Early December Patch Impression after the 1st Week

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Kedzie

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12-10-2012

Following the latest patch, the anticipation was quickly turned into frustration as players ran into problems with gameplay of League of Legends. Naturally, changes are changes and people need to adapt, however there is a prevailing reaction, after a week of gameplay even, that shatters our original optimism of the newest changes. The issues were investigated in depth, and this document has been created as a result of dissatisfaction of veterans at the game.

Let's at first establish that the patch was welcomed by the members of our community. New layout, new jungle, new items, new masteries. The % and flat penetration flip made sense. Changes to jungle made jungle challenging but rewarding. New and exotic items stimulated more personalization and dared players to create new techniques. Even the animations for items like the Tiamat were outstanding. Mastery changes were extremely well done too, especially for supports.

There was much excitement in the air to try new things. The new items are amazing. Ravenous Hydra giving Lifesteal for its AOE, Black Cleaver building from the Brutalizer now made the item whose cost spelled “leet” (elite) become exceptionally useful, instead of being sold late game. Additionally, new support items are just what the role needed.

Games were played, new techniques were developed, and the changes were thoroughly investigated and explored. However, we began running into problems...some champions synergized with items extremely well...too well. Previously, tanky bruisers were quite a nuisance, however, with the right build and right gameplay, they could be CC'd and AS Madreds Bloodrazor, given enough time, could deter the tanky threat. High health, high damage, crowd control, and often gap closers. Tanky bruisers were the most fearful champions in team fights, but could have been stopped.

However, Madred's Bloodrazor was removed, and its passive was inherited by a different item, Blade of The Ruined King, which is much more useful on AD carries than the Bloodrazor, what with the lifestealing abilities and the slowing/lifestealing active. However, the passive changed, and now 4% max health as magic damage changed to 4% current health as physical damage + healing for half that amount. This provides excellent sustain and a decent damage to the tanky threat. Unfortunately, it does not rival the effectiveness of the Bloodrazor.

The Black Cleaver passive is Unique no more, it changed from flat armor reduction to percentage and flat armor reduction was added to its regular stat. Ravenous Hydra makes fighting amongst enemy's minions, and even enemy champions, an advantage since nearby targets provide extra lifesteal. The item is balanced by itself as it rewards a potentially deadly situation. However, for a champion who already has high health, resistance, and damage potential, it becomes devastating. The Black Cleaver, which now shreds armor, is a sufficient substitute for the Bloodrazor, however since it is not based on health, it is a terrifying item against any champion. The League, if it hasn't before, now became the “League of Tanky Bruisers with Hydras and Black Cleavers”.

Aside from the experimental item stage, with each update the game looks and behaves more like its rival, DOTA 2. Many of our LoL veterans are DOTA 2 players, and they notice the increasing similarities. The HUD, interface, and shop system, all now resemble DOTA 2. Even the Honor System, which isn't a bad idea, is similar to the player reward system already present in DOTA. Ultimately, League of Legends is losing its feel, and instead slowly acquiring the status as the “Tanky DOTA”. If we wanted to play DOTA, we'd play DOTA. League is losing its uniqueness, and this, what feels to be, “public testing” of the new items is more agitating than thrilling.

There are many excellent changes, but also many that are exciting on paper, but horrifying in practice. Tanky bruisers are now the core of LoL gameplay, and the same item that can be used to defeat them (Black Cleaver) is also their item of choice. Ravenous Hydra fills the gap between viability and invincibility. Furthermore, the general look and feel of League seems to be a rip-off of its counterpart. Ultimately, the most disappointing aspect of all this is that developer testing was unable to pin-point these flaws, and instead used the community as its guinea pigs. So here we are, identifying and explaining the parts of the game that are unwelcome in this patch. It is only a matter of time for the developers to address these underlying issues.


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Kedzie

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12-10-2012

I also appreciate quality feedback to my opinion expressed above.


