How do you define OP?

I found an interesting thread on the forums that made me ask the question in the title of this post: how do I define OP? The author of that thread thinks an OP character is one that defies countering, a champion that doesn’t require teamwork in order to perform well. I can’t really agree with that version of OP, if only because so much of League of Legends happens in the laning phase of the game, where champions are essentially on their own.

My own version of OP looks more like something I saw a Rioter say about Irelia. To me, overpowered champions are those that, regardless of the odds, rarely find themselves in bad situations. Irelia is a perfect example of this problem. In lane she has excellent farming skills and a powerful nuke that becomes a stun once she’s in trouble. Once the teamfights start she gains CC reduction for every enemy around her. She farms well enough that she’s never hurting for gear in that situation either. But this version of OP doesn’t cover everything, either.

Let’s look at Akali. Once Akali hits level three she produces burst unlike almost any champion out there. She also has her Shroud to keep her safe from enemy harass in lane, all the while gaining ground toward level six, which is when things get particularly ugly. Because Akali can solo so well, she ends up several levels ahead of bottom lane and often the enemy jungler. With that level gap her burst can almost always guarantee a kill, but the damage doesn’t stop there. Her ult, which is one of the longest-range dashes in the game (of which she also gets three), refreshes when she gets kills and assists, further increasing her mobility and killing power. She’s very different from Irelia but I would still consider her seriously overpowered.

This will always be the problem with OP champions – there is no one way to define them, no one skill that unifies them. There’s also the fact that not all players can effectively utilize OP champions, which makes for a mix of data on Riot’s end. Certainly they have a lot of highly ranked players that can accurately assess these kinds of champions, but when the champions are being used to great effect across the board, what’s the sense in nerfing them?

My main point here is that OP can start to look pretty subjective when you consider all of the variables that determine whether a champion needs a change or not. It’s why we still have champions like Akali and Irelia at their current power level.

  

Is the gold-per-10 nerf working?

Jarvan dragon slayer

This latest patch saw a nerf to the gold-per-10 items in the game across the board. The items had become so core to several character builds and proved to be strong enough to merit making the passive gold gain unique to each item type. Does the nerf seem to be working?

In my experience, it’s not. While I see fewer champions taking gold-per-10 items, the champions for whom it was strongest still stack them. I think Jarvan is a perfect example, especially considering the nerf he caught this last patch. Despite the changes to both his skills and the items, I still see Jarvan totally control games, mostly because of the farm he can sustain all throughout the game. I still see him stack a Heart of Gold and a Philosopher’s Stone, too, which gives him incredible lanestay.

I’m not seeing the items on quite so many characters, which I guess is a good thing. Still, I’d like to see the nerfs targeted at the champions the items benefit most. This gets back to an idea that I’ve mentioned before – overpowered mechanics that only the best players can benefit from and overpowered mechanics that everyone makes use of. The gold-per-10 items seem to be that second type. What have you seen since the patch?

  

LoL: What’s the Nidalee consensus?

Nidalee.Phreak dropped by the forums today to ask for a little feedback on Nidalee. I was pretty interested in the topic, mostly because I think Nidalee occupies a very weird spot in the LoL spread of champions. She’s definitely a support toon, but she’s capable of carrying a team to victory and utterly terrifying in any 1v1 situation. The most surprising part of the discussion? People think she’s balanced.

I don’t have huge gripes about Nidalee, just minor issues that I think could be tweaked. The real problem I see is that Nidalee can fill every gap a team may have. She heals (one of the most mana efficient in the game), has map awareness, provides a great pushing buff, has incredible escapability and, as such, is one of the best chasers in the game. Add to it all that cat form is excellent for farming with virtually zero consequence and you have a champion that feels far from balanced. It’s not that any of these in and of itself is OP, but that giving them all to a single character results in a team slot that heavily tips the scales. Consider a well played Nidalee versus a well played Nasus (support DPS) or Morgana (support DPS/CC) and I think you’ll find she offers most of the other’s benefits, with the exception of snare/slow, plus a whole lot more.

You can find the full contents of the post in the general discussion forums.

  

LoL: Is top 500 play worth it?

Anivia.I found an interesting post last night that asked what it takes to be a top-tier player. The consensus is that somewhere around 50 games over .500 you’ll start to see names from the top 500 player list, provided you’ve played a couple hundred games. I’m not quite to that 50+ mark, but I know from the way my losses go that I could get there if I was willing to play someone like TF or Twitch repeatedly to carry teams over the edge. For me, though, it’s just not worth it.

A big part of the reason I play LoL is for the competition. After graduating college it has only gotten harder to put together a competitive game of basketball or volleyball. Most of the time pickup games degenerate into friendly matches among less-than-fit friends. It’s not a bad thing, but it doesn’t fulfill that competitive desire. There are rare occasions, though, when a friend brings a friend and suddenly we have a really solid game going.

LoL is the same way for me. When I have those 70-80 minute games I have a blast, but they are the exception. Most of the time I’m watching teammates feed 1-5 and leave (happened to me like 25 minutes ago) or try an AP Gangplank build because a friend said the ults were lolrape. So much of the competition in this game is out of my hands that I’m content to be happy with the good games and just try to play well for myself in the bad ones.

There is one thing that could change my mind: matchmaking. I know everyone is always bitching about it in the forums, but this is really the thing that keeps me from caring about top 500 play. In the past week I’ve been paired with players under level 15 on multiple occasions. I’ve been level 30 for at least a month now with more than 400 games under my belt. These aren’t smurf accounts either, where players have boosted ELO by trashing new players. These are players who, like the aforementioned, try building Ashe for AP (not kidding, this has happened to me) or spend 15 minutes building a Heimer turret nest in a remote patch of brush and then luring the overleveled opponent and promptly dying (again, actually happened). As long as I’m getting paired with this type of player there is no incentive to get to higher play. The landslide will likely be that much worse, if only because higher tier players are better at exploiting the unskilled.

I’m also put off by the method for achieving the ELO necessary for top tier play. When I first started, I played a lot of TF. He was fun, felt strong, and helped me win a lot of games. I’ve since stopped, mostly because it just isn’t enjoyable for me to exploit a broken toon for gain. I really do like a challenge, and nothing about his playstyle feels challenging to me. The same can be said for Twitch, who can easily roll over a team with very little farm. For me, it’s not a fun way to play (okay, every now and again it’s pretty fun), and if the end result is bad matchmaking of a higher order, I’m going to stick to playing toons I enjoy.

  

LoL: Udyr nerf is on the way

Udyr.You had to know this was coming. Since the most recent patch, Udyr has become hugely popular, despite his relatively good position before the buff. Well, he’s getting nerfed, as confirmed by a red post on the forums.

I don’t disagree. He is obviously overpowered, mostly because of the change to stance cooldown. I know, a lot of players have been bitching about the phoenix form buff, but phoenix wouldn’t make as much a difference if his attack speed didn’t get unmanageable in the early game. It’s the attack speed that lets him kill golem with such ease, which translates to dragon solos and a ridiculous early game farm.

The nerf, though, will likely be to phoenix form. Riot has stated that it wants Udyr to have better feel, which means a three stance rotation instead of two. It’s a change I’m mostly happy with, though it puts Riot in a position to give him some nerfs that could heavily affect his late or early game, and no one likes a hero that can only really shine mid-game if he gets a safe, defensive early farm. It’s just not a fun way to play.

  

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