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How do you define OP?

I found an interesting thread on the forums that made me ask the question in the title of this post: how do I define OP? The author of that thread thinks an OP character is one that defies countering, a champion that doesn’t require teamwork in order to perform well. I can’t really agree with that version of OP, if only because so much of League of Legends happens in the laning phase of the game, where champions are essentially on their own.

My own version of OP looks more like something I saw a Rioter say about Irelia. To me, overpowered champions are those that, regardless of the odds, rarely find themselves in bad situations. Irelia is a perfect example of this problem. In lane she has excellent farming skills and a powerful nuke that becomes a stun once she’s in trouble. Once the teamfights start she gains CC reduction for every enemy around her. She farms well enough that she’s never hurting for gear in that situation either. But this version of OP doesn’t cover everything, either.

Let’s look at Akali. Once Akali hits level three she produces burst unlike almost any champion out there. She also has her Shroud to keep her safe from enemy harass in lane, all the while gaining ground toward level six, which is when things get particularly ugly. Because Akali can solo so well, she ends up several levels ahead of bottom lane and often the enemy jungler. With that level gap her burst can almost always guarantee a kill, but the damage doesn’t stop there. Her ult, which is one of the longest-range dashes in the game (of which she also gets three), refreshes when she gets kills and assists, further increasing her mobility and killing power. She’s very different from Irelia but I would still consider her seriously overpowered.

This will always be the problem with OP champions – there is no one way to define them, no one skill that unifies them. There’s also the fact that not all players can effectively utilize OP champions, which makes for a mix of data on Riot’s end. Certainly they have a lot of highly ranked players that can accurately assess these kinds of champions, but when the champions are being used to great effect across the board, what’s the sense in nerfing them?

My main point here is that OP can start to look pretty subjective when you consider all of the variables that determine whether a champion needs a change or not. It’s why we still have champions like Akali and Irelia at their current power level.

My take on Riot’s LoL development timeline

Riot didn’t make much of a stink about the League of Legends birthday last year, but it seems this year there’s going to be something of a celebration. As part of the festivities, Riot put together a timeline that follows the development of the game since October of 2009.

I think this is a pretty cool tribute to the development of the game, but I hope Riot sees the timeline like I do: a reminder that they can do better. When I look down the list of developments I see several things that I never use, a couple things that were hyped up and underwhelmed, and one real thing that has the potential to extend the life of the platform for a player.

Twisted Treeline

Twisted Treeline started out strong but quickly dried up when players realized that only so many champs are actually viable on the map. With the rise of Tanky DPS I’ve been playing Treeline again, mostly because there’s more variety there, but Riot stopped worrying about balance for that map a long time ago. This one doesn’t add any life to League of Legends. It’s an occasional diversion from the big show.

Season One

Season One also looked pretty cool at the beginning. Ranked play brought us draft mode, a feature that I had really been missing prior to its release. But Season One went on so long I forgot it was even happening. In that time the game remained relatively unchanged, seeing just a few meta-shifts along the way.

Riot did start to develop a spectator mode for the game, which helped the visibility of the larger tournaments. This would be a nice injection of life for the platform, giving each player more ways to learn how to improve at the game. On the whole, though, Season One doesn’t add much to the platform for the average player.

Battle Training & Co-Op vs. AI

I have never used Battle Training and never will. I’d also say chances are good that once a player has seen the mode a couple times, they won’t be going back either.

As for Co-Op vs. AI, my experience with the mode was poor enough that I haven’t gone back. My allies constantly flamed me for any and every decision I made. I’d rather have the ragers from ranked than the trolls from this game mode. That said, I know some players enjoy it and it’s certainly kid friendly. This one seems okay for a very small subset of the player base. I would love to see more data on who is playing Co-Op vs. AI.

The Tribunal

I’m still surprised the Tribunal made it to the live feature list before things like achievements or spectator mode. I realize Riot must have been swamped in complaints about player behavior, but for me, the Tribunal just isn’t worth the time. I can’t even imagine the amount of management it takes on the back end. And frankly, my games haven’t improved dramatically since the Tribunal released. People are still rude. People still afk. There are just too many players for this kind of system to effect dramatic change that we can see on a player by player basis.

