Showing posts with label LOL. Show all posts
Showing posts with label LOL. Show all posts

Friday, 25 November 2016

The future of support in League of Legends



Riot has continually struggled to make supports appealing to the League of Legends community. While patch 6.13 improved the overall player experience and quality of life, it failed to deliver the community appeal the role has severely lacked. Significantly fewer players want to play support, and it’s an area Riot is keen to fix. Last week Riot WizardCrab announced that 10 support champions would be added to the free rotation for four weeks. This was done to give players access to a broader pool of supports and improve queue times. However, this is only a temporary fix and Riot is looking to make some big changes to the role in 2017.

Gold income
League's latest character isn't a support, but she does offer some fascinating counterplay opportunities. One of the key areas being investigated is how much gold income supports should receive. Supports currently earn the least gold in the game and Riot need to decide whether they want to more closely match their income with other roles. Choosing to up their wages would give support champions a lot more influence over the course of the game, while allowing them to hit their power spikes that much earlier. However, you can’t just increase the passive gold gained by support items as you’ll end up giving solo laners opportunities to create new strategies that could potentially upset the balance of the game.
If supports scaled off something entirely different than AP and AD this could potentially allow the role to feel more refined, while avoiding the potential pitfalls that come with increasing gold income. Supports should scale in utility not damage, and the items could reflect this by offering stronger tank stats, CDR, movement speed, gold per second and HP/mana regen.
Breaking away from AP and AD would give support champions better shields, heals and CC, but they would still not be able to 1v1 enemy champions. A support's job is to look after the team by providing defensive shields, health top ups, vision and lockdown. A change to supportive items could add further opportunities for supports to shine, while also making the role unique. Players may even be drawn toward the role if these items are only usable when playing support.
Recognition of success
The next thing Riot wants to work on is the amount of recognition supports get. Their impact on the game isn’t celebrated as obviously as a killstreak, for example. However, it should be made clear when a support makes a good play. Damage dealers get recognition from their killing sprees/multi-kills, KDAs/CS numbers, tracking of damage dealt and so on. Supports don’t have this luxury. Their achievements have lower visibility and offer little satisfaction to the player.
Making an awesome clutch save, countering an ultimate or stunning an entire enemy team with a Sona ult can feel great, but it offers little in terms of recognition. Some might argue that ally recognition is all that matters when playing any role, but this doesn’t help supports track their overall performance in-game. Additional post-game statistics would greatly solve this problem.
It would be great to keep track of how much damage was shielded, number of wards placed/cleared and the percentage of healing done throughout the game. Even knowing how many kills you denied would make for a satisfactory addition. It may not provide the same instant recognition as the booming pentakill announcement, but it puts their plays firmly in the sights of both teams.

Itemisation
Riot started to address support itemisation in the preseason, but in the future they want to make sure the items are compelling enough that players want to pick support items for specific situations, instead of limiting their build paths. Support players also need to feel that they’re getting stronger as they purchase new items. When an AD-Carry or an assassin purchases their third item there is a big spike in performance. When a support purchases their third item it’s really hard to see a noticeable difference. Sure, you gain a little boost to your stats and you may even get an active to help out your team, but the overall leap between items could be improved.
Sightstone is another area that Riot wants to consider looking into. If you’re playing support your first purchase is commonly going to be a Sightstone. Purchasing this item instantly puts your build behind for the entire game and greatly limits your choices as a support player. In order to fix this there would likely need to be another overhaul to the vision system. However, this could be solved by giving supports more starting items that provide different options without punishing players for not picking one item over the other. Being forced into purchasing a Sightstone can feel rather unfair and does not help to create meaningful choices.

Pre-game
Many players feel that the experience and gold per 10 runes don’t provide enough benefits when compared to damage dealer runes. Supports should have their own set of runes that are only available to their role which focus on providing them with what they need. The introduction of healing and shielding runes would help supports excel in their individuRiot has continually struggled to make supports appealing to the League of Legends community. While patch 6.13 improved the overall player experience and quality of life, it failed to deliver the community appeal the role has severely lacked. Significantly fewer players want to play support, and it’s an area Riot is keen to fix. Last week Riot WizardCrab announced that 10 support champions would be added to the free rotation for four weeks. This was done to give players access to a broader pool of supports and improve queue times. However, this is only a temporary fix and Riot is looking to make some big changes to the role in 2017.

