Tag: rage (Page 1 of 2)

Bethesda and Dishonored Give Me an Excuse to Run This Lena Headey Picture

You know, as much as I love Bethesda, they don’t exactly have an astounding history of success with original titles.

If you look at their history as a developer, you’ll of course notice their standout titles (“Fallout 3” and the “Elder Scrolls” series) are both of unquestionably great caliber, but only one of which is a true independent property. After that, you’ll see that Bethesda mostly spends their time as a publisher of titles that include “Brink,” “Call of Cthulu: Dark Corners of the Earth,” “Rouge Warrior,” and “Rage”  (which John Carmack recently apologized for). All of those titles share one thing in common. None of them were really, truly great, but they all featured at least one aspect or element that made them stand out.

See that’s the real magic behind Bethesda. Even when everything doesn’t come together as it should, they always manage to attach themselves to titles that never really feel like they are phoning it in. Hell, they even published a “Pirates of the Caribbean” game that wasn’t a complete hack job, and Disney and Johnny Depp have been phoning that franchise in since “Pirates of the Caribbean 2.”

It’s such a consistent enough history of exceptional effort that it makes gamers everywhere stand up and take notice when the Maryland based developer starts a new project. Apparently, gamers aren’t the only ones taking notice as some A-list Hollywood celebrities have jumped at the chance to sign on for Bethesda’s next title “Dishonored.” It was recently announced that Susan Sarandon (“Thelma and Louise”, “Rocky Horror Picture Show”), Chloe Grace Moretz (“500 Days of Summer”, “Kick-Ass”), and Carrie Fisher (Princess Leia…duh), will join previously announced actors Brad Dourif (“Deadwood”, “Childs Play”), Michael Madsen (“Reservoir Dogs”, “Kill Bill Vol. 2”), Lena Heady (“300”, “Game of Thrones”), and  “Mad Men’s” John Slattery as voice actors for the new title.

That’s clearly one hell of a cast assembled so far. What’s got them so excited? Well “Dishonored” is described as a “Steampunk, stealth first person role playing video game” that follows an Empress’s bodyguard, turned assassin who becomes framed for the Empress’s murder and must prove his innocence and find the real killers. “Dishonored” is supposed to support a revolutionary stealth system that boasts that no enemy must be killed, and a non-lethal solution is available for any situation. Along with that, the games steampunk open world promises to offer the traditional Bethesda quality open world, where they claim that every NPC is alive and active even if they are not interacting with you.

If you’re anything like me, that description got all kinds of hairs on you standing up. Like I said, when Bethesda gets behind something, they don’t do it half-ass. Between that description, that cast, and the development team attached to “Dishonored” (Arkane Studios, who previously worked on the incredible “Dark Messiah of Might and Magic” and “Bioshock 2”, and designer Viktor Antonov who helped design “Half-Life 2’s” City 17), this is starting to look more and more like a sleeper Game of The Year contender in the making, that’s causing all of the stars to align.

The E-Sports sportmanship problem

Over the weekend Riot set quite a few E-sports records with its Season One Dreamhack qualifiers, the most notable of which is likely the 60,000+ viewers that tuned in for the qualifying matches. It was a clear marker of the popularity of E-sports in North America, not to mention League of Legends as a game.

There was an ugly side to the proceedings as well. The whole tournament started under the drama umbrella that is Couter Logic Gaming and Team SoloMid. If ever you needed evidence of the age demographic of competitive gamers, just read a few threads between these two teams and their supporters. It won’t be interesting, I promise. It will be full of petty insults and the kind of high-school-grade trash you’re probably reading so often in the Tribunal.

I think I was fortunate to hit my competitive gaming peak before any of these big tournaments got popular. The Halo 1 competitive scene was remarkably friendly, and I spent loads of time on message boards working out reload mechanics and powerup spawn times with the same guys I was playing against. We were all in love with the game and, frankly, stakes were pretty low. I was never up for $100,000. I think the biggest prize package I was ever competing for was a flat CRT TV (yeah, that’s right – like a bulky TV with a flat screen), a new Xbox, and a copy of Halo. Sure, it was nice, but it wasn’t going to make my life dramatically different (and I was playing against the Ogres, so…).

