Author Archive

“Hybrid Carry” Support: Design that Limits Champion Choices

Posted: February 10, 2014 by atenthirtyone in General

Hello readers,

It’s been quite a long time since I have written an article, but here’s a topic that has been bothering me for a while. This is when a game has characters/weapons/choices that try to achieve too much, and ends up doing nothing. It’s also call jack of all trades, master of none. As many of you know, the “standard” composition of a League of Legends Summoner’s Rift game is the following:

Top Lane: Bruiser or Tank

Middle Lane: Magical Damage Carry

Bottom Lane: Physical Damage Ranged Carry

Bottom Lane: Support

Jungle: Bruiser or Tank

Generally, we want to have champions that can do their roles efficiently (unless you are trolling, special snowflaking it, or just do not care). The top lane bruiser/tank is the most isolated from help and is largely an one versus one matchup with the ocassional jerk jungler(s) that ruin a gentleman’s match. These champions need to be durable, and preferably either good duelists and/or have good sustainability. The middle lane is currently reserved for the AP carry or mage, who has the most active engagements with the enemy team. In addition, they occupy the most active area, so they need to have a fairly strong early and mid game to do well. The jungler generally needs to be extremely fast at killing camps and/or strong at ganking the other lanes. Bottom lane needs a ranged champion that scales well into the late game, and someone whom can function efficiently with low amounts of gold as the support. These are all reasonable attributes that we can assign. However, what if some champions’ design seem to overlap between these attributes?

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Fizz – A Review

Posted: November 22, 2011 by atenthirtyone in Champions, General

Hello, readers. It’s been a while since I written an article for lolnoelo. In this article, I am going to give you guys a review on the new champion, Fizz, the Tidal Trickster. Before he was released, Riot described this champion as an assassin character that is extremely mobile and has various tools up his sleev… fins allowing him to pursue or escape with ease. However, unlike other assassins, Fizz does not have high burst. Instead, he has high sustained damage allowing him to still threaten squishy champions, while being able to fight straight up with more durable champions. Oh, and he does magic damage. Now, let’s take a look at his abilities to see how Riot tried to realize this concept of a slippery assassin mage bruiser.

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F**k Team Fights: Importance of Ambushes and Objective Grabbing

Posted: October 12, 2011 by atenthirtyone in General

League of Legends is a lot about killing enemy champions. It gives you gold, experience, the satisfaction of causing virtual harm to another person, and potentially rage/whine replies. The average League of Legends match ends after or at least shortly after a full team fight. One team tends to come out ahead after the brawl and is either able to outright win or secure an advantage to win shortly. A lot of the game balance is geared towards this idea of team fighting. From champions that poke to weaken enemies, assassins that pick off key targets, support champions that save allies, and tanks that control the pace of the battle – it seems like League of Legends has a lot of focus towards team fights. But what if we ignore this to win?

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Potentially Useful Thoughts: Champions That Force a Response

Posted: October 4, 2011 by atenthirtyone in Champions

Between playing this game quite a bit, and being a lucky bastard and getting riot points as gifts, I have a significant majority of the champions in League of Legends now. I was looking at the champions list, and I became to notice that some champions automatically force certain responses from the opposite team simply due to their mechanics, as well as their existence.

Here’s a champion that is probably the best example for what I am trying to say: Karthus. Everyone that has played League off Legends somewhat knows how potentially frustrating his ultimate, Requiem is. This ultimate allows Karthus to essentially remove around 200 damage from every enemy champion (for the most part) when he reaches level 6. So, pretty much during the laning phase, you automatically lose 200 health during a fight in the early game (unless you’re a special snowflake champion). What does this mean? You become reluctant to start a fight with the enemy laner unless you know that Karthus cannot use his ultimate (dead dead, or has no mana) or you can win the fight with more than 200 health (I know it does 250 magic damage but it tends to round out to 200 damage after resistances). That’s the beauty/atrocity of Karthus during this part of the game. He does automatically assists his team regardless of his location, and you know he can – his map control has range is the whole map.

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Support heroes have always been a mainstay of League of Legends for the longest time now. They are champions that specifically do not need much farm to be extremely effective. Yet, how they have been played has changed significantly within the last few months. Previously before the massive changes to the AP ratios of healing abilities and sustainability, support became a roadblock in skirmishes and team fights that was often seen as stale and boring. What I mean is champions like Soraka and Sona, whom can keep their duo lane in lane for a disgusting amount of time (Soraka especially). Now, this by itself is not a problem because all this would have done is power up the AD carries to get their items faster and thus lane pushing and team fighting would occur faster. However, this is compounded by the fact that support was building a great deal of AP themselves when possible (assists and gold per 10 seconds items). This meant that heals from these support champions would heal as hard if not harder than multiple “nuke” abilities in the game. But, now things have changed quite a bit.

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Status of Mid: Overly Dominant AP Carries?

Posted: September 13, 2011 by atenthirtyone in General, Laning

As of the date of this article being posted, AP carries have now become “standard”, “normal”, or “meta” (for you, meta meta meta scumbags). It’s quite rare that we see any AD carries such as Ashe, whom has always been quite weak at mid, but took it because of the farm potential and sadistically enjoy getting picked on by nearly every champion in the laning phase. There’s a reason for choosing AP carries over AD carries for the most part nowadays. AP carries tend to have more tools and power in the laning phase and mid game due to how they mechanically function (they use abilities). While they will not have the ridiculously late game scaling as an AD carry, most AP carries can take advantage of the mid lane farm because they can exert far more pressure and danger to their opponents. I mean, look at some of these mid lane AP carry champions: (more…)

With the Riot developers’ dislike of champions with great sustainability or offers great sustainability to their team, the “healer” support champions have receive pretty significant changes to their mid and late game. What I mean by this is that almost every single heal from these champions have received a reduction in their AP ratio. For the most part, they have received some sort of change to supposedly compensate for no longer being rewarded for having a ton of AP in the late game. In addition, Riot changed some of their other abilities in hopes that it would bring more risk and brawl to these champions’ play. Let’s take a look at our favorite “healer” champions (click here for the actual number changes).

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