Gold income
League's latest character isn't a support, but she does offer some fascinating counterplay opportunities. One of the key areas being investigated is how much gold income supports should receive. Supports currently earn the least gold in the game and Riot need to decide whether they want to more closely match their income with other roles. Choosing to up their wages would give support champions a lot more influence over the course of the game, while allowing them to hit their power spikes that much earlier. However, you can’t just increase the passive gold gained by support items as you’ll end up giving solo laners opportunities to create new strategies that could potentially upset the balance of the game.
If supports scaled off something entirely different than AP and AD this could potentially allow the role to feel more refined, while avoiding the potential pitfalls that come with increasing gold income. Supports should scale in utility not damage, and the items could reflect this by offering stronger tank stats, CDR, movement speed, gold per second and HP/mana regen.
Breaking away from AP and AD would give support champions better shields, heals and CC, but they would still not be able to 1v1 enemy champions. A support's job is to look after the team by providing defensive shields, health top ups, vision and lockdown. A change to supportive items could add further opportunities for supports to shine, while also making the role unique. Players may even be drawn toward the role if these items are only usable when playing support.

Recognition of success
The next thing Riot wants to work on is the amount of recognition supports get. Their impact on the game isn’t celebrated as obviously as a killstreak, for example. However, it should be made clear when a support makes a good play. Damage dealers get recognition from their killing sprees/multi-kills, KDAs/CS numbers, tracking of damage dealt and so on. Supports don’t have this luxury. Their achievements have lower visibility and offer little satisfaction to the player.
Making an awesome clutch save, countering an ultimate or stunning an entire enemy team with a Sona ult can feel great, but it offers little in terms of recognition. Some might argue that ally recognition is all that matters when playing any role, but this doesn’t help supports track their overall performance in-game. Additional post-game statistics would greatly solve this problem.
It would be great to keep track of how much damage was shielded, number of wards placed/cleared and the percentage of healing done throughout the game. Even knowing how many kills you denied would make for a satisfactory addition. It may not provide the same instant recognition as the booming pentakill announcement, but it puts their plays firmly in the sights of both teams.

Itemisation
Riot started to address support itemisation in the preseason, but in the future they want to make sure the items are compelling enough that players want to pick support items for specific situations, instead of limiting their build paths. Support players also need to feel that they’re getting stronger as they purchase new items. When an AD-Carry or an assassin purchases their third item there is a big spike in performance. When a support purchases their third item it’s really hard to see a noticeable difference. Sure, you gain a little boost to your stats and you may even get an active to help out your team, but the overall leap between items could be improved.
Sightstone is another area that Riot wants to consider looking into. If you’re playing support your first purchase is commonly going to be a Sightstone. Purchasing this item instantly puts your build behind for the entire game and greatly limits your choices as a support player. In order to fix this there would likely need to be another overhaul to the vision system. However, this could be solved by giving supports more starting items that provide different options without punishing players for not picking one item over the other. Being forced into purchasing a Sightstone can feel rather unfair and does not help to create meaningful choices.
Pre-game
Many players feel that the experience and gold per 10 runes don’t provide enough benefits when compared to damage dealer runes. Supports should have their own set of runes that are only available to their role which focus on providing them with what they need. The introduction of healing and shielding runes would help supports excel in their individual areas and create more strategy within the position.

Laning patterns
Lastly, Riot is looking at how they can improve the in-game decisions made by players in the support role. Many players pick mage champions when they go support as it gives them a more engaging playstyle that allows them to harass the enemy, push lanes and even transition into an AP carry if they get ahead. It’s really not hard to see why people go down this route, but it’s sad to see so many dedicated support champs dropped in favour of mage champions.
Many complain that the role offers little outside of healing, blocking damage and warding. Whether you like the role or not, supports are an integral part of League of Legends. While their playstyle isn’t going to suit the majority of players, they do offer rewarding experiences that are often overshadowed by their bloodthirsty allies. The more that Riot can do to make them more rewarding to play, the better. All areas and create more strategy within the position.

Laning patterns
Lastly, Riot is looking at how they can improve the in-game decisions made by players in the support role. Many players pick mage champions when they go support as it gives them a more engaging playstyle that allows them to harass the enemy, push lanes and even transition into an AP carry if they get ahead. It’s really not hard to see why people go down this route, but it’s sad to see so many dedicated support champs dropped in favour of mage champions.
Many complain that the role offers little outside of healing, blocking damage and warding. Whether you like the role or not, supports are an integral part of League of Legends. While their playstyle isn’t going to suit the majority of players, they do offer rewarding experiences that are often overshadowed by their bloodthirsty allies. The more that Riot can do to make them more rewarding to play, the better.