Dominion

This is the big, shiny pot of gold at the end of Riot’s timeline. When Dominion launched I played it like a fiend. I haven’t played a ton in the past couple weeks, but a few games here and there have still been fun. It’s obvious that Riot is committed to keeping this game mode balanced, which puts it ahead of Twisted Treeline as far as diversions are concerned. I don’t think Dominion is perfect, but it’s something new with totally new gameplay and I think a lot of players are enjoying it.

None of this is to say that I don’t like League of Legends. I love it. I’ve spent hundreds of hours on it, both in playing and in writing for this blog. The day is coming, though, when some shiny new toy will steal me away from LoL. When I look at this list, I don’t see much that will pull me back should my new toy grow stale. I hope Riot has a few tricks up its sleeve.

Graves Impressions

Graves.

After seeing the skill list for Graves I wasn’t sure what to think of the champion. His skillset looked solid, though a little unoriginal. I was excited to see another ranged carry added to the League. I’ve played a few games with him, most of which I had to struggle not to rage at my team (I didn’t always succeed here, either), but I think I’ve had enough of a look for a few impressions.

A lot of people have been saying he’s OP and I can understand why. His Buckshot seems to randomly hit targets for double damage. The tooltip does state that this can happen, but I’ve seen it happen at nearly max range for the shot, which makes me think something is up – either a bug or just an unintentional power curve.

I’m also really curious why an 80% attack speed buff needed to be added into his dash skill. At max rank he can easily have 100% uptime on the buff provided he has a target. If the design intention behind Buckshot was to give him a reason to close the gap, his dash is the polar opposite. Once I had a decent farm it seemed to always be best practice to stand at the end of a fight, dashing back and forth and annihilating anyone I could right-click.

I’m not in love with his ultimate, or his smoke shroud really. There are too many variables to make the former truly deadly without someone like Amumu/Annie/Morgana. The latter is easy to run through and avoid. I’ve seen it save a life or two, but it hasn’t happened often. It is good burst when leveled with Buckshot, though.

That’s probably the biggest problem with Graves. Where is the weak part of his game? Buckshot and his smoke give him excellent burst early game while his dash provides the late game steroid he needs. So his drawback is what then? That he can be crowd controlled? Not good enough for my tastes.

I’d recommend playing Graves if you have the chance. You’ll probably enjoy yourself.

Harrowing skins now available for a limited time

I was really excited when I realized the Harrowing was coming back around. Last year’s Harrowing skins remain some of my favorite skins in the game. Zombie Ryze is one of the main reasons I enjoy playing Ryze. Lollipoppy is my favorite skin in-game to date, bar none. When I heard there was a Frankenstein Annie costume, I couldn’t wait to see the rest of the skins.

Riot put together a cute little video to show off the new attire. I’m definitely going to pick up Frankentibbers Annie, but the rest don’t really do it for me. I kinda like the Blitzcrank skin, but I already own Boom Boom Blitzcrank and Rusty Blitzcrank. The Nidalee skin looks too much like Sorceress Lux and the Nocturne skin looks an awful lot like his Frozen Terror skin.

Will you be buying into the Harrowing this year?

Revisiting Shaco

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In between my Talon matches over the past two weeks I’ve found myself playing a lot of Shaco. I’m not sure what brought me back to him – maybe the bug fixes, maybe that a friend was looking to learn him – but whatever the case, I’ve really been enjoying Shaco.

I think part of the turnaround is that I realized how similar Shaco is to Lee Sin. The real power of Lee Sin is that he can provide strong ganks incredibly early in the game. It’s entirely possible to hit level three before the enemy mid does. The same is true for Shaco. By setting up a box nest at lizard and the double golem camp, shaco can burn through one side of the jungle and hit level three long before the enemy mid. It’s just a simple matter of ganking.

That said, Shaco’s ganks aren’t particularly strong, especially early in the game. His slow is minimal and his early crit doesn’t deal much damage. For that reason, positioning is key to successful Shaco ganks. My ganks have a much higher success rate when I take the time to get behind my target. That extra 20% damage makes a big difference at every stage of the game.

Shaco still has the same old Shaco problems. He’s not survivable enough through the mid-late game to contribute to teamfights. He’s mana-starved in the early game. His jungle is heavily dependent on the level one nest. Despite those things, though, I still enjoy Shaco immensely. If you’re in need of a new jungler, he’s at least worth a shot.

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