Tag: jungling (Page 2 of 3)

Jungle changes on the way

Guinsoo held a Q&A session on the Chinese version of Twitter in which he talked about some upcoming changes to jungling. Jungling has grown into a staple of the meta game, to the point that I almost never see a game without at least one jungler, and most games have two. In some ways, jungling can be blamed for a lot of the passive play in the game. Junglers are the reason pushing is so frowned upon. Junglers push back aggressive play with ganking, and a big part of a successful gank comes from the slow on lizard buff, but that’s about to change.

As Guinsoo has it, red buff will be going from a slow on target to a haste, granting the jungler extra killing power without offering too much utility. I think it’s a great change. I’ve often thought that jungle buffs last entirely too long. I would much rather see a short duration, short respawn time on the buffs than the current long duration, but that’s not really the point here. The point is that jungling is being looked at in some significant ways.

Unfortunately the changes are a long ways off. The forums caught wind of the changes and started up the QQmobile, so Riot has stepped in to reiterate several times that the changes are in very early testing.

I really hope the testing goes well. I would bet that 50 percent of my games go stagnant around the 20 minute mark, the other 50 being the early surrenders. At 20 minutes you’re usually looking at the third full jungle clear, maybe waiting on the second dragon spawn of the game and a couple turrets might be down. At that point it’s still way too dangerous to overextend, so teams just stand around waiting for lanes to push. It’s insanely boring, and something I hope we’ll see change sooner or later.

Is the early game too passive?

Nunu in the jungle

If you watched the Dreamhack qualifiers, you may have noticed just how passive the early game is. It didn’t take Dreamhack to reveal that fact, though. Think of the last game in which a player died before the five minute mark and wasn’t called a noob. Yeah, I can’t think of one either. The early game in League of Legends has become extremely passive, a fifteen minute race to 100-minion counts with the occasional dragon. There’s a great thread on the forums discussing the issue, which I’ll leave you to read at your leisure. I think the poster, ParoX, makes some great points about contributing factors, but I think there’s another system in play that adds to the passive early game. Early game deaths are just too penalizing.

A couple months ago, Riot adjusted death timers in the early game to make deaths less punishing, but I’m still seeing towers drop before the five minute mark fairly regularly. When an early death means the loss of early lane protection, players tend to be much more conservative in what they will attempt.

A big chunk of the penalty can be attributed to the strength of junglers. Early ganks often happen when a jungler makes a move, turning a lane fight into a 3v2. If a kill succeeds, three champions are now pushing a turret that is often not well protected. If the tower drops, the game shifts dramatically, especially for the team that lost the tower. Because junglers rely on jungle creeps for XP, those players get territorial, leaving few places for the beaten lane to farm. This also opens the winning lane combo up for roaming, increasing the passivity of other lanes by presenting more threats from the brush near each lane.

I think one thing Riot should seriously consider is a nerf to early game jungling, at least at the rate jungling can currently be accomplished. The fact that junglers can keep pace and in some cases outlevel lanes, all in the cover of fog of war is kinda silly. What I would really like to see is a move toward roaming instead of jungling. Unlike jungling, at least for many junglers, roaming has some serious risk. The roamer loses XP or leeches from his lanes, can miss kills, can botch tower dives, and certainly loses quite a bit of farm by leaving a lane. As it stands, junglers suffer very few of the consequences without a concerted effort by their opponents, and even then jungle fights are fairly risky for invaders.

I’m glad to see RiotStatikk paying close attention to the current thread on the forums, but I’m worried by the caveat he placed at the end of his call for help: “I will be reading this thread. Identify what you see as the root problem and offer solutions on how to solve it with the least game-shaking changes possible.” I think it might be time for the game to get a decent shake. In fact, this is the perfect time to make some big changes. Season Two is forthcoming, hopefully giving people a chance to tune up their game and make some positive movement on the ladder. I can hardly imagine a better time to make some significant changes to prevalent player strategy and game mechanics.

Still not sure how I feel about the dragon changes

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Though I’ve spent most of my gaming time in Cataclysm lately, I have been sneaking a few games of LoL with my brother. There’s been a lot for both of us to catch up on, though the dragon change has probably had the most impact. Teams are definitely playing the game differently now that dragon is worth so much gold.