Wednesday, 16 November 2016

The Succesfull and Unsuccesfull of League of Legends' latest assassin rework

The pre-season is a time of great change and unrest, and it can be daunting for players who have grown familiar with the rift’s ways. Patch 6.22 heralds a host of updates to champions, mechanics, itemisation and even controversial changes to the jungle. However, it’s the assassin class update that steals the show. Our deadly friends are armed to the teeth and have flashy new abilities to swiftly cut down their prey. Patch 6.22 has given the assassins new tools to increase their lethality on the field of battle

THE BIG CHANGES 


Talon

Talon has received the biggest update in the assassin rework and arguably the strongest. His passive, Blade’s End, makes his abilities wound enemy champions and epic monsters for six seconds, stacking up to three times. When Talon attacks a fully wounded target, they bleed for a large amount of physical damage over time. Noxian Diplomacy now has two casts and can be used at range or up close. Talon can either leap to a target, dealing reduced physical damage, or cast within melee range to critically strike his opponent. Whenever Talon kills an enemy with Noxian Diplomacy, he restores health and refunds 50% of the ability’s cooldown. However, it’s Assassin’s Path that makes Talon so scary. The Blade’s Shadow can now effortlessly vault over the nearest structure or terrain in a target direction.

Talon’s vault speed is affected by his movement speed and he cannot vault over the same section of terrain for a period of time. This new ability makes it incredibly hard to catch the slippery assassin and also gives him various ways of initiating fights. When you combine Assassin’s Path with his high burst damage things can get pretty scary.


Katarina

Originally, the Sinister Blade would either win fights in a second of frenzied button mashing, or end up simply throwing daggers at her enemies in a poor attempt to contribute from behind. There was little depth to her kit and balancing her has proved difficult. Katarina now requires a lot more thought and skill when trying to go for those all-important pentakills. Her Bouncing Blades deal damage to her target and nearby enemies which remains the same, but the dagger now ricochets onto the ground behind her initial target. If Katarina touches a dagger, she will use it to slash all nearby foes. This ability has replaced her former W, Sinister Steel and requires Katarina to think ahead when planning her movements to ensure she can proc her spinning attack.

There has also been a minor change to Shunpo as it no longer allows Katarina to ward hop. Instead players will have to jump to fallen daggers if they want to make a quick getaway. The rest of her kit is largely the same, but the new dagger mechanic adds a layer of complexity and premeditation that will have players constantly thinking, as opposed to blindly mashing keys and hoping for the best.


LeBlanc

LeBlanc was always intended to be a fast-paced combo-oriented assassin that uses misdirection to confuse and infuriate her enemies. While her combos have remained strong her trickery and mind games have been neglected. Riot has sharpened LeBlanc’s ability to deceive and create more tricky plays than before. Her ultimate, Mimic, allows LeBlanc to create a clone of herself and cast one of her basic abilities. The second part of the ultimate allows the Deceiver to create a copy at a target location with global range. Once conjured, the copy will walk towards the nearest visible enemy champion and cast a fake version of LeBlanc’s last-used spell before disappearing.

Her new passive, Sigil of Malice, is applied by LeBlanc’s abilities and after 1.5 seconds the next spell shatters the Sigil to deal bonus magic damage. Combining Shatter Orb with Sigil of Malice gives LeBlanc an impressive amount of wave clear as her Q will bounce to all nearby targets, as well as granting opportunities to deal some extra poke damage.


Rengar

Rengar has never had problems quickly assassinating his enemies, but his victims have struggled to react to his attacks. This has created a one-dimensional playstyle for the Pridestalker—diving onto targets with no hope of retaliation, or recklessly diving and getting obliterated. The update aims to give Rengar’s opponents better awareness of when he’s on the prowl, while giving the predator access to more potent defensive tools so he can live to leap another day. When Rengar enters camouflage he is no longer fully invisible, meaning that if someone on the enemy team gets too close to him he will appear.

Like Evelynn’s passive, Shadow Walk, Rengar gains an indicator showing him who can see him and who cannot. His maximum Ferocity has been lowered from five to four stacks, but he gets a free stack for using his passive to pounce on a target. Savagery is now a two part ability which slashes all enemies in arc in front of him before piercing them in a line. Rengar’s Battle Roar is now able to heal for 50% of the damage he took in the last 1.5 seconds, while 100% of the damage dealt by monsters is healed, giving him further survivability. Lastly, Thrill of the Hunt will now reward Rengar with a critical strike when leaping to the nearest champion.

