Tag: pushing

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.

State of Heimerdinger

Blast Zone Heimerdinger.

Heimerdinger has slowly risen to become one of the champions I see most in-game. Though known for his incredible pushing power, he is also an excellent defender and farmer, giving him the items needed to put out big damage over the course of the game. With yesterday’s grenade buff, I think Heimer is among the strongest support champions, despite his turret vs. tower nerf.

I was pretty shocked to see Heimer catch a little buff. Yes, his turrets deal less damage but he can toss more grenades so his net effect on towers is just about the same. The real key to Heimer is getting a strong early farm and good early magic penetration. Magic penetration, especially early in the game, increases the damage output of your missiles for some nice harass. My personal preference is to max turrets and missiles side by side and stand well back behind my creeps so that should my opponent come to harass they catch a missile in the face.

Heimer is strong in teamfights because he gives his team control over positioning. What could have been a successful chase through the woods quickly turns into death for you or multiple teammates if Heimer comes to back up his teammate. The slow from turrets is great CC and the heal his ultimate provides can keep a push alive. In short, Heimer is one of the most frustrating characters to play against if played well.

Phreak dropped into a recent forum thread to say they (the devs) aren’t quite done with Heimer. He specifically calls out the Heimer vs towers situation, which is really the worst of it. If his team has good ranged harass, he’ll stand by and lob grenades until your towers are gone and there’s precious little you can do about it.

Heimer is unique because he gets to play a different game than everyone else. While not quite the micro fun of a Chen or Meepo from DotA, he still has big control over the positioning of teamfights and the lane creeps. If you’re playing Heimer right now, enjoy your day in the sun. It won’t last forever.

LoL: The state of Sivir

An original Sivir skin.I decided to try something new recently and give Sivir a go. I’ve always hated her, mostly because I’ve seen her pushing power completely dominate a game. She’s always seemed like an unstoppable force in the right hands, so I figured I should see if it’s really the toon.

Let me just say that I think Sivir might be the best character for mid in the game. She bulldozes creeps for very little mana and has no trouble with champions that aren’t built for extremely high survivability. I’ve faced casters, tanks, and carries all mid and had very little trouble, even against the good players. Some of them slowed my farm, forcing me to take Spell Shield over Boomerang Blade, but no one has been able to completely shut me down.

As of this post I’ve won 80% of my games as Sivir. My losses were actually in premades during which I suffered from unskilled teammates. In one game I was paired with a level 13 Annie. We lost. Badly. In the other games, though, I’ve been such a force mid that I have to wonder about her balance. I don’t think she’s particularly good for solo queue. Without solid team coordination she has too much pushing power that, when coupled with a move speed modifier and a spell shield, gives her the survivability to truly own a game.

Really, I think this latest patch has caused most of the problems. She has always been strong, but with the heavy prioritization on farming, Sivir can easily level gap people in ways only the best gankers could previously do. The upcoming patch should help, reducing the range at which she can farm and increasing gank XP. I’ll update this post with a little more in-depth match detail when I’ve spent more time with her.

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