Deathcap and the state of the game: I never saw this coming

ryze_splash_4

I’ve been hesitating to write this post for a couple days now. I keep waiting for inspiration, some sort of clarity, but it never comes. There’s a lot to say about this patch, but I’m not sure I can derive any kind of coherent point about it all. Things are different. The game is different, and it’s different in ways I definitely didn’t see coming.

I’m going to completely ignore the champion changes. The significant buffs are all reverts of former nerfs or changes everything knew was coming. Also, the real game changes are in the items.

Zhonya’s is gone, as I’m sure you noticed. In it’s place we have Zhonya’s Hourglass, an AP item with armor and the old Zhonya’s invulnerability, and Rabadon’s Deathcap, the mother of all, rush-this-first-with-every-AP-toon monster of an AP item. It grants 155 AP plus a 30 percent AP boost for 3300 gold. I realize the old Zhonya’s wasn’t wildly more expensive, but 3300 gold for what becomes 200 AP and that 30 precent boost is UN…REAL. I don’t really want to talk much about what this will do to balance because frankly it’s too early to tell, but I can tell you I have seen a huge increase in the number of casters on the board in any given game.

I do have a few bits of anecdotal evidence that I think deserve some airtime. First, I saw a Veigar at level 14 with more than 1000 AP the day the patch came out. Second, the Deathcap is way too good on Vladimir – his passive gets way too much out of it when added to core items like Rylai’s. Rylai’s plus Deathcap is like 500 AP for him. Lichbane tower pushing is insanely good right now. Lichbane in general is insanely good right now. Lastly, if a caster gets ahead of you, well, be prepared to die a LOT.

All that said, I kind of like the changes. Deathcap needs to be toned down in some way, but it’s really refreshing to see people mix up their choices a bit. It’s not 3 tanks a support and a carry anymore, and that’s a good thing. The downside is that a sweeping change like this is like pressing a reset button on the metagame, mid season no less. Some would say that’s a great thing, but it’s a strange move in a game that’s trying to make a name for itself on the competitive scene. I’m fine with changing things up in the middle of a season, but make the changes small. The big picture stuff is good – the metagame is changing, different champions are being played, different builds hitting the drawing board – but the game has changed so much in the last two months that it’s starting to feel a bit like a beta test.

You can find evidence of the dramatic change in the pace of the game. Over the past week both the length of the game and the victor at any moment has varied dramatically. I had my first 60-minute game in ages earlier this week. I also had at least one that was over in 20 minutes. I saw kill counts swing between teams more heavily than I have seen since well before season one launched. Again, these aren’t bad things per se, but to have them all happening at once, all in the middle of a season, all in big bursts is probably not the best thing for the game.

The most definitive thing I can say about the changes is this: I think Riot started to feel the pressure of a restless player base and made radical changes as a stopgap until Magma Chamber and more game features could be released. Again, this is not to say I think the changes are all bad – some of this stuff may have been on the test docket for quite some time – rather, all of the changes at once is too much strain on an experienced player base. As much as people cry for change, it’s a fact of life humans will always resist. We are creatures of habit, and when you mess with the habit too much we tend to freak out.

  

The Fiddlesticks situation

Pumpkinhead Fiddlesticks

I still remember the game that made me unlock Fiddlesticks. I had just played against him and seen how devastating his ult could be against a team. I was still new to the game, probably no higher than level 14, but I knew from my time spent in DotA that any ultimate with that much team-slaying potential is worth having around.

Fast forward to today. Well, yesterday, actually. I decided to play Fiddle in a ranked match just to see how he would do. I was excited to see his name in the patch notes, but his changes may as well not have have happened. I’ve given up on my “rules for maintaining ELO” again, mostly because I really like the draft system versus the free for all rules in normal, so any champ is on the board for me. I started in the jungle like I normally do and all was well. I was farming fairly quickly, picked up dragon at level four, and all seemed well. Then the teamfights started.