The Pridestalker’s burst damage is still as potent as ever, especially late game—he still scales very well. However, with the new changes to the stealth mechanics, Rengar will have to take extra care when camouflaged and on the hunt for his prey.

SMALLER CHANGES


Akali

Riot is trying to make Akali more distinctive and less frustrating to play against. Twilight Shroud now teleports Akali to the cast location, placing Twilight Shroud at her original position while putting Akali’s other abilities on a 0.5 second global cooldown. Akali’s passive, Twin Disciplines, gives her first basic attack bonus effects. The first heals her, while the second deals bonus damage. The update is meant to make Akali easier to read, while giving her more repeatable damage, but it does feel like an overall nerf for the Fist of the Shadow.


Ekko

The Boy Who Shattered Time has received some of the smallest changes in comparison to the other assassins in this update. It seems as though Riot are emphasising his AP build over the tanky build we’ve been seeing throughout the year. Timewinder has had its AP ratio increased to 30% from 20%, while his ultimate heals him more and will greatly rewards those who opt for AP itemisation. Chronobreaking through Parallel Convergence will also trigger the stun and shield which will give Ekko more opportunities to create plays. The changes might not be the biggest, but they will certainly give AP Ekko an edge.
 

Shaco

Shaco is one of those junglers that can either end games extremely quickly by dominating so hard one team surrenders, or by getting caught and feeding his foes. Riot are reigning in the Demon Jester’s frustrating early ganks and instead giving him more utility within skirmishes—something the killer clown has been desperately crying out for. Deceive’s stealth duration has been decreased at low levels, making his early ganking potential much weaker. Shaco’s ultimate, Hallucinate, now drops a nest of Jack-in-the-Boxes upon death. It’s a great idea, but the overall usefulness of boxes is greatly diminished thanks to how clearly telegraphed they are. Regardless, Shaco still scales well and has plenty of damage in the late game, but the nerf to his early game will greatly impact his overall performance.

Fizz

Urchin Strike’s mana cost has been reduced by 50% at all ranks and it applies Seastone Trident’s bleed to all targets he dashes through. This is really useful for quickly clearing out minion waves and can be extremely potent in teamfights. If you land a kill with Seastone Trident its cooldown will be set to one second. The bleed is also applied when using his ultimate, Chum the Waters. This makes the new ability pretty potent, especially now that Chum the Waters applies the bleed to every champion caught within its radius. Fizz can now summon different sharks based on how far the fish travelled before clamping onto an enemy giving him great opportunities to deliver huge amounts of damage.

Kha'Zix

The Voidreaver is already very strong in the current meta, but the update is set to increase his potency. His base attack damage has been increased and his Taste Their Fear ability now refunds 60% of its cooldown when cast on isolated targets. This is a great ability that you’ll want to use when you’re duelling a lone enemy, or when you’re trying to secure Dragon or Baron buff for your team. Kha'Zix’s Void Spike’s no longer provide a base slow, but if you use it on an isolated target it will slow them for 80%. When evolved, Void Assault allows Kha'Zix to gain invisibility and movement speed for 2.5 seconds upon entering any brush while out of combat (with a maximum of 1.25 seconds after exiting the brush). This effect has a 10 second cooldown per brush. Fighting Kha'Zix in the jungle is an absolute nightmare and we can expect his popularity to increase further as people realise how strong he is.


Zed

Zed still feels very strong, despite Living Shadow no longer providing bonus attack damage. However, it does now give Zed 10 extra energy when you land two abilities on a target, while Shadow Slash has had its cooldown reduced at all ranks. The Master of Shadows will now be able to do more damage at level one, but this will slowly fall off as you level it up. When Zed kills an enemy with Death Mark, he steals a percentage of their AD and can only possess one shadow at a time. The Reaping Bonus goes from 5/10/15% depending on the target’s total attack damage.
 

Monday, 14 November 2016

10 Manfaat Bagi Cewek Yang Mempunyai Pacar Cowok 'GAMERS'

Bagi seorang cowok GAMERS saat ia bermain bisa menghabiskan waktu berjam-jam, apa lagi jika dia sedang bermain game favoritnya, seperti game DOTA 2, League of Legends, World of Warcraft, Counter Strike. Karena kondisi seperti ini, kadang cewek segan untuk mempunyai gebetan atau pacar cowok GAMERS.

Akan Tetapi sebagian cowok GAMERS bisa membuat hubungan dekat yang berkualitas, tidak kalah dengan cowok-cowok pada umumnya. Maka dari itu, tidak ada salahnya jika kamu para cewek memberikan kesempatan pada cowok GAMERS untuk dekat dengan kamu.

