So I've been playing a lot of Udyr. A lot of Udyr. I mean like ... hours of Udyr. Look I'm talking I played so much Udyr I woke up this morning and was like "which stance am I in?" I had a dream that manbearpig was real, Gore tried to kill me. Anyway Udyr's change has changed a lot so I figured I'd just do a short little review on his changes. Udyr was the first champion I ever bought (and promptly thought I was terrible at this game when it was Udyr that's sucked.) I've put enough time in to Udyr to get a PHD in Udyology. Get it? I'm a Dr. of Udgenics.
I'll probably put up a video of responses to comments later, for now enjoy Udyr!
So with the upcoming Rengar "changes" (I say changes because all they've said is general ideas that they might use, rather than specific changes) I've decided to do a piece on Rengar. A small piece mind you, I'm not gonna write ten pages on Rengar (although I COULD.) This is really gonna focus mostly on Riot's change to his ultimate though: I hate it. For a variety of reasons the most important being that Rengar's ultimate is going to be a toned down lame version of Nocturne's ultimate that will be used primarily to escape. Really lame.
I know I've joked about this a lot but honestly I don't really see why the entire league playerbase is so hung up on the concept of melee carries only being the champions that suck. Zed is a fantastic melee carry, he's just also an assassin. I know League players have developed this sort of childlike belief that the only way you can be a carry is to have an infinity edge and phantom dancer in your inventory. Anything less and you're clearly not a carry. However Zed is clearly a melee carry, and so are other melee champions I'll talk about later, and it's why Morello said they wanted to make melee carries more like assassins.
With the newer support champions becoming more complex, more interactive, more damaging, and more rewarding than the previous support champions I think we're finally hitting the point where supports are catching up the rest of the roles in terms of game impact. While previously supports were really more of an enhancement for your ranged carry (pick Soraka to give your ranged carry a heal ability!) they're really coming in to their own now, becoming a real player in the team and less of just being attached at the hip to your ADC.
So I've had a bunch of ideas rolling around for a blog idea, but none of them were really long enough to make a blog. Now since I actually did want to make a blog out of these things they've just sort of been rolling around never able to actually get out. The solution to this problem? Megablog. You can solve any problem by putting mega in front of it I've found.
Sion VU: This is probably far easier than Riot is making it out to be.
Survival instincts: Maybe being afraid of death is a good thing in LoL.
Ranked Draft turn taking: Taking turns is how the pick system works.
As an official challenger I believe it's my duty to help the rest of THE LEAGUE OF LEGENDS player base now get better. As such, I've prepared a list of things that you can do to improve your gameplay. Some might remember the last time I tried to help the player base and it went really well so we're gonna try it again!
Amazing controversial attention grabbing title. Anyways, Nasus should never have been made a jungler. I was watching one of them LCS thingerdoodles and one of the casters (I forget which) said something which I can paraphrase as "Nasus is so good as a jungler because if you have your basic jungle mechanics down you can play Nasus and he'll do amazingly." And honestly it struck me then that Nasus once he's in the jungle is actually one of the easiest to play champions in the game. He transforms for a difficult laner who has to struggle for any gain in to an easy mode press W from 700 range for a forced flash or dead laner.
Video companion is being uploaded, give it a bit to do that.
Now this post isn't made for normal players, it's for ranked players. Why ranked? Because normals are for being normal, and not for being ranked. It's amazing how so many people forget that. Anyway with that done there's a disturbing trend I've been seeing where people just sort of pretend the game starts at 10 minutes (and some junglers think it starts at 20 minutes) and that nothing before then really counts. It's honestly really hazardous to the game because there's a lot of stuff going on before 10 minutes that seriously impacts the rest of the game. The most important? Choosing your champions! But our UI does suck and makes it hard to work with your team....
No I don't have a youtube video, it's Easter. I have to spend the day with my family and friends not the internet. But seriously I'll do a comments response video again, tomorrow. Prize to the most vulgar and off topic comment.
