Should Riot focus on unplayable champion remakes?

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I was browsing around Riot’s forums this morning and stumbled upon an interesting comment that got a few upvotes. The thread was a discussion of Kayle’s current status and whether or not she should receive another remake. Here’s the comment that caught my eye:

“Evelynn too, while you’re at it. I dislike how I spent IP on the champ and RP on her skin only for you to literally make her unplayable to the point where I will be reported for playing her.”

This is not a new concept – far from it, I know. It is, however, an issue that has never really affected me. I’ve been writing about the game for almost as long as it has been a game. I’ve had every champion for probably a year, and I play enough that I have the IP to buy new champions every time they release. At least, I did until now. Now that my time is spread between a wider variety of games, I don’t have that luxury. Champions I buy will be the result of a long, slow IP grind, and you can bet I won’t be spending RP on them. At this point, too many champions have stagnated, in desperate need of a remake. When I had a seemingly endless fountain of IP this was no big deal – I always had another champion I could be playing.

But what about people who spend cash to unlock champions as they go. When those champions get nerfed beyond viability, it’s essentially a hit to their pocketbook. Again, this isn’t anything new. Players of all kinds of games have seen potential “investments” deteriorate as the result of nerfing. Any MMO player knows the pain of putting a couple hundred hours into the class, spec and gear that goes behind a character just to have it wiped out by developers. A game like LoL seems unique though, because while I may still be able to participate in large portions of an MMO with an underperforming character, most of the lower-tier champions in League can’t hope to compete with any reliable success. The options those players have to enjoy the game diminish far more quickly than those of an MMO player in most cases. Sure, there are always the free champions, but players don’t pay for access to free champions. The champions that have been purchased should have some viability.

So what do you think? Should Riot be spending more time and resources on remaking underplayed/unplayable champions or does the current method suit you just fine?

  

Xypherous sheds some light on the Eve/Stealth remake

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We’ve been hearing about an Eve remake for months now, but nothing has really happened, other than of course the big nerfs she caught a couple weeks back. Now that things have leveled off a bit, players will undoubtedly start to get restless for a full remake. Xypherous, one of the newer designers at Riot, shed some light on the process thus far.

It’s a long but fairly interesting read if you have the heart. Basically, they keep changing and changing things, hoping to land on that magical spot where she feels both decent to play and to play against. I think it’s going to be a tough thing to balance. Long duration stealth is a big problem for this game because so few champions have a way to directly counter it, and too many counters makes the mechanic unenjoyable for the stealther. There are a couple stealth mechanics that I think are fairly well implemented, though.

Akali stealth seems pretty good, though I would like her to appear a bit longer than she currently does on attack. Shroud works for her opponents because they can generally guess where she is and adjust accordingly. Shaco, though he has his issues, is actually a good example of stealth these days. He can use it for positioning an attack, but in most cases, players see the little puff of smoke he leaves in his wake. It also has a short enough duration that he is compelled to attack shortly after he enters stealth or he’ll be vulnerable to attack shortly after.

Eve just has too many tools for extended stealth to work. She can stun, has a nice nuke/debuff, and can heal massive amounts of health, which refreshes her ability to deal sustained DPS. Add to that her high mobility and you have a champion that frankly, shouldn’t have passed the drawing board. Based on the direction the rework process has been headed, I’ll be interested to see where we end up in the next couple months.

  

Patch Day 10/19 – Eve is still Eve

Lux

Today’s patch is big. Huge. Big McLarge Huge. Seriously though, there are a metric ton of changes this patch, including a big mechanics change to the stealth system. I’m going to leave it to you to read the patch notes in their entirety, but I’ll cover the big stuff here. To the disappointment of many, we also didn’t get the Eve rework originally scheduled for this patch.

Let’s start with the champions, shall we?

Jax is the first champion, alphabetically speaking, to get significant changes. Leap Strike now casts faster and moves Jax faster. His Empower has been reworked so that it resets the auto attack timer and only affects one unit. It caught a small damage buff and a significant increase on the AP ratio as well. His ultimate also has an active that grants additional Magic Resist based on his dodge value. I really think it’s an underwhelming change. As it stands, Jax has one cool skill – Leap Strike – and three skills that either do nothing or have no “fun factor” on use. This doesn’t change that.

Katarina got a decent buff in that her Death Lotus now slings three knives at every level. I don’t play Kat often, but when I did, I hated that I felt gimped until level 16. This should help her quite a bit, though she still suffers against all the stuns/silences now available in the game.

