I’ll be around this evening for a few games if anyone would like to join. If you’re interested in playing with the other readers here, join the chat channel “Fearless Gamer” in the PvP.net client. You can also add me at “The Wiggin Boy” if chat rooms aren’t your thing.
Log in around 9:15 so we can check our numbers and get started. Hope to see you tonight!
I covered the upcoming rune changes in a post the other day but neglected to provide a breakdown of the champion and mastery changes slated for the Ahri patch.
Twisted Fate is getting a little much-needed love. He’ll have better range in lane and his Pick-a-Card will now require target selection. I have to say, I’m excited to see TF again. I can’t help but miss him around this time of year. This is when I started playing LoL and he was the first champion I really loved. Granted, he was OP as all hell, but still fun.
Tryndamere is also getting a small nerf, though I honestly doubt it will be enough. His healing-per-stack on Bloodlust will be reduced in the coming patch. Really, though, Trynd is just too strong in a solo situation. The fact that he has a heal at all gives him more sustain than just about anyone he faces. With the Cleanse change, I think his kit is just too problematic.
Morello also mentioned bringing back Strength of Spirit for Utility mastery lovers. I’m honestly not sure how putting it deep in the tree will make things any better. The tree is just way too focused on a stat that no one really worries about any more: mana. Because of the way blue buff gets passed around, a mana-focused build is only relevant on Singed and Ryze. Beyond that, we don’t need the mana, and the rest of the utility tree is bad enough that even Ryze and Singed would be better off speccing defense.
I’ll be interested to see how the TF buff plays out, but beyond that, I don’t see this patch having much impact on the game.
I’ve been in the market for a solid new game for some time now, something to keep me occupied while I wait for Diablo 3 or DotA 2. For whatever reason, I fired up Terraria a few days ago and have really been enjoying the game. I know it’s not new. I bought the game a while ago when it was on a $2.50 sale. I had played with it some, but never really got hooked.
I think a big part of my initially cool reaction was the huge barrier to entry on Terraria. The game has a lot of unfamiliar mechanics, a not-so-transparent progression path, not to mention the fact that you’re stepping back in time in terms of graphics.
Those same things can be endearing, though. Once I was able to upgrade my pickaxe, I had fun just trying out some different things without any clear goal. While it doesn’t quite have the same creative, open-world feel as Minecraft, it’s pretty close. Terraria also has the added benefit of a robust item progression and much more extensive crafting options.
If you’re in the same boat I am, check out Terraria. Be prepared for a frustrating first hour or two, but the game really picks up from there. If I could give you one tip, I’d say find iron ore and upgrade that pickaxe as early as possible.
It looks like the next patch for League of Legends will indeed include the Ahri release. Along with the new champion, Riot is introducing a variety of new rune options. This patch will also see dodge runes headed the way of the Wooly Mammoth (although, I hear those guys may be making a comeback).
Among the new runes will be some gold-per-10 seals. I can’t say I’m excited to see more options for passive play in lane, though it will make my GP10 builds even more interesting. There will also be Lifesteal, Spell Vamp, and hybrid Armor/MR shredding runes.
I’ll be interested to see the numbers on the Lifesteal and Spell Vamp. You’ll notice from the Patch Preview that Morello isn’t worried about the runes becoming sustain problems. I hope that’s truly the case. Personally, I’ve been having a lot of fun with flat AD runes on my carries with the new masteries. I would hate for Lifesteal to suddenly trump that decision.
Some of the veteran players may remember the days when a player with a few champion kills under his belt could be as many as six or seven levels ahead of his competition, even early in the game. Riot nerfed champion kill experience to help address the issue, and things seemed pretty even for a while. I would rarely see a disparity of more than four levels, even between solo lanes and duos.
Lately, though, things seem much more like the good old days. I am regularly seeing players with five or more levels on their opponents, sometimes in the same lane. Seriously. I played a game a few days ago in which my team’s bot lane Singed (don’t ask) was level 5 when the enemy Vayne was level 10. He didn’t AFK. He wasn’t getting zoned. He did die a couple times early in the game, but that kind of discrepancy should require a much more significant turn of events.
Have you noticed more significant level gaps than usual, lately?