Tag: crowd control

Are you using tenacity items?

pirate_splash_3

I know it’s only been one day since the patch but the servers were up so quickly I’d imagine people were able to play a number of games yesterday. So, how are the new tenacity items treating you? Have you been buying them or just sticking to your trusty Merc Treads?

I think I’ve only purchased the Cloak and Dagger in any of my games so far, but I’ve been pleasantly surprised. I really like that it offers an opportunity to buy Ninja Tabi or the cooldown boots, which are really the only boots I tend to use on my DPS characters. Occasionally I’ll get ‘Zerker’s Greaves but that’s rare.

So far, I think the new items will mostly be for niche uses, like Gangplank. He gets a lot of benefit from Cloak and Dagger, where other champions would probably do better to spend the cash on more damage. I am a little worried that some of the tankier toons will benefit from it as well. I’ve already seen more Warwicks in Sorcerer’s Boots than I care to.

Tenacity: LoL’s new CC reduction mechanic

The preview for tomorrow’s patch is now live, bringing with it some very interesting news regarding the future of crowd control in League of Legends. As I mentioned in a recent post, crowd control is more prevalent than ever and in need of more counter-itemization than just Mercury Treads. Tomorrow’s patch delivers just that, introducing three new items that reduce crowd control under a new name, Tenacity.

Tenacity works just like the old Mercury Treads CC-reduction, reducing the duration of stuns, slows, taunts, fears, and snares by a percentage equal to the amount of Tenacity (at least I’m assuming so). Tenacity now also includes blind and silence reduction but the effect cannot stack with other Tenacity items.

It’s also worth noting that Tenacity is no longer a percentage value, likely so it can be assessed for potential diminishing returns should Riot decide to let Tenacity stack. I’m glad to see that sort of mathematical conversion. It goes against some of the design simplicity of LoL and the “burden of knowledge” design standard, but the game has been complicated enough that I think this kind of thing will be necessary.

Tenacity items.You can see the new items in the picture at right. Notice how cheap they are? Obviously the items are meant to be an early game Mercury Treads replacement, so the cost is fairly similar. Cloak and Dagger is 1450g, Moonflair Spellblade is 1290g, and Eleisa’s Miracle is 1200g, the same price as Treads. These items will allow players to do a couple things.

First, we can now get the defensive benefits of treads while building offensive/support stats. This is huge, especially because there is no tanky version of these items. The bruisers in the game rarely itemize for AP or attack speed/critical strike, with the possible exception of Rumble. Essentially, the lower health champions should see some enhanced survivability in with a little early game damage.

Second, the items allow for different boots. This is really a secondary benefit because the other boots currently in play aren’t very good, at least not for physical carries. We’ll probably see quite a few carries with Ninja Tabi for the extra survivability, but against AP heavy teams, Merc Treads are still probably the best option. They get better CC reduction than any of the new items and they also add magic resistance. This will be a somewhat nicer buff for the AP/support toons out there, since magic penetration can be hard to come by if you don’t roll Void Staff. Early Sorcerer’s Boots with the Spellblade/Miracle will make AP/support both durable and deadly.

This is such a big mechanic change that I’m going to hold off calling it one way or the other. For now, I think it’s a step in the right direction. My guess is that the numbers will need tweaking, and I think there’s a very good chance we’ll see stacking Tenacity in the near future. The 25 percent reduction offered by the new items might fall short of what’s necessary for players to see a real benefit from the item.

Is LoL headed toward a Black King Bar?

Alistar.

With the rise of tanky DPS came another frustrating aspect of the metagame: chained crowd control. Many of the tanky characters in League of Legends are equipped with one or more CC abilities, be they slows, silences, knockups, snares, or stuns. I’ve played against many teams recently in which my deaths have felt like a one-shot, from 100 percent health to nothing without a chance to fire a single shot. That sort of stunlock mechanic is extremely frustrating in a MOBA, especially if you’ve chosen a champion with limited mobility (there are things from which even Flash can’t save you).

With the rise of tanky toons and the inherent rise of CC, I wonder if we won’t see some sort Black King Bar brought over from DotA. For those that don’t know, Black King Bar (BKB) was an item that granted the bearer magical immunity for a limited amount of time on activation. With BKB you couldn’t be stunned, slowed, feared – none of the CC options – but you also didn’t take any magic damage. Obviously this poses a balance problem for those one-and-done mages (Veigar comes to mind). With that type of item, we’d sort of be back to Flash breaking projectiles, which isn’t very fun.