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IonDragonX

Senior Member

12-10-2012

Quote:
Originally Posted by Kedzie View Post
Changes to jungle made jungle challenging but rewarding.
Cannot agree with this. The challenge is there but they made the gold level worse after promising that they would improve it.
You are forced (almost) into buying a Machete. It does nothing in PvP, so your jungler basically starts with 175 gold i/o 475. The first teir that it builds into doesn't really help PvP, either. (perhaps the armor from madreds but no damage anywhere) So you lowered gold for the jungle and took out their teeth?
"But they lowered the lane gold too!" you say? That's a lie. Look how much more the cannon creep gives! They didn't actually lower the lane gold, they just shifted it to the cannon!


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Yuan Shikai

Senior Member

12-10-2012

Quote:
Originally Posted by Kedzie View Post

Ultimately, the most disappointing aspect of all this is that developer testing was unable to pin-point these flaws, and instead used the community as its guinea pigs.
Beta server will NEVER be capable of determining and eprfectly judging how things will be when they hit life and it is not even INTENDED that way. PBE is for the most rough outlines of balance, Riot has stated multiple times that finetuning in balance will ALWAYS be determined on the live server as it requires millions of people testing it, not just the limtied population of the beta server.

Also, it is preseason, the preseason EXISTS for unbalanced things to happen and be evened out by exhaustive player testing, so I must have to say that the part that has been quoted by me is absolutely disagreeable as it is in now ay dissapointing but the absolutely and with a 100% certainty way things were expected to be by anyone who knows Riots balance policy.


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Kedzie

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12-10-2012

@IonDragonX: I see, so it's worse than I thought. ^^"
@Yuan Shikai: That doesn't mean it's not frustrating. ^^"


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RockJockey

Senior Member

12-10-2012

I also disagree, however I commend your thoughtfulness in explaining.

LoL = Dota. Nope. The game is progressing at its own pace. The new Items are welcome and are opening up more options for more champions to be built in more ways and more optimally.


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GatorHatur

Senior Member

12-10-2012

Quote:
Originally Posted by Kedzie View Post
Following the latest patch, the anticipation was quickly turned into frustration as players ran into problems with gameplay of League of Legends. Naturally, changes are changes and people need to adapt, however there is a prevailing reaction, after a week of gameplay even, that shatters our original optimism of the newest changes. The issues were investigated in depth, and this document has been created as a result of dissatisfaction of veterans at the game.

Let's at first establish that the patch was welcomed by the members of our community. New layout, new jungle, new items, new masteries. The % and flat penetration flip made sense. Changes to jungle made jungle challenging but rewarding. New and exotic items stimulated more personalization and dared players to create new techniques. Even the animations for items like the Tiamat were outstanding. Mastery changes were extremely well done too, especially for supports.

There was much excitement in the air to try new things. The new items are amazing. Ravenous Hydra giving Lifesteal for its AOE, Black Cleaver building from the Brutalizer now made the item whose cost spelled “leet” (elite) become exceptionally useful, instead of being sold late game. Additionally, new support items are just what the role needed.

Games were played, new techniques were developed, and the changes were thoroughly investigated and explored. However, we began running into problems...some champions synergized with items extremely well...too well. Previously, tanky bruisers were quite a nuisance, however, with the right build and right gameplay, they could be CC'd and AS Madreds Bloodrazor, given enough time, could deter the tanky threat. High health, high damage, crowd control, and often gap closers. Tanky bruisers were the most fearful champions in team fights, but could have been stopped.

However, Madred's Bloodrazor was removed, and its passive was inherited by a different item, Blade of The Ruined King, which is much more useful on AD carries than the Bloodrazor, what with the lifestealing abilities and the slowing/lifestealing active. However, the passive changed, and now 4% max health as magic damage changed to 4% current health as physical damage + healing for half that amount. This provides excellent sustain and a decent damage to the tanky threat. Unfortunately, it does not rival the effectiveness of the Bloodrazor.