Biar lebih meyakinkan para ladies, ini dia 10 alasan kamu harus punya pacar seorang cowok GAMERS.

1. Mudah dicari
Ini keuntungannya mempunyai paacar cowok GAMERS. kamu bakal selalu bisa nebak dimana mereka berada, yaitu di depan Layar Monitor! cowok GAMERS betah dan antusias dengan gae yang mereka sedang mainkan, maka dari itu mereka biasanya akan sering berada di depan layar monitor, laptop, atau TV.

Kamu tidak perlu khawatir, dia tidak akan menghilang kemana-mana dan ga ada kabar seharian  seperti cowok-cowok lainnya.

2. Rela Berjuang untuk kamu
Seorang cowok GAMERS harus berusaha untuk menaikan level atau menyelesaikan quest untuk characternya. Maka dari itu sebagian darinya akan menerapkan mental yang sama dalam kehidupan sehari-harinya. Mereka tidak akan takut menghadapi hal-hal berat yang mungkin akan terjadi dalam hubungan kalian.

3. Berusaha menjadi yang Terbaik
Kemampuan atau usaha seorang GAMERS bersifat konsisten. Meereka selalu berusaha menjadi yang terkuat, terbaik dan di kenal oleh seluruh player. Makanya jika cowok GAMERS bisa membawa sifat konsisten ini ke hubungan yang serius, kamu akan menjadi seorang cewek yang sangat bahagia, karena mereka akan mencoba berusaha menjadi probadi yang terbaik buat kamu.

4. Tidak gampang menyerah
Seperti halnya mental seorang GAMERS ialah mental yang tidak gampang menyerah dalam kondisi seberat apapun, mereka akan tetap berusaha menjadi seorang pemenang. Bagi GAMERS, tidak ada kata menyerah dalam kamus hidup mereka.

5. Pandai memperbaiki Laptop atau PC
Pada umumnya seorang cowok GAMERS sangat tahu dalam teknologi. Mereka tidak mau bermain saat koneksi atau kondisi PC yang buruk atau lemot. Karena itu mereka akan terbiasa untuk memperbaiki komputernya secara mandiri. Jika kamu mempunyai pacar GAMERS jangan malu-malu untuk meminta tolong benerin komputer atau laptop kamu pada mereka.

6. GAMERS itu penyabar
Seperti didalam game, untuk bisa menaikan level atau mencari equip-equip pada game online RPG
seorang cowok GAMERS akan selalu bersabar untuk mendapatkan barang-barang atau menaikan level character gamenya. Seperti halnya pada hubungan yang sedang kalian bina.

7. Mereka memberikan kamu banyak waktu
Ya iya lah seorang cowok GAMERS kebanyakan menghabiskan waktunya di depan layar monitor, dibandingkan dengan di dunia nyata. Tetapi jangan kamu anggap waktu yang mereka habiskan itu sia-sia. Karena jika kamu mempunyai seorang cowok GAMERS kamu akan memiliki waktu luang yang lebih banyak untuk mengerjakan hal-hal pribadi kamu sendiri, jadi enak kan.. punya cowok seorang GAMERS.

8. Mudah saat mencari hadiah ultahnya
Seorang Cowok GAMERS sangat senang jika ia diberikan hadiah yang berhubungan dengan game. Saat ia sedang berulang tahun, kamu bisa tuh.. kasih kejutan ke dia dengan memberikan hadiah sebuah headset, mouse, keyboard pasti dia akan menerimanya dengan senang hati.

9. Untuk GAMERS, Kegagalan adalah guru terbaik
Karena saat mereka gagal dalam mengatur suatu strategi atau saat mengambil keputusan itu sangat berdampak buruk. Demikian halnya dalam kehidupan nyata. Seorang GAMERS akan selalu bersifat hati-hati untuk hal yang mereka kerjakan.

10. Senang Bersosialisasi
Jika kamu berpikiran seorang cowok GAMERS itu adalah orang yang tidak mempunyai banyak teman, mungkin sebaiknya kamu mengoreksi anggapan tersebut, karena cowok gamers itu mempuyai banyak teman tidak hanya di dunia nyata tetapi di dalam game mereka juga bersosialisasi, apalagi jika mereka bergabung dengan sebuah 'GUILD' atau 'Clan' karena dengan bergabung ke sebuah 'Guild' atau 'Clan' disitu mereka akan mendapatkan banyak teman.


Bagaimana Ladies? maukah anda mempunyai pacar seorang GAMERS ..??