Another option would be the introduction of some sort of diminishing returns on repeated CC on a target. Even giving Quicksilver Sash the Cleanse treatment – allowing it to reduce CC for for several seconds after use – would give players more options for dealing with the current metagame. Whatever the case, we need something to avoid the incredibly frustrating stunlock deaths.

Renekton impressions – maybe he really is related to Nasus

Galactic Renekton.

I wrote that title as 75 percent joke, and to be fair, most of his problems are melee related, not champion related. Let’s forget all that and talk about the good stuff for a minute, shall we?

Renekton has the hyperactive playstyle that I love. He’s regularly casting, has a fun little dash, and he flourishes his blade when he swings. Also, he’s a damn crocodile, in case you didn’t notice. Renekton also brings a decent stun to your team, and once the skill is at max rank, he can use the stun pretty often. His ult isn’t bad, and if you couple him with a stunner, you could have a decent lane.

That said, I am just now having my first runaway game with him, and I don’t really feel like I’m dominating all that hard. A big part of the problem is his cooldowns. They are long, to the point that you better have some cooldown reduction items with you. I understand they sort of have to be this way because of the fury system – too short and he’s constantly using furious abilities – but it limits the regularity with which you get to use his skills, which are all pretty cool. No doubt, part of the issue is that the resource system is new, and it’s still tough to know what the best use of all that fury is in the moment.

The other problem is that Renekton seems to be balanced around 1v1 fights where he is at or above his opponent’s level. In that situation he is very strong, much like Xin Zhao. His stun really cuts people up, especially if you’ve used a furious Dice, and a furious heal can be enough to keep you up against one target. Against multiple targets, though, you’re taking too much damage to even notice that heal.

It’s as though he was designed specifically to take second solo, which, when he can get it, is great. In the six or seven games I’ve played with him, though, I haven’t been solo. More often than not, I’ve been against strong ranged harass with another melee. When you’re the same level as multiple opponents and lower than the people ganking you, Renekton suffers like every melee toon. He’s easily kited despite his dash (the range is very short because he can do it twice if he hits someone) and often subjected to chain CC before he can even reach a target (or safety).

As for build, I’ve tried several things, but the thing I liked most so far is a Bloodthirster -> Trinity. Trinity is a little strange on him, but the added movespeed, health, and slow proc make a big difference for his gameplay. His cooldowns are long enough that you usually aren’t wasting the bonus damage procs, either.

I’m sure I’ll have more to say about him in a few days. I’ve been pretty busy with work and starting up a Minecraft server so I haven’t put quite as much time into studying him. This weekend I should be able to get a few more games and let you know how he feels.

LoL: Controlling the late-game

League of Legends tower.I couldn’t sleep last night so I decided to jump into a game of LoL to relax. I’ve been on a bit of a losing streak recently so I took my own advice, working the basics to try to sneak a win. Lo and behold, I was farming well, racking up some assists, and slowly turning my TF into a nuking machine.

And for once, it was a fairly even match. We had myself as TF, Malphite, Alistar, Veigar, and Annie – a little low on the phys dps side of things but we were playing well. The other side was Twitch, Blitzcrank, Katarina, Annie and one other I can’t seem to remember. My team struggled early, but we picked things up around 14 and starting pushing towers. For the most part we were fine – our Malphite and Alistar were coordinating well and DPS was focusing targets. We did have one problem, though: Twitch.

Despite my constant begging, our tanks just would notbuy an elixir. Sure, there was my ultimate, and I was blowing it for every team fight, but Twitch soon got wise, would flash in and invis out. By the end of the game we were all yelling at each other, everyone blamed for not focusing Twitch. Meanwhile, he continued to get double and triple kills and BD every tower we had.

The point of this story is that the late-game is completely dependent on how you play your opponent. By 45 minutes or so, you should be heavily farmed, so it really starts to come down to strategy versus the other team. Make sure you stop to think, “what else could I be doing to help win those team fights?” More often than not, it isn’t about DPS. It’s about controlling abilities – the enemies’ – saving stuns to interrupt ultimates, focusing targets that have big AOE damage, and shutting down the invis players that turn a 3v3 you could normally win into a massacre the other way.

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