Tag: master yi (Page 2 of 2)

The great Yi experiment

Master Yi sunrise.

I’ve long held that Yi is one of the more poorly designed toons in the game. He can be very easy to shut down, especially since draft mode gives your opponents the opportunity to take as many exhausts as they believe are necessary. But Yi is also undeniably fun to play, at least in my mind. It feels great to cruise around the map at mach 10 and just cut people in half. For that very reason, I’ve started The Great Yi Experiment.

I’m going to be selectively using Master Yi in ranked play over the course of the next few weeks to see just how handicapable this swordsman can be. The idea for the experiment actually came from a Twisted Treeline match in which I played Yi, and though I played well early, I got rocked late because the other team stacked exhaust. It was a painful loss. I realized after playing though, that I could have used better summoner skills to keep myself alive and dealing damage, even against three exhausts.

I’m hoping to provide scattered updates along the way. So far, it’s been fun. I’ve seen a modicum of success, both as a jungler and a lane toon, and I’m hoping to continue the trend.

Painful reminders that Riot is young, still growing too fast

Evelynn is dodge-worthy.

Today we got another patch, this one full of bug fixes and small tweaks to existing characters. It also brought some painful reminders that Riot is still a very young company and growing to fast to handle its exploding community.

I’ve written a lot, both here and on the official forums, about the queue dodge penalty system. It sucks. It doesn’t work. People still dodge and troll and do whatever they can to avoid playing with certain players or champions or whatever. This most recent patch actually increased increased the queue dodge penalty. Instead of rewording things, I’ll copy my thoughts from a forum thread I created today.

No one likes to get queue dodged. It sucks. Adding a penalty doesn’t encourage players not to queue dodge, though. It encourages people to attempt to force a teammate to queue dodge. Increasing the time penalty will only make this problem worse.

The whole point of the penalty was to encourage players to make an informed decision about whether or not to drop queue. An informed decision shouldn’t force you to always make a bad decision. I don’t want to join a game with an AFK player or a player who chooses revive/smite Eve and threatens to feed if he doesn’t get mid solo. I also don’t want to wait six or a ridiculous fifteen minutes for another game while that player gets dumped right back into queue.

And let’s say I actually start the game and our friend leaves or goes AFK or feeds or any number of things trolls do just to get to the next game – what’s the penalty for that player? He has effectively ruined the game for 9 other people and in most cases wasted at least 25 minutes of time for 9 players. Even if he leaves it doesn’t count against him in any fashion whatsoever. He gets a leaver mark that can’t be seen until he has likely already ruined a game? That’s like covering up the scarlet letter until Hester Prynne has nailed every married man in town and then telling their wives they should have seen it coming.

Get rid of the queue dodge penalty. It didn’t fix anything when the penalty was two and ten minutes. It made the game creation process much, much worse. I realize the queue dodge system sucks but this little band-aid won’t stop the bleeding. Figure out something new (new lobby system, perhaps?) that will actually address the problem.

In short, the dodge penalty is not doing its job – improving the game experience by reducing dodged games. It’s actually making things worse by incentivizing players to troll, which is terrible for a community.

The reason I think this all points to Riot’s immaturity as a company is that they’ve remained quiet about it, responding to few if any of the posts regarding the dodge problem, and there are a lot of them (posts). Riot is trying to force this system, which is a crap solution, to work when it just doesn’t, instead of implementing a new lobby system or some other player management system that accounts for things like dodging and leaving.

Granted, they might be working on something, but the dodging has been an issue for months. I wrote about my first experience with the queue dodge penalty back in February. The development cycle for these kinds of fixes is way too long, most likely because Riot is understaffed, so the company comes up with these bandages when what they really need is surgery.

Thankfully the community has started to turn around. When the queue dodge system first came out, anyone willing to speak out against it was downvoted into oblivion. Players are starting to realize, though, that the current system sucks and it really needs to be fixed. There’s a lot of support in the forums for reverting the change. Even if the old system wasn’t any better, it certainly wasn’t this bad.

Get on the forums and show some support.

LoL: Patch Day (Akali)

Stinger Akali.

Patch Day is once again upon us, this time heralding the release of Akali, the Fist of Shadow. It’s a patch I’m excited for, mostly because the ninja trio is finally complete. There are some other good changes, though, including a Shen nerf, a Master Yi semi-buff (more on this later) and, an Amumu buff, and some minor changes for several other heroes. This patch also gives us Gentleman Cho, so be ready for well-dressed alien epicurean exploits.

First, we should talk Akali. As mentioned in my initial review, she is too hybrid for the current itemization. If you’d like more than just my opinion, consider that Phreak’s Akali spotlight recommends Mejai’s Soulstealer and Sword of the Occult if she’s going to do well. It makes sense to a degree, but it also points out a significant gap in the itemization. The best thing after Guinsoo’s Rageblade is two high risk/mediocre reward items? Seems to me the 1235g for Mejai’s would be much better spent toward some real AP for Rylai’s or a Brutalizer on the way to your Ghostblade.

The Master Yi situation seems like a stopgap to me. It might keep the Yi fanatics from crying quite as much but he still suffers his old fate. He’s highly susceptible to CC, often requires his ult for escape rather than attack, and offers none of the team utility of other melee DPS toons. I’ll take a Garen/Pantheon/Udyr/Mundo/Shaco/Warwick/Gangplank and even Tryndamere over Yi any day of the week. Yi’s only strength is backdooring towers, and if he’s left to do so your team likely would have won anyway. He is undeniably better than before, but to a pathetic degree. It’s like “improving” a car by giving it a sunroof. Nice? Sure. Does it improve the functionality of the vehicle? Not so much.

The Amumu buff will be especially nice for the first 6-8 levels. That’s typically the worst part of Amumu play because of his long cooldowns and pathetic early-game damage. With an attack buff and some cooldown reduction for Tantrum, he should farm much better and generally seem more enjoyable at every phase of the game.

I’m willing to wait to pass judgement on Udyr until I hear a little bit more from Udyr players. I rarely play the shapeshifter, mostly because I struggle in the jungle (I know, it’s sad). I do know a few Udyr fans, so I’ll see what they make of the nerf before I offer any targeted opinion. I will say that using Treeline as the baseline for buffs/nerfs seems ridiculous when Mundo is so god-forsakenly strong on that map and hasn’t even been grazed by the nerf stick.

Enjoy the time with the new champ tomorrow! As always, I’m sitting on enough IP to buy her several times over, so you can bet I’ll be playing her as soon as possible.

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