One of the most interesting setups I’ve seen was a team that ran two junglers. I’d seen it before, but it had never seen all that effective. I guess I should mention they were both jungling in their own jungle. I was jungling ours (and getting ganked all the damn time – there is no getting away from Nunu and Trundle). With two people constantly mia, our lanes were playing very safe. No one was farming well, so no one wanted to buy wards. Obviously this is all a bit anecdotal, since it was just one game, but there does seem to be a lot more focus on dragon in general, and more games seem to slip away from me early if my team doesn’t ward.

I really think the double change – XP nerf, gold buff – was a little too much. Dragon is such a crucial element of the game that I’d always prefer to err on the side of moderation rather than dramatic change. I’m still working to figure out just how much it matters, and there are some farming toons/comps I’d really like to try to exploit the extra cashflow. What have you seen?

How long before people start to ban Warwick?

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A friend of mine has been playing a lot of Warwick recently and doing very well. That has served as a nice dose of interest for me, since I don’t play Warwick a ton. In the few games I have played him, I’ve been reminded of just how strong he is and how easily he can swing the tide of a game. So when will people start banning him?

A lot of people would say that there are simply better ban targets – Amumu, Morgana, even Twitch – but as I see it, Warwick should be banned over pretty much any of those for the low skill ceiling he has on the utilities he provides. Don’t get me wrong, I think Warwick is as nuanced as the next toon, but you don’t exactly have to know what you’re doing to jungle with him, and he has one of the absolute best lane-ganking abilities in the game. For a lot of players, Warwick is the only toon they know how to jungle, so taking him off the board forces less skilled decisions, and as we get more and more champions, I think that’s going to become the real purpose of the ban. There will be so many champions that players just won’t know how to play them. Take the ones they do, and you’ll have an interesting match.

If you aren’t sure who to take off your ban list to think about adding Warwick, consider Amumu. It sounds crazy, because Amumu is crazy strong. But Amumu really needs to jungle to get off to a good start, and a lot of people just aren’t very good at it. Also, Amumu is one of those toons that tends to get extremely low while jungling, at least early, which gives you a decent chance to kill him and steal his buffs. Amumu is also such a high priority ban these days that most players jump at the chance to play, even if they haven’t played him in a few months. They’re rusty, or just unfamiliar with his playstyle, and end up getting rocked.

I almost feel bad writing this because my friend is such an avid Warwick player, but Warwick causes me so many problems that I really want to see him banned more often.

Pro Tips: Control the Dragon

Dragon control.

At the outset, this seems like a very simple and sort of “no shit” post, but based on my experience I think this post is necessary, particularly with as young as ranked play is. If there’s one thing I find myself furiously pinging in almost every game, it’s little skull over the dragon. As Phreak reminds us in almost every Champion Spotlight, the dragon is not only worth more than a tower in gold, it’s also a couple heroes worth of XP for your entire team. If you find yourself having problems in ranked, start playing toons that can keep control of dragon.

It should go without saying that this won’t guarantee wins, but it can definitely improve your chances and hopefully give your team the edge for early ganks that may have otherwise gone the opposite direction. Most jungling toons are also good at taking down dragon, though some may require a little itemization to deal with the dragon’s health pool. Examples of good junglers/dragon-killers would be toons like Udyr, Shaco, Xin Zhao, Warwick, Amumu, and Fiddlesticks. While Shaco and Xin Zhao are regularly banned (occasionally Amumu as well), I almost never see an Udyr or Fiddlesticks ban, and despite some nerfs, both remain strong characters. There are some less played options as well. Gragas makes a surprisingly good jungler, and Poppy is plenty capable of killing dragon with a little help.

When you’re running one of these characters, dragon should be your number one priority. I cannot stress that enough. Remember the gold and experience benefit to your team. Getting dragon early and often means your team has both a level and gold advantage which only grows as the game continues. Once you’ve taken a few dragon kills, dragon also creates a great choke point to encourage the team fight that will hopefully be working in your favor. If the other team isn’t trying to stop you, it just makes dragon that much easier.

Even when your team is in control of dragon, make sure you’re warding. It’s easy to be out of position when the dragon spawns, and though you should be focusing on dragon, it can be advantageous to knock down a tower if your opponent is out of position. Even if you have the opportunity to push while the other team takes dragon, abandon the tower. Always keep in mind how much the dragon provides. It’s not a little game inside in the push/gank game. The dragon is the game, it’s just something people tend to ignore.

I like to think about things this way – the towers, the heroes, the creeps, all of those things will be there regardless of whether or not you go for dragon. If the other team is serious about dragon, though, you will be woefully behind.

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