Miss Fortune is finally catching a nerf, though it is a small one. Bullet Time has reduced range and damage scaling, Strut got a small speed nerf, and Double Up now has shorter bounce range. It doesn’t change the fact that she wrecks the laning metagame but it’s a start.

Morgana is also getting a small set of nerfs. Dark Binding has a smaller hitbox, Black Shield has a slightly lower AP ratio, as does Soul Shackles. Soul Shackles also got a small base damage at the max rank, though I couldn’t tell you why. Does 25 damage at level 16 really matter?

Rammus is getting a set of buffs across the board. Most of his cooldowns were reduced, the mana cost on his taunt was lowered, and Defensive Ball Curl now scales with his armor. It’s not a perfect situation, considering he still gets no benefit from MR, but it’s pretty nice.

Singed, of all toons, is also getting buffed. He’ll have more base health, gain more health per level (though this may be making up for a slight reduction in base MR), and has his cooldowns slightly reduced for Fling, Mega Adhesive, and his ult. His ult lost its cast animation, so you won’t be interrupted while running.

Sivir got a strange set of buffs that almost definitely won’t return her to playability. Her ult got an attack speed buff and Spell Shield now has a shorter cooldown and returns slightly more mana. Yay?

Swain got ability power buffs across the board, a tiny increase to Torment base damage, and a buff to the mana regen from Carrion Renewal. Again, probably not enough to make him the caster you always wanted, but he should at least be better.

Teemo got some serious attention this patch, though I wonder if it’s actually enough to make him worthwhile. Here’s the rundown:

-Base movespeed increased to 305 from 300
-Base damage reduced to 47.5 from 51.3
-Damage per level reduced to 3.0 from 3.3

Camouflage
-Fade time reduced to 2.0 seconds from 3.0
-Being invulnerable will now prevent Teemo from Camouflaging. Specifically, Zhonya’s Ring and Guardian Angel’s effects will block Camouflage while they are active.
-Recalling and Teleporting will now prevent Teemo from Camouflaging

Blinding Dart
-Duration reduced to 1.5/1.75/2/2.25/2.5 from 1.5/2.0/2.5/3.0/3.5
-Cooldown reduced to 8 seconds from 10
-Blinding Dart will now cancel autoattacks in progress when the blind is applied

-Move Quick’s tooltip will now update to display the effects of cooldown reduction
-Toxic Shot per tick damage reduced to 6/12/18/24/30 from 8/14/21/28/35
-Toxic Shot on-hit damage increased to 9/18/27/36/45 from 8/14/21/28/35

Noxious Trap
-Teemo now gains a “stored mushroom” charge every 30/26/22 seconds. Maximum three charges
-Each cast requires and consumes a charge
-Time to gain a charge is reduced by cooldown reduction effects
-Time to gain next charge does not progress while you are at maximum charges
-Teemo always has two charges stored upon reviving at base
-Cooldown on placing a trap reduced to 1 second from 20
-Damage changed to 250/475/700 from 350/500/650

Obviously some big changes there, but it seems to favor an AP build for the Noxious Trap buff, which still has the problem of non-stacking damage as his primary damage source. Sure, he can get out more mushrooms, but it might not translate to a better playstyle. We’ll see.

That’s pretty much it for the big changes. There are a lot of significant tweaks in this patch that I would highly encourage you to read over. I’m also only going to mention one item below, Malady, because the others aren’t necessarily game changing and I’m sure you can sort them out.

Malady was remade to be the following:

Malady (remake)
-Recipe changed to: Dagger + Dagger + Amplifying Tome + 550 gold = 1825 total cost
-Base stats changed to +50% attack speed, +25 ability power
-Unique Passive changed to: Your physical attacks shred your target doing 20 magic damage and reducing their magic resistance by 6.
-Magic resistance reduction stacks up to 4 times.

Am I allowed to say I don’t get it? Seems like this was built specifically with Teemo in mind, maybe Twitch, Maybe Kog’Maw. Other than that, though, there aren’t many toons that benefit from the MR reduction and the attack speed. Kayle, I guess. It’s a strange item, sort of like a mini Nashor’s Tooth. I’ll be interested to see who makes the most use of this.

Remember that post I made about armor penetration? It has finally been changed! Don’t get excited, though. It’s not much. The runes were all nerfed by 15 percent, which still leaves them ridiculous at the early levels. In their place, the damage runes have been significantly buffed. Personally, I don’t see a bunch of people rushing out to get damage, but it could be good for a few toons.

