Tag: minions

The minion change I would have liked to see

With Volibear’s patch came a change to one of the longest-standing mechanics in the game: minion damage versus champions. Minion damage against champions was nerfed by “about 15 percent.” I would love to know the actual numbers behind the nerf, if only because it seems like champions are taking much less damage than even that.

I think the change is problematic for a couple reasons. First, it was a nice way to slow down those heavy physical damage dealers. I know, I know, lane passivity and all that, but I actually think minion damage contributed to lane activity. Riot seems to be confusing “aggressive gameplay” with “mindless gameplay.” Aggressive gameplay doesn’t necessarily mean champ-on-champ battles with no outside influence. Aggressive gameplay, at least as I see it, is encouraging more activity in lane than just minion farming, and minion damage does just that. The more potential damage sources against a champion, the more likely that champion will get low, which opens up opportunities for kills. That’s aggressive gameplay.

Reducing incoming minion damage also limited a lot of the counter options available in the lane. With the old damage, I could be losing in lane but bait an attack with a large minion wave and manage a kill. I had more options, and my opponent had a more interesting decision to make around whether or not he could get the kill. He had to factor in more variables, which means more chance for error. These are all good things.

What I really think Riot should have done is make magic damage dealers draw minion aggro the same way physical harass does. I usually don’t think additive solutions are very good – just look at the current health situation – but in this case I think more damage in the lane is better.

Have you noticed the minion bug?

For a few weeks now I’ve felt just a little bit sloppy in lane. I wasn’t sure what was going on, but like any good gamer I was ready to blame my farming problems on anyone or anything other than myself. Alright, that’s not entirely true. I eventually chalked up my diminished minion farming capacity to my own waning interest in League of Legends. As it turns out, my skills may be in tact.

According to RiotVeonneth, there is currently a “significant bug with minion targeting.” He also commented on an upcoming fix saying, “This bug unfortunately took us a while to pin down, but we’ve now identified the core issue and are working on a fix as fast as we can.”

Have you noticed the issue? The times that I noticed it were rare. Like I said, my farming just felt a little sloppy. Have you felt your game slipping recently?

Minion changes to be altered next patch

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It took less than a week for Riot to see that the minion changes do not directly accomplish the goals of ending games more quickly. I don’t want to bag on them too much – there’s no way they can match the thousands and thousands of player hours logged on patch day in playtesting – but still, this should have been pretty obvious. It’s good to know that there is already some brainstorming going on for a fix. Morello dropped by the forums today to lay some knowledge on us.

Basically, minions are too strong, too early, allowing strong pushers like Master Yi, Sivir, or TF to painfully exploit exposed lanes. Granted, the reduced respawn timers actually help with that (even if they’re otherwise bad for the game), but with a well-timed teleport, it’s possible to rock your way down the lane in a very short period of time.

The next patch will move the additional cannon minions to the 40-45 minute range, up from 20, and reducing the cannon minion resistances a bit. While I think the changes will likely be good, I really don’t want this to turn into a trial and error situation. While I think it’s cool that Riot is trying different things to manage pacing, I can’t help but wonder if minions are really the solution. What about the fact that average champion durability on release has gone way up in the past several months? If it takes too long to kill champions at towers, the game becomes more and more defensive as the tower advantage is what really decides the outcome of a fight.

The fact that Riot is turning to minions makes me wonder what the development team thinks about the current field of champions. Do they like where the metagame is at? For now, all signs point to yes. Personally, I think the tanky meta has more than run its course, but maybe that’s just me.

Patch day 3/1: precious little to report

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It’s patch day once again, bringing us Jarvan, the latest tanky “DPS” toon (yes, the quotes imply that he doesn’t deal much damage) to join the League. We’ve also got a list of changes, though none of them are terrible game changing. Let’s do the rundown, shall we?

Anivia got her nerf from last patch partially reverted. Mana cost on Glacial Storm is somewhere in between her original and nerfed numbers, which seems fine. I haven’t seen her in a couple weeks.

Caitlyn’s ult got a range, cast time, and projectile speed buff, all of which were necessary. I still don’t think she’ll be particularly effective in highly competitive matches, but at least her ult will feel less like a liability in the games that I do play her.

Ezreal got a buff to his ultimate – it now scales off his bonus attack damage. Before you freak out, remember that a lot of Ezreal players start with a Sheen/Trinity these days. That’s not a lot of attack damage. Also the fact that it’s bonus damage, not flat attack damage, means you’ll see 10-20 percent damage boost on the high end but that’s really it. I wouldn’t worry about it too much.

Garen caught a small buff, Karma got some buffs across the board, Leblanc caught a tweak, Kaiser got a small buff, Singed got a twe…..oh, forget it. The changes made this patch are miniscule, so I’m going to let you read them for yourself. The really interesting stuff is the changes made to game pacing. Let’s look at those.

-Melee minion magic resist now increases 1.25 per 3 minutes (up from 0.5)
-Ranged minion armor now increases 1.25 per 3 minutes (up from 0.5)
-Cannon minion armor and magic resist now increase 3 per 3 minutes (up from 2)
-After 20 minutes, cannon minions now spawn every 2 waves (up from every 3 waves)
-Cannon minions and super minions now reduce turret damage by 65% (up from 50%)
-Fixed a tooltip bug “This unit receive…” with cannon minions and super minions
-Minions now deal about 50% more damage to turrets

While these changes look good on paper, I’m curious to see if they’ll actually affect the game. So far, my games have still been pretty long. The biggest thing I’ve noticed is that creeps don’t get blown up by attrition during teamfights quite as much. In fact, fights at towers when minions are present have been utter carnage in my experience so far. Another basic issue is that it now takes longer to push to a turret if you don’t have minions with you. In a way, these changes could actually slow the game. Teamfights these days tend to be sprawling, often stretching down a lane, outside the reach of minion fire. If a team has to then backtrack down lane in order to push, I’d hope they can push those minions quickly. That’s won’t be the case with the new minions, which actually surprised me with their durability.

There’s also the new death timers, which now range from 12 seconds to 50 versus the 25-50 of days gone by. Dead players are back to lane very quickly, which might not be a great thing. Yes, it sucks to sit around doing nothing while you’re dead, but that’s part of the penalty. It encourages players to not die. That penalty is now much less harsh, giving early victims the chance to get back to lane quickly to hopefully farm up and recover.

While Riot continues to work toward balance, I think there are still some major issues that need to be addressed. Jungling is still too necessary in my mind, which creates problematic matchups in the top lane. Some champions, like Renekton or Xin Zhao, seem to be designed to take that second solo and completely abuse their opponents. Will those things be addressed in the near future? I certainly hope so. The patch notes have been spartan affairs, lately.

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