At first it was okay – I was showing up just a little late so my ult could deal some real damage without much threat to my well being. We did lose one fight, though, and it was all downhill from there. Although Fiddle is a solid farmer in the jungle, he is terrible in lane, so once the laning phase is over, he’s pretty much screwed as far as cashflow is concerned. If you aren’t winning teamfights, you’re going to be hurting for some gold right when you need your damage to scale quickly.

I think he could be helped in a couple ways. One, change Dark Wind. It used to be his bread and butter damage spell, but it’s been nerfed beyond usefulness. Fiddle needs a solid nuke outside his ult. Something that can’t be as easily interrupted as Drain. Something to help him produce a little bit of cash in lane. Another thing that could help would be giving his fear some sort of secondary component, like passive cooldown reduction, and making it a static 1.5 or 2 second fear. That deprioritizes the skill as he levels, giving him room to build more points into his damage skills.

I’d really love to see Fiddle return to some form of viability as a caster, and I don’t think it would take much to get him there.

  

Champion sneak peek: Lux

Lux.Since I’ve been away from the game for nearly a week and a half, it’s hard to believe there’s yet another champion already on the horizon. Lux joins the League as Garen’s sister, and looks as though she fights with cattle prods. All of her skills are skillshots, though, so she seems more closely related to Ezreal than Garen.

Here’s what I could gather about her skills from around the web:

Illumination (passive): Lux’s damaging spells illuminate the target for 6 seconds. Lux’s next attack ignites the debuff, dealing 20-180 (depending on Lux’s level) magic damage to the target.

Light Binding (Q): Fires a ball of light towards a target location, binding the units hit for 2 seconds. The units take 80 magic damage. Can hit up to 2 targets with the 2nd target receiving 50 percent effect.

Lucent Singularity (W): Creates a zone that slows enemy units by 13 percent (zone lasts 5 seconds). Can be detonated to damage enemies in the area for 60 magic damage.

Prismatic Wave (E): Passive: Lux’s cooldowns are reduced by 3 percent. Active: Fires a wave to the target location and back, instantly stealthing any allied champions for 3 seconds. Lux is also struck by the wave upon return.

Final Sparkling (R): After a short delay, Lux fires a laser pulse in front of her dealing 250 damage to all enemy units in the area.

Let me just say, this is the most creative champion release in a long time. Invisibility for a whole team? Granted, it’s only three seconds, and it’s a skillshot buff, but it’s one of the most innovative things we’ve seen. The slow orb is also pretty interesting – think of it like a Gragas barrel with an AoE slow effect. On the whole, she sounds much better off than Swain, mostly because she can use all of her abilities from a safe distance.

  

LoL: Learning to play mage

Ryze putting a hurt on Singed.We’ve all been on the receiving end of an ability power beatdown, the kind where you can’t seem to leave your tower without getting insta-gibbed. There are few things that make me want to play mage more, but it’s not always a walk in the park. Mages walk a very fine line between blowing up the opponent and dying themselves because of low defense and a tiny health pool. Played well, though, mages can be very rewarding.

Playing a mage well requires you to plan further ahead than any other toon in the game. You should have a constant awareness of how much damage your skills will do by the number, not just how much you think you can pull off you enemy’s health bar. A Malphite at half health is very different from a Tristana at half health. For Malph, you have to break his shield before he actually takes damage. Trist, on the other hand, can jump away in most cases. Whichever you choose, you better be confident your spells can either take them down or hurt them badly enough that they’ll run. Part of being a mage is putting yourself into compromising positions for kills. If the kill doesn’t go off, be assured that you’re the next target.

If you’ve come up through the ranks playing mostly physical DPS toons or tanks, I would highly recommend making a smurf account to learn your mages. The playstyle is radically different from the other champions in the game, and learning at a high ELO can be difficult. Once you have a general feel for being the squishiest thing on the map, pick up a few games with friends before heading into the solo queue. The extra experience will give you the edge necessary to enjoy early success

  

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