Saturday, 24 August 2013

The Legendary Annals of Crown Prince Rammin': Part III

These are from games played July and early Aug 2013.

Well, I continue my spectacularly slow progress up the League of Legends summoner levels, with gaming time severely limited by family/work responsibilities (many enjoyable I should add) and related exhaustion. Now halfway through L12 (Flash FTW! Woot!). I got myself a 50 wins XP boost pack, since all my mates are L30 and I need all the help I can get with my small amount of playing time. I had  no problems with paying real money for that; the game has already given me plenty of value. The remaining RP gives me enough to unlock a couple of champions when I see ones I was gunning for in sales. [Edit: In fact, just unlocked Morgana and Kog'Maw a few days ago with this. My initial roster is nearly complete: the details and crazy thinking merit another post :-)]

Had some interesting experiences in terms of the community. (Spoiler: almost overwhelmingly positive. Yes, I did say positive.) Kept forgetting to use Fraps to grab stats screen shots so, for the ones I missed, I've used the stats details from the very useful LolKing site.

Game 1


The shame, the shame.
I should get my utter shame out of the way first. 0/9/1 with Evelynn (first time) in Co-Op vs. AI speaks for itself :-) I tried jungling and, being accustomed to Nunu (with his uber-sustain bite and AS/MS buff), completely miscalculated. Luckily the rest of the team were stomping and just passed a few 'WTF Eve?!!' and 'Stop feeding Eve' comments (but also a couple of 'no problems' when I apologised for being so shit). I should have gone straight to lane after the initial death, but the rest of the guys were pushing hard and it was only a Co-Op vs. AI so thought I'd practice. I think at one point I was something ridiculous like 7 or 8 levels behind (blushes). But such hard lessons are definitely the best learnt.

Games 2 and 3


The cunning(?) 3 marksmen gambit fails to pay off.
These showed the negative side of blind pick solo queue matches. Both times I got exclusively Spanish-speaking teams, and both times they locked-in champions with zero regard for team composition.

In the first, we had three marksmen (ADCs) and zero chat messages, with the inevitable result. Tried to support them as jungle Nunu with some ganks but was never going to be enough.

Like the Sinclair C5: looks good on paper, fails miserably in practice.
(No, wait, the C5 looked shit on paper as well :-))
 In the second, we had a more sensible line-up (tank, marksman, support, assassin and apparently jungling Fiddlesticks), with me as support (Soraka). But then Fiddlesticks didn't jungle and three of them went bottom and one top. (I think the other team had three bottom at the start, though they may well not have done; if they did, the smart move would have been to hold them with two (maybe Amumu or Ashe and me) but no-one was responding to chat. So I went mid and somehow went 3/2/2 with Soraka(!) before a horrible loss.

Having said all that, I actually still enjoyed trying to make the best of it and encourage some teamwork, even when the latter experienced the Lead Balloon Effect.

Games 4 and 5


Partly as a reaction to those games, I hooked up with LoL players in the Rock, Paper, Shotgun community (a games blog I've followed for ages which attracts some great, intelligent commentary on gaming). Hopped on to the in-game chat channel, fired off a few messages, joined their Mumble (voice chat) server, and had a couple of games with ultra helpful and friendly guys within minutes (cheers!).

Well, they're stats to be proud of for a marksman in a 55+ mins game :-)


Fraps shot at last! Similar lacklusted marksman scores.
The only problem was that they were all L30 (mostly Silver league ranked) and used smurf accounts (alternative lower-summoner-level) accounts for these games. I assume that they did this for one or more of the following reasons: (a) they didn't want to get a bad game history playing with random people who might be unbelieveably appalling; (b) they think the match-making is broken and would give me too hard a game; (c) they want to help me advance by giving me an armchair ride; or (d) they just wanted some fun playing at an easier level. Maybe it's different reasons for different people but I find it (use of smurf accounts) a bit depressing because it 'destabilises' the matchmaking system (which seems pretty reasonable from my experience). Whatever the case may be, (c) is mostly what applied and, though I was massively thankful for their help and friendliness (and we had two straightforward wins), it all felt a little too easy and not really helping me learn the hard way. You can see from my stats--- as a marksman both times--- that I was rather, shall we say, away from the action :-)

Games 6 and 7


These were more like it. Played Soraka both times: I've done a lot of support because I'm nice and don't demand top, mid or marksman after 0.04 secs :-) Plus I actually like it.


Team Mage Kicks Ass.
Both games were solo queue again but both times I got chatty English-speaking teams who were trying to learn. You can see I was a lot more involved in these games.