As the competitive scene gains ground, the prizes have ratcheted up, which seems to somehow inversely proportional to player attitudes. Jon Tran at Top Tier Tactics put together an awesome piece about the effect player attitudes is having not only on competitive gaming but on the form’s mainstream acceptance. It is absolutely worth the read, but the basic gist is this: competitive gaming has a mainstream ceiling until players can learn to respect one another.

If you want proof, consider Grackis. He is one of the most infamous LoL players, mostly for his insane fits of rage, but also for his skill. He was recently asked to commentate a competitive match at NESL and the LoL community went batty with indignation. If the very community playing the game doesn’t want this guy casting because of his bad behavior, do you think the gaming community at large wants to hear him rage?

Of course not. In fact, I’m willing to bet the only reason people pay attention to any of the high tier players is because of the desire to be those players. They are the masters of the craft, so people are willing to take a little abuse if it means learning at the feet of people like HotshotGG. Unfortunately, exposure to the kind of “lol ur bad, kid” has infected most competitive gaming communities to the point that they’re nearly unbearable to be a part of. Review a few Tribunal cases and you’ll know what I mean.

I’m hoping things improve, but as long as we continue to offer up celebrity status to players with an attitude, I think it will be quite some time before there’s a shift in tone.

Renekton ability list announced alongside the ‘Fury’ resource system

Renekton.

It’s been a busy week, and I’m sad to say it has set me a little bit behind on my forum reading. I did get a little bit of time after dinner today to check out the recently announced ability list for Renekton, including his new resource system. Let’s dive in, shall we?

You can’t talk about Renekton without talking about the new resource system. Renekton uses ‘fury,’ which, from the sound of things, should work like most any warrior in any RPG you’d be familiar with. You hit stuff, you get fury. You use fury, you hit stuff harder. It’s a bit of an odd system for League of Legends, because you really need to be able to cast, even when you haven’t hit anything in a while. Riot deals with that by (as far as I can tell) making Renekton’s abilities free to use. By using them while he has enough fury, Renekton augments his abilities in some way. It seems a little confusing, but I’m sure it will make sense once I can play it.

I’ve interspersed my commentary with the ability list because there’s a lot to cover. My comments are in italics. Here’s the list:

Tyrant’s Reach: Renekton cleaves, dealing damage to nearby enemies and healing for 20% of the damage dealt. Each target hit grants 5 fury, up to 25. Heal amount is tripled against champions up to a hard cap.

When Renekton has more than 50 Fury he heals for a large portion of damage dealt. Consumes 50 Fury.

Few skills in LoL scream ‘jungler’ quite as loudly as this. With auto attacks generating fury along with that cleave he should be healing very quickly. The only way this isn’t a jungle skill is if it has a massive cooldown, but I doubt that. I know it is possible to jungle on Nasus (I do it myself here and there), but this skill will serve you much better in the early game than Siphon Strike.

Ruthless Predator: Renekton’s next attack will swing twice dealing a percentage of his Attack Damage as physical damage and stunning his target for a short time. Applies on-hit effects.

When Renekton has more than 50 Fury, his next attack will swing three times dealing a percentage of his Attack Damage and stunning his target for an increased duration. Consumes 50 Fury.

This is where Renekton gets the sticking power Nasus so badly needs (don’t you dare say ‘what about Wither’ – that skill is almost completely countered by Merc Treads). When coupled with the dash skill below and a Phage/Trinity Force/Frozen Mallet, Renekton will be attached to you like a facesucker on anything not named Sigourney Weaver. To me, this is basically a delayed auto attack reset, likely for slightly reduced damage. A reasonable combo would probably be Slice/Dice and if you’re over 50 fury, hit Ruthless Predator, if not, use his cleave/auto attacks to break 50, hit RP and finish your target.

Slice: Renekton dashes forward, dealing physical damage to targets along the way. If he hits a target he gains the ability to use Dice. .
Dice: Renekton dashes, dealing physical damage along the way.

When Renekton has more than 50 Fury during Dice, he deals 50% additional damage and shreds the armor of targets he hits. Consumes 50 Fury.