So everyone has always said "melee carries suck, melee carries can't happen" and to a certain extent they are right, with ranged AD carries being so powerful how can a melee carry hope to compare? Well I think that carry has been distorted and twisted to mean something it wasn't really meant to mean. Ranged AD carries have been so OP, are so OP now, and will for the forseeable future always be so OP that the term carry in itself has been warped in a bad way to just mean "ranged auto attacker." That's bad, for a lot of reasons.
With the announcement of Zac and Riot saying he's a throwback to the original 40 champions I decided to take a minute, just sit right there, I'm gonna tell you the biggest change in champions I've seen since the Original 40 (or at least the wayyyy old champions) and the shift that started to happen in Season 1. The biggest difference you might think is just the fact that older champions tended to be a lot more comedic and sarcastic but that's not the biggest one, so I figured I'd talk about difference between older and newer champions.
A lot of times people tend to think some champions are super complex, when in reality they're just following a script as to what they should be doing. These champions are basically a pre-set combo champion. A champion who might have a semi-complex combo to pull off, but the complexity is only in the actual execution of the combo, and there's very little actual thought in to what goes in. Fighting games are big on this, as the majority of a fighting game is making sure not to drop any comboes, and I think a lot of that has rubbed off on to LoL championsd where, personally, I don't think it fits. What's more, facerolling champions are far too common for me.
This title is somewhat of a misnomer but I'll go in to why I titled it like that later. Basically we're all no longer playing league to play league, we are all playing league in order to abuse the latest most OP trend until it gets fixed. Late Season 2 had huge issues with imba-as-fuck champions, and Season 3 has that issue + item issues. Lulu, Jayce, Rengar, Elise, etc. BC, Warmogs, BotRK, etc. We're in an age right now where our balance isn't about finding a champion you're good at and playing them to win, it's about finding the most OP thing and abusing it until its nerfed. Of course after its nerfed Riot will have put in a newer even more OP thing to deal with.
Video helps! But I still suck at this whole "speaking thing." Video goes on and I forget what is do englisch.
So there are a lot of items getting worked on in Season 3 that are being worked on to balance them, but there are a few items that are being ignored. I've decided to look at a few of these items this week and do a little helpful list of things that can be done to make them better. Without further ado, here we go!
Actually further ado. I think League could really benefit from more item diversity, even after Season 3 builds tend to be cookie cutter far more often than not, and with that in mind I'd like to suggest buffs to a couple of items that give different or unique effects beyond "damage" "tankiness" or "AP."
In Season 2 ADCs had the issue where they were all looking very same-y. They all stood there and auto attack'd, they all used a (typically Q) ability with good base damage but low/no scaling, had an escape, some sort of AoE ultimate, etc. MOST IMPORTANTLY though, they all built the same items, progressed at about the same pace, and did very similar ... everything. Well Season 3 rolled around and Riot changed up ADCs and items drastically to further differentiate early game ADCs from end game (no more hypercarry/early game Ezreal) on top of changing their playstyles drastically. Ezreal builds more kitey, Kog'maw builds more hypercarry, Sivir builds more mid-game-y and etc. This is done through Iceborne Gauntlet, Static Shiv, Phantom Dancer, whether or not you're gonna get IE early, etc. However, bruisers on the other hand are now all building Warmogs/sunfire as their starting items, and all starting to feel very same-y.
So lately I've been thinking about who should be allowed to be viable, who should be nerfed, and who should just be left Evelyn'd. It all started when I had a conversation about Rengar and at the end I said "well he has had so much play time in high ELO and so much work put towards balancing him that maybe Riot should just leave him weak because he has so many bad mechanics that it would be really difficult to do anything with him." And isn't that true with a lot of heroes? Their mechanics are just so bad sometimes that you just have to agree that they'd never be balanced in a way that would be fun, or would make them good at both high and low ELO.