The first was still a case of the first 4 people picking what they wanted, which left us with 3 mages and 2 supports, with both of the supports magic-damage-focused :-) But, when I said we looked a little mage-heavy, people were aware enough (and fun enough) to respond 'Go Team Mage!'. But, except for an enemy Udyr who sensibly built Wit's End and MR (and reaped the rewards), they didn't really counter it as they should and we had some decent individual and team play. It's always a pleasure when your Soraka ult saves a player the other side of the map from certain death (Annie top in this case) with perfect timing, and you get an exchange like the one I got here:

Annie: Wow, was that you Soraka?
Soraka: Yep :-)

Building Will of the Ancients (AP and spell vamp for all allies in range, including me) also helped. I'm starting to think more intelligently about item selection now (and have a better recollection of what does what).

Underwhelming stats mask some great bot lane action.
(That sounds so wrong.)
In the second, I experienced a first in winning without a single death on our entire team: I think they surrendered when about 30 deaths down :-)

I was only 0/0/4; Fizz (mid) and Pantheon (top) went on major killing sprees. But we had some great defensive action bottom with Caitlyn and Soraka (me) vs. Blitzcrank and Cho'Gath (oddly not Caitlyn, though she showed up later). We lacked offensive oomph--- it was YourNightM4re's first game as Caitlyn, and he/she took Meditation which was a massive waste with Soraka supporting, whose E massively replenishes allies' mana--- but I had a lot of work to do with Blitz around and made some nice saves. Luckily I took Heal so could do an initial silence and then up to three heals which is always handy. Some other really nice chat exchanges, such as:

Caitlyn: Thanks so much. [After saving her from another Blitz pull.]
Soraka: No probs.

Summary


A bit of everything but enjoying every minute. Would be so useful to be able to specify preferred/required languages for your summoner matchmaking, but I can see how Riot wouldn't want to do that to potentially split the community. (I still think they're missing a trick not doing it though. Had exactly the same frustrations in Left 4 Dead.)


Sunday, 18 August 2013

The Legendary Annals of Crown Prince Rammin': Part II


[This goes back to games played early April 2013.]

Best session evar! Three 5v5s, three wins playing with four L30 mates (with me only L10 or so). Anticipatory comment: In future, I might actually write things up so that, you know, I actually remember more of what happened...

I'm also going to try to remember to use Fraps to screenshot the loading screen and victory/defeat stats screen in each match (LoL's in-game screenshot doesn't work on the loading screen at least), so that I have a better recall of the matchups and outcomes (and a nice little cabinet of glory and shame). I should look into recording the odd game as well...


Game 1: Nunu

Can't remember the details but did OK. I do remember that I kept overestimating the range of ice blast.



Game 2: Nunu

I think I went bottom lane with my friend Jon (GingerNinja123) as Talon. Memories a little hazy, but I think there was good use of Ohmwrecker late game to disable one of the inhibitor-protecting turrets. I even did a decent amount of warding and apparently avoided dieing, which was nice [Fast Show FTW].





Game 3: Vayne

With Leona support (Jon) bottom lane. Actually made a good fist of the AD carry role, no doubt aided by good Leona play setting me up. My farming is still very poor (pitiful creep score), but a multi-kill and 4 kill streak warmed my cockles. Satisfying since we both got killed several times early vs. aggressive play, but clawed our way back. Sion was owning for them, but we (eventually) ganged up on him and showed him what's what. According to Chris (ClungeHoover), we had one of the 'best team initiations evar!' in a late teamfight. No doubt because I wasn't playing Nunu and spoiling everything with an ill-timed ultimate :-)

Titan Quest character builds my way

This is a post I wrote ages ago for my personal Web site, which has since died horribly. Just to show I haven't only played League of Legends (and am equally obsessive in all games with understanding the mechanics and thinking about character builds) :-)

Background

I did it my way.
Image source: Paste (Sinatra image)
I've played a fair amount of Titan Quest Immortal Throne and, on the whole, really enjoyed it. It's something you can play in short chunks and still make decent progress each time (handy when you're a father). The skill system is satisfying and the game mechanics subtle. (However, it's a big gripe of mine that the mechanics are so opaque and inaccessible. It's taken me ages piecing together bits on the excellent titanquest.net forums to properly understand them. There is some vital stuff that is really hard to figure out through trial and error in the game. In general, this is a big topic for a game-design debate, but let's leave that for now.) Luckily, I don't get particularly sucked in by the randomised loot addiction-inducing design, though I do get a little obsessive about build strategies.

