add a new queue that has a more volatile system of buffing and nerfing, and I think that could be really exciting. I’ll be keeping an eye on more discussion about this. For now, results are hugely inconclusive, and I don’t think this forum thread will get many, if any, people to play the game differently than they’re used to playing it.

Morello turns to community to change the meta

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For a while there, I was thinking Riot was happy with the current metagame. It looks like they might like to see a little more change than has happened over the past six months, so they’ve turned to the community for ideas. Morello started a thread called “Morello challenge: bust open the meta (AP mid edition),” hoping to stir up some new ideas for changing the current meta.

I like the idea as whole – I think it would be great to see the community come up with new ideas for changing the game – but I think he’s asking the wrong people. The current meta didn’t just evolve naturally. It came from tournaments. It came from the pros. It came from livestreams. Those are the people we need to have pumping out new ideas, but unfortunately new ideas don’t really fit with what they’re doing.

The current meta evolved for a few reasons, but I think the basic theme is consistency. Pro teams were looking for a way to maximize map control, farm, and objective contest power while minimizing the ability for the other team to influence those goals. Perhaps the one wild card in the current meta is the AP mid, but the AP mid is mostly there to provide burst and control in fights, both of which can be overcome in the late game with a farmed top lane and bottom lane carry. You could say the jungler is a wild card, but the evolution of jungling into yet another tanky DPS is just another move toward consistency. Pros want reliable performance, and they’ve found the best way to get it.

Feedback from the rest of the playerbase is going to be mostly anecdotal. For starters, there is very little consistency in skill between games. Every game I play has a wild swing in either the positive or the negative. I sometimes play with very good players, I sometimes play with very bad players. In either case, this is obviously going to have a serious impact on whether a selected champion can beat out an AP mid. I’ve taken loads of champions mid and been very successful – anyone from Talon to Kayle, Shaco to Sona – but that isn’t going to bring about a shift in the meta. In most cases these matchups come down to player skill, and it is that variable that inevitably thwarts most attempts to shake up the meta.

I’m not trying to say that you can’t play outside the meta and win. You totally can. But doing so on a regular basis requires a level of coordination that most players just don’t get in their average game. You certainly aren’t going to see it much in solo queue. This is why Morello’s thread puzzles me – he’s asking a group of people that really have no influence over the meta to come up with ways to usurp the meta. Do you think M5 is reading that discussion thread thinking “omg gaiz, we should totally put Taric mid?’ They aren’t. Even if they are thinking that, they sure as hell didn’t read it in that thread.

If Riot really wants to break up the current meta, they need to do a couple things. First, incentivize top players and streamers to try new things. If those guys aren’t doing things outside the current meta and doing it on a highly regular basis, no one else will do it either. The best way to incentivize this kind of play is to make it viable for winning games. That’s number two on the “break the meta” to-do list. Make more options viable. Return some of the experience to champion kills. Stop the diminishing gold returns on killing players. Encourage teamfighting. Release some strong pushers. Encourage players to use spells thoughtfully instead of spamming them for farm and big harass. Return creep damage so that players have to think before engaging in a lane fight because they might actually lose health.

Those things will break up the meta. They will probably require some significant balance tweaks if implemented, but they could actually have an effect on the way the game is played. Asking players to rethink a method that has been advertised to them by top players for a year? That’s not going to cut it.

Valve to fragment the DotA 2 testing platform

As part of last week’s DotA 2 update, Valve mentioned that it would be delivering test content to beta testers in a new way with this week’s patch. It turns out the patch for this week was delayed, but the new content delivery system is still on the way. Unfortunately, the new delivery system means fragmenting the existing test platform. In essence, Valve is launching a DotA 2 test environment alongside the current beta environment. The test environment will run one week ahead of the beta environment, the goal of which is to allow Valve to roll out new features without worrying so much about stability. It’s tough to say if this is a good or a bad thing, but if Valve doesn’t get more beta testers involved soon, it’s probably going to be a frustrating thing.

My baseline guess is this: Valve realizes they need to get DotA 2 to market sooner rather than later but at current development pace that isn’t going to happen until 2013 unless they launch with a limited hero roster or dramatically ramp up development. Moving to a split system allows them to a couple things. First, they can focus on churning out content without worrying about complaints of game-breaking bugs. This could mean more heroes releasing more quickly, even if they aren’t totally polished. A split system also allows them to continue to work on polishing the final product. Smaller bugs and graphical hiccups can slip through to the beta environment, which I’m guessing is where Valve hopes the majority of the beta community will still spend its time.

That is the question, though. Will people want to play the more stable environment or will everyone just move to the test realm? I have yet to see a concurrent user base over 21,000. When it gets down to 12,000-14,000, as it often does during the day, queue times start to get long. If just 20 percent of active players decide to play primarily on the test environment, those numbers are down below 10,000. That is a tiny testbed compared to the millions of players dropping on Riot’s servers every day.

This is why I also think the platform fragment will come with another wave of beta invites. If Valve wants to seriously test both realms, there have to be more people involved. No one wants to wait on 30 minute queues to test the beta of a game, stable or otherwise. If Valve wants to keep the interest of beta players, both realms have to be viable places to find a game.

League of Shields: Locket of the Iron Solari

Locket of the Iron SolariToday’s patch introduced a new tank/support item called the Locket of the Iron Solari. I know supports have been complaining for a while that there aren’t enough support items. I have so little sympathy for them, mostly because I think the current version of support is really toxic to LoL as a game, that I’m sad to see Riot adding these kinds of items. That’s to say nothing of the fact that it adds yet another shield to a game in which shields already have huge presence. Hello survivability creep. How you doin?

Here are the stats for the new item:

+300 Health
+35 Armor
UNIQUE Aura: Nearby allied Champions gain 15 Health Regen per 5 seconds.
UNIQUE Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 (+10 per level) damage (60 second cooldown).

I don’t think the shield is too big, and I will agree that as long as support is going to be a cornerstone of gameplay that they need to have more support options. This though? More survivability? I played a game today against a Galio/Janna combo. Janna built one of these early, which meant we could never get through the shields. At least with healing there is some counterplay; use ignite or an Executioner’s or play a champion with counter-healing. The only counterplay to shielding is more damage, but building more damage in an already tanky metagame isn’t really an option. The tanky DPS gets tankier and can deal out just as much pain as a carry buying damage items.

What do you think? Is this a good thing for LoL or pushing survivability even higher than it needs to be?

Ziggs Spotlight impressions

After yesterday’s delay, the Ziggs patch went live on the servers this morning. After watching the Champion Spotlight, I’m more than a little sad I don’t have the IP to get this guy. He looks awesome, but he also looks crazy broken. His burst damage is ridiculous, and his range is amazing. I hope you’re ready for some frustrating matches.

I think the worst offender in Ziggs’ kit has to be his ultimate. I’ve never been a fan of global ults or even semi-globals. They’re just too powerful, mostly because they allow an unseen party to add unpredictable damage to a fight. Players engaging in bot lane suddenly have a ton of unpredictable damage changing the outcome of their fight. The existing globals/semi-globals are just too easy to land. Gangplank’s ult hits almost instantly, Nocturne’s ult is targeted, and even TF’s port can cause problems. With Ziggs, Riot is adding a high-damage AoE nuke to the mix.

Just watch Malphite get hit with that ult at 3:25 in the video. Granted, Phreak is 16 and has a Deathcap, but holy hell. And Ziggs will regularly be in the position that he overlevels his opponents, just by nature of being a typical pick for mid lane.

I’ll have more thoughts later in the day. For now, I’m not excited to be facing this guy.

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