This is an interesting skill because it is probably the first hard counter to Flash in the game. If you Slice to a target and they Flash, you Dice to them again. Even Kassadin would have a hard time getting away if Renekton takes Flash. This skill is also your setup for everything else. Depending on the cooldown, I would guess you’ll take one rank of Slice/Dice and max the other two.

Dominus (Ultimate): Renekton empowers himself with dark energies, gaining increased size and health for 15 seconds. While empowered, he deals additional magic damage and generates bonus Fury every second.

Here we have the thematic tie to Nasus, as well as a defensive skill to add a little survivability. It’s strange that he deals bonus magic damage in this form. I’ve never liked it when Riot hybridizes a champion’s damage; it makes that champion very difficult to build against in an otherwise balanced team. Again, I wonder about the cooldown. I personally think Nasus’ ult CD should be half as long as it is, but maybe that’s just me. This guy has enough other high-impact skills that this one doesn’t have to be incredible (as an aside, it sucks to write that – this is his ult and as such it should be epic).

Reign of Anger (Passive): Renekton gains 10 Fury per autoattack. Having sufficient fury empowers Renekton’s abilities with bonus effects, but this drains Fury. Out of combat, Renekton loses 5 Fury per second.

When Renekton is below 40% life, he generates 50% more Fury.

Again, this is a case for Renekton as a jungler. Melee does not do well in lane as it is. The quick Fury decay means he needs to be auto attacking fairly often to keep enough available for use on champions. In a way, it’s sort of a beautiful system for a jungler. In the early game he’ll probably struggle to get to that 50 Fury during a gank. The Fury will decay while he’s positioning in the brush and he’ll need 4-5 auto attacks plus an ability or two to get to the 50-point stun from Ruthless Predator. With Slice/Dice and a mobility summoner spell, though, I could see him sticking to targets in the early game with or without Fury. We’ll see.

On the whole, I’m really interested to see how this guy turns out. It’s strange that Riot is releasing what appears to be a very strong jungler after it’s been mentioned several times by several people that they want to reduce the importance of jungling. That could mean jungling nerfs are getting close, but it could also be that pure melee toons thrive in the jungle because they get crippled in lane and there’s no easy way to fix it. Let’s hope it’s the former.

How do you respond to losing?

Defeat screen.

I’ve been spending less time than usual in ranked games since crossing the 1500 marker for the second time. It’s that “second time” part that’s really important, because it took me a while to make my way back up after dropping as low as 1410ish. Prior to that point, I usually jumped into a new game shortly after losing. I had this sense that I could “erase” the last match by winning another. Unfortunately, we all know the game doesn’t work that way, and more often than not the losses pile up along with the frustration.

I’ve taken a different approach lately. When I lose a game I back off, let myself chill out from the loss before I queue again. It keeps the rage down a bit and even better, it gets me new teammates. I often feel like a losing team tends to lose when they get paired together because a demoralizing defeat just carries over into the next game.

Occasionally I’ll play a few in a row, but it’s usually on nights that I know I’ll be okay dropping 40-50 ELO, but for the most part, I’m sticking to a one and done schedule for losing. How do you handle your losses?

What’s the funniest insult you’ve seen or received?

Penny Arcade anonymity.

There’s a funny thread in the forum right now, simply asking for the funniest insult you’ve seen or received. There are a few immediate classics inside, though my favorite has to be from Zileas. He says his funniest was the following:

Your Mom is like a free to play game. You can unlock her with effort, but it’s a lot quicker just to pay $5.

So what’s your funniest in-game insult? Though this doesn’t exactly qualify, one of the more hilarious things I’ve seen lately was a Vlad on my team who had taken mid and started to rage after a buddy I was playing with used Shen’s ult on a low health Ashe instead of the similarly low health Vlad. He started calling “gg,” threating to feed, and verbally abusing my friend for his use of Shen’s ult. At the time, Shen was 0/1/9 – pretty much a textbook definition of a solid tank – our team was up at least 10 kills and we were up on turrets. The other team surrendered at 26 minutes, but to read chat you’d think we had been losing since the five minute mark.

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