The Black Cleaver passive is Unique no more, it changed from flat armor reduction to percentage and flat armor reduction was added to its regular stat. Ravenous Hydra makes fighting amongst enemy's minions, and even enemy champions, an advantage since nearby targets provide extra lifesteal. The item is balanced by itself as it rewards a potentially deadly situation. However, for a champion who already has high health, resistance, and damage potential, it becomes devastating. The Black Cleaver, which now shreds armor, is a sufficient substitute for the Bloodrazor, however since it is not based on health, it is a terrifying item against any champion. The League, if it hasn't before, now became the “League of Tanky Bruisers with Hydras and Black Cleavers”.

Aside from the experimental item stage, with each update the game looks and behaves more like its rival, DOTA 2. Many of our LoL veterans are DOTA 2 players, and they notice the increasing similarities. The HUD, interface, and shop system, all now resemble DOTA 2. Even the Honor System, which isn't a bad idea, is similar to the player reward system already present in DOTA. Ultimately, League of Legends is losing its feel, and instead slowly acquiring the status as the “Tanky DOTA”. If we wanted to play DOTA, we'd play DOTA. League is losing its uniqueness, and this, what feels to be, “public testing” of the new items is more agitating than thrilling.

There are many excellent changes, but also many that are exciting on paper, but horrifying in practice. Tanky bruisers are now the core of LoL gameplay, and the same item that can be used to defeat them (Black Cleaver) is also their item of choice. Ravenous Hydra fills the gap between viability and invincibility. Furthermore, the general look and feel of League seems to be a rip-off of its counterpart. Ultimately, the most disappointing aspect of all this is that developer testing was unable to pin-point these flaws, and instead used the community as its guinea pigs. So here we are, identifying and explaining the parts of the game that are unwelcome in this patch. It is only a matter of time for the developers to address these underlying issues.
They were the original developers of Dota 1 so... They can do as they please IMO


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Apollinarius

Senior Member

12-10-2012

Quote:
Originally Posted by IonDragonX View Post
Cannot agree with this. The challenge is there but they made the gold level worse after promising that they would improve it.
You are forced (almost) into buying a Machete. It does nothing in PvP, so your jungler basically starts with 175 gold i/o 475. The first teir that it builds into doesn't really help PvP, either. (perhaps the armor from madreds but no damage anywhere) So you lowered gold for the jungle and took out their teeth?
"But they lowered the lane gold too!" you say? That's a lie. Look how much more the cannon creep gives! They didn't actually lower the lane gold, they just shifted it to the cannon!
This is so true! I've found that the best way to win lane is to make sure to always get the last hit on the cannon and deny the opposing laner that hit by harassing at just the right time. The cannon is now worth two regular minions. It's crazy.


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Sasaeru

Senior Member

12-10-2012

I agree that BC is just plain stupid right now. Brutalizer gives you flat penetration for people who haven't built armor and then if they do build armor you just build it into BC for percentage penetration. Then you just build a second one and wham bam their armor means nothing. There is absolutely NO correct way right now to build against BC which is why it's the most popular item in the game at this moment. How hard they'll nerf it has yet to be seen but make no mistake, it will be nerfed hard in the weeks and months to come.

I also understand where you were coming from with the jungle changes and I also understand junglers being upset about having to dump money early into zero pvp stats. The thing is, numbers show that after 11 minutes you are making more gold in the jungle than you did in s2. Junglers are mad that they are so gimped early but that's EXACTLY what Riot was going for. They wanted to lower jungler presence in lanes early and without the stats and early gold, junglers are far less likely to gank early. Not to mention they will most likely be taking beatings from the jungle camps for the first few clears and won't have enough health to merit ganking in the first place. I'll repeat, Riot made the changes the way they did because they wanted to lower EARLY lane presence of junglers, and in this way I think they have succeeded.