Tag: season one (Page 4 of 7)

Season One hasn’t fixed matchmaking

No excuse for this.

I played a few solo 5v5 ranked games today. That’s been my method of late. A few. Not four. Sometimes not even three. Just one or two in a go, and they rarely last longer than 30 minutes anymore. It’s a strange way to play the game, kinda like taking a step back more than six months to when my ELO was fresh and I was just learning to play.

The one game that stuck out today, though, was a game in which the other team didn’t ban Shaco and I got to have a little fun. It started in their woods when I polished off Warwick at level two. I ganked him again as soon as he respawned and made it out of base, netting him three deaths in the first six or seven minutes of the game. My opponent’s other lanes were struggling as well – one because Sion was incredibly over-confident. I wondered what was going on (why we were winning so easily) until I got to the lobby. That Sion? He had one win. One solitary win, and his ELO was more than 150 points below most of my team.

I will say, most of my games have been with players of similar ELO, with a tolerance of maybe 100 points in the worst case. I can live with that. But when my queues are no longer than 25 seconds, it seems like the MM algorithm should be doing a better job than this. As more games are played, there will be an increasing gap between 1200 ELO players and 1450 ELO players. Why matchmaking would ever put those two together, particularly in solo queue, is completely beyond me.

We need more Season One disclosure

Excited!I was really excited for Season One – maybe too excited – and I think that excitement led to overblown expectations about the changes to the game. I do think my expectations would have been held more in line, though, if Riot had been more transparent about all of the features/changes to the game and client with the advent of the League’s first competitive season.

Consider a recent thread in which a player asked about the required number of champions for Ranked Play. What’s that? Yes, you are required to have 14 champions unlocked in order to play ranked playlists. I was actually thrilled to find out, but why didn’t we know more about it before? It wasn’t in the patch notes as I can remember (and I tend to read those pretty carefully), nor was it in any of the previews.

The ranking system also includes anti-dispersion code so that a high player and low player can’t queue together to bump the high-ELO player’s rating (this still doesn’t explain how the top 5v5 solo player was more than 200 points above the next player, even though they were known to play with each other (this has changed since Saturday)).

All of this would have been great information for the community. I can understand withholding a few things for the element of surprise, but these little, behind-the-scenes mechanics actually disperse a lot of the rage players stir up with uninformed speculation.

Unbearable lag in ranked matches

Unavailable server.My first five ranked matches went surprisingly well. My teammates were (mostly) competent and I walked away 5-0, feeling good. Number six was a little rough.

I queued up with Everett and we jumped into a game. At the loading screen it looked a little ugly. We had a Gangplank, which I never trust anymore, and our teammates were struggling to keep up from level one. The enemy Fiddlesticks was completely dominating the game, up to 17 stacks on his Mejai’s at one point – it was bad.

We got lucky, though. Around level 12 their Taric started to chain-DC, giving us a chance to farm up and come back to win. I felt bad for the other guys, but we really did have a better late game team.

Number seven was my first loss, made all the more frustrating by unbearable lag. From what I’ve heard it’s only the ranked queue, but the lag is such that at times I would see two second delay from the time I clicked to the time I casted. The other team had it too, but they were much tankier than we were and could last through the lag spikes much better.

I wouldn’t care nearly as much about the lag if it weren’t in ranked play. Ranked matches are meant to provide a forum for players to show off their best skills and have a ranking that reflects those efforts. When you introduce massive server side lag, you pretty much negate the chances of that happening.

Patch Day: Season One patch note roundup

Xin Zhao commando.

It’s that time again, and though I have a load of thoughts about the Season One features I still want to cover the changes to the actual game. The Season One patch actually brought a lot of champion and game changes with it.