I blasted through Normal difficulty TQ with three mates, which proved very underwhelming since we had an uber (for Normal) Ice Shards build, an uber Eruption/Core Dweller build, a Warfare smasher and me as a 'support' Ranger who just managed to look at corpses 90% of the time :-) I then played around with numerous half-baked builds in TQ IT (which addresses nearly all of the glaring omissions in vanilla TQ; there really is zero point playing vanilla TQ). I finished the pre-IT bit with an Oracle (Storm/Spirit), but got tired of the 'glass cannon' style in Act IV. I then finished Normal fully with a Warden (Defence/Hunting), which I enjoyed but had planned as an 'ultimate versatility' character, using both spears and bow. In theory it makes sense but, in practice, skill points are too thin. Plus switching to bow loses all the shield blocking, so you have an awkward playstyle where attacking at range makes you more vulnerable. I ended up focusing primarily on the bow skills, with just a point in the two Shield Charge skills to have a gap-closing stun to transition from ranged to melee. (This is after maxing all the crossover skills which work for bow and spear so my melee is at least still OK.)

One of the main aspects of TQ is that, even if you get to Legendary, you still haven't really got skill points to put in all the skills from both masteries, and you generally wouldn't want to because your character loses 'focus' (and thus effectiveness) and too many active skills become unmanageable in terms of actually microing them. So, in the Warden example, I'll never 'see' the Defence shield skills used 'properly' (with synergised skill points and equipment). You can roughly generalise most masteries into two or three optional skill areas where you'd generally choose one: Defence has shield skills and the Rally/Adrenaline tree health buffs (most builds would take some points in Iron Will, Armor Handling and Colossus Form); Storm has weapon-attack buffs (lightning/cold mix), lightning-based spells and cold-based spells (every Storm build would normally take Squall, with Heart of Frost or Static Charge depending on lightning or cold focus, and virtually none would take more than a point in Energy Shield or Freezing Blast); Rogue has piercing, traps and poison-based (nearly all builds would take 1 point in Envenom Weapon to get Mandrake's confusion and fumbling; virtually none would emphasise the bleeding-specific aspects since they are a very secondary adjunct in terms of damage); etc. So, basically, I'd like a mix of builds which try out as many of these optional areas as possible, but in a minimum number of characters.

Farming and creating some optimised uber-build do nothing for me (why have an end goal to make the game ridiculously easy and pre-planned?) I use TQVault, but more as a trophy cabinet. I'd like a set of characters which are each pretty flexible with regards to equipment, and have a couple of damage types to make things more interesting. However, I'm aware that the game mechanics mean that straying too far from a powergamer max-one-damage-type build can be a problem in Epic and Legendary. This is a delicate balancing act, since one of the main appeals of TQ is the visceral glory of it all, which tends to be lost if you have a slow, ponderous character. I think I've now got a good enough understanding of the detailed mechanics to achieve this without severely gimping the builds.

I also don't generally like pets: it feels kind of disconnected having something else do the killing for you (which you don't have tight control of without awkward keying). It's kind of a very lite version of an RTS game; if I wanted to do that, I'd play a proper full-on RTS :-). It's also a big skill point sink and doesn't allow me to explore a range of skills from each mastery. However, I also prefer to tactically control the enemies, rather than running around like an idiot (not very heroic IMO), so aggro-keeping pets/skills are very useful add-ons in this regard; it adds to the builds' versatility if each of them has some such option (primarily traps, monster lure and core dweller; the other pets/allies don't tend to keep aggro so well though are still reasonable, especially Outsider and Liche King).

Finally, TQ is a very visual (and visceral, as just mentioned) game. Part of the fun is in the look of the characters (which improves as the equipment gets better and cooler-looking) and the visual effects, especially those from the Earth, Storm and Dream trees. Thus, though it may sound a little childish, this is always something to bear in mind when designing characters.

General Criteria

Given all this, I want a set of character builds with the following criteria:
  • Use all the eight basic masteries (ignoring Dream due to it being stupidly overpowered). I want to explore the various skills and possibilities, given that I already have a lightning-focused Oracle and bow-focused Warden. I'll start with the minimum four characters to cover all the masteries, and will probably not have enough time to venture much beyond this.
  • Cover different playstyles (but not too one-trick-pony-like) and, over all four combinations, have good item coverage with little overlap and different visual styles. (That basically means two male and two female, two with STR/DEX-based gear and two with INT-based gear, and using the range of weapon types.)
  • Each build has some flexibility in damage types and equipment