That pretty much does it for this patch. Obviously there will be more to say once we get to play with the changes. Stay tuned.

  

LoL: Champion updates on the TR (AKA how they broke Eve)

Eve will be so OP.I’ve covered both Al’Zahar and the sweeping changes to the magic/armor penetration system, but this latest TR patch also includes a number of fairly serious champion changes. It’s also worth mentioning that Riot has removed base critical chance percentages from all champions, as well as their scaling chance to crit per level. It’s a small change toward reducing the RNG factor of early game fights, though I wonder if critical chance runes won’t become a whole lot more popular because of the change, especially since armor pen runes will be terrible for physical damage dealers. Compared to the penetration system changes, though, this is small potatoes. Let’s focus on the champion changes.

Ashe
Ashe finally got the Plentiful Bounty rework in the form of a directional truesight shot called Hawkshot. For now the particle looks like Ezreal’s ult and casts in the same fashion, though it only covers 15-20 percent of the map in a straight line. It does grant vision to an area, so you can catch invisible targets. The spell kept its gold/kill passive, which is kinda nice, but I don’t think there’s great reason to take more than one rank . That’s not really a problem, since most characters encourage you to focus on two skills and then the ultimate, but it is kind of anticlimactic. Ashe also caught a long overdue volley nerf, bringing the number of arrows down to seven from nine. A lot of people are upset about it, but considering that Ashe is in almost every game and that building her for mana regen and CDR gave an almost unparalleled level of harass says to me it was time.

Cho’Gath
The only serious change Cho’Gath got was losing up to three Feast stacks on death instead of losing them all. It’s a decent solution to the death problem, though I think it could make him a little strong. Cho already snowballs pretty hard, and giving him the ability to die and be essentially right back at that massive level doesn’t seem like the right solution to his problems.

Teemo
Teemo’s been the subject of the forum’s ire for a long time, though it took one of the PTR Fridays to get him onto Shurelia’s “list.” His camouflage now takes three seconds for fade instead of four and grants 40 percent attack speed buff for three seconds on stealth break. It’s a nice thought, but how often will you really take advantage of that change in a fight? Standing still for three seconds is a lot of wasted time. Move Quick has changed so that it only breaks on damage from enemy turrets and champions, which is nice. His poison was also changed to deal one tick of bonus damage on hit rather than after the first hit. It’s a minor tweak but should help him a bit with last-hitting.

Evelynn
I saved Eve for last because she received the most dramatic changes, changes that Riot has said aren’t complete. Her passive is now a 30% AOE damage reduction, which seems completely ridiculous compared to some of the other passives in the game. From a design perspective it seems to me that a champion has poorly designed engagement or disengagement if you have to give her an amazing damage reduction skill, particularly as a DPS toon. Hate Spike now has built in spell vamp and hits two additional targets (up from one), which gives her some extra lane stay. I don’t mind this change so much but coupled with her new passive it makes her difficult to kill. Her stealth now lasts 40 seconds at all ranks and grants a move speed buff. This was an obvious fix so that you only take one rank of stealth and focus the rest of your points on damage abilities. Ravage now grants the bonus MR/armor reduction regardless of your attack position, which again, coupled with the other buffs is over the top. To cap off the ridiculousness, her ultimate grants cooldown reduction along with 35% flat damage reduction for 15 seconds. Do you see where I’m going with this? They’ve turned her into an unstoppable machine of death with stealth, a two-second stun, massive damage reduction (almost on par with Alistar’s ultimate) and lifesteal. I saw her take down a level 18 Jax who was massively farmed with three elixirs while she was sporting a Rageblade, an 8-stack Mejais and a Gunblade. It was absurd. I’ll save much more criticism for later, but only because Riot said the ultimate is going away. Even with something different, though, I think they made her far too durable for a character that also has the benefit of stealth and a stun. Oracles is practically worthless against her because in all likelihood you won’t kill her, even if you have a couple people focus fire. But I’m criticizing and I said I wouldn’t. Just know that her changes might not go live with this patch, but if they do, you better be ready to see her in every game.

Other heroes got some small tweaks that won’t change much about the game. Rammus will be more mana efficient and a little better at farming. Janna won’t be quite so ridiculous at level one on TT. Zilean caught an early game nerf but a buff to his assists, and Ryze won’t burst quite as hard. I’m keeping a cautious eye out for the rest of the Eve changes.

  

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