The most notable change, in my mind, is the Cleanse change. Prior to the nerf, Cleanse was the skill I saw most often at the loading screen. Now, though, it feels almost useless. As of the current patch, Cleanse only removes CC effects, silences, and blinds. That’s right, ignite cannot be cleansed. Neither can Morgana ult, Kaiser ult, Malzahar ult, or any of the DoTs in the game. This is a huge buff to the characters that rely on ignite for their killing power (Kat, Ezreal, Shaco) and a big fat nerf for most carries. I should also note that Cleanse does not work on Exhaust, even though it’s a slow/blind.

Among other general game changes, Revive now grants 225 percent run speed as a diminishing buff on use. Ignite also got a small damage nerf. The jungle has been normalized a bit so that one side can’t get an advantage over the other simply by lucky dual-golem camp spawns. Twisted Treeline experience is a bit different now that Grez no longer grants global XP/gold for the killing team. It will still be important, but won’t snowball nearly as badly. Turret damage is also up a bit, and there’s been a change to the way inhibitors respawn. Inhibitors always stay down for five minutes now, and if all inhibitors respawn, the nexus and nexus turrets become invulnerable. Just bring down one inhib to win the game.

There’s a new item in game that should make junglers happy:

New Item: Wriggle’s Lantern
+35 Damage, +30 Armor, +14% Lifesteal
UNIQUE Passive: 20% chance on attack to deal 500 damage to a minion.
UNIQUE Active: Places an invisible ward with 1100 range sight and lasts for 3 minutes. 3 minute cooldown.

It’s a cool item, especially because of the ward. It is a little on the expensive side when compared with the marginally greater cost of Madred’s and the much more valuable attributes on Madred’s. Still, the free ward is really nice.

On to the champion changes – I’ll be writing a separate post regarding Xin Zhao so check back for more info.

Heimer got nerfed versus turrets again – concussion grenade deals 50 percent less damage to turrets and has a slightly longer cooldown. It won’t fix all of the problems around Heimer but it will probably make people cry a little bit less.

Kassadin has received a bit of a rework. His W skill no longer drains mana and instead restores it on every hit (good for non-mana targets). It also now has an active that increases armor penetration by quite a lot. I don’t think it fixes his problems – he has to blink in to serious trouble to deal damage and then can’t really escape – but it should help if you want to try hybrid/AD builds. He also gains more attack speed from his passive than before.

Kayle caught another nerf – no splash damage on turrets and a Divine Blessing move speed nerf. I think this pretty much cements her as a useless bag of crap unless you can get a legendary farm over your opponents. With a shorter ult duration and less tower pushing, she’s pretty much back to her pre-buff level in my opinion.

Pantheon received even more surgery. His stun now scales in duration so you should be able to avoid a little Heartseeker damage early. His spearshot is now more expensive/less-spammable, and Aegis has had its CD normalized to 12 seconds. Overall he should be a little more fun to play in the early game (no more eternal cooldowns) and a bit easier to avoid in terms of damage output.

The rest of the changes are pretty small – a slight damage buff for Veigar, TF PaC can’t be dodged, hit box spells like Feast, Fling, and Consume are a bit easier to cast and a load of bug fixes. For the full list, read up on the official forums.

Why did they reset ELO

Season One splashI seriously cannot fathom the answer to that question. Originally it looked as though Riot was going to let players self-rank for the early games. You would select a box, as it shows in the pic above, placing you with players who had selected similar ranks. Apparently that didn’t go through, though. I’ve been paired with people in their 20s in both games I’ve played so far. I’ve also had rage quitters on the opposing team in both games.

This really doesn’t make for a fun initial experience for everyone. I hate to be the guy crowing about ELO, but as mentioned previously, I’m in the top 3000 player base, potentially as high as top 1500. There’s no way I should be playing with level 22s. It’s not fun for me. It’s not fun for them. One of the things I love most about this game is the competitive environment and it’s totally out the window with an ELO reset.

There is a chance ELO has been marginally reset, meaning they may have just normalized everyone’s ELO a bit to give some players a fresh start, but still try to pair you by level and some measure of your skill. I will say, judging by the players I’ve seen thus far, it doesn’t look as though that’s the case.

Are you guys experiencing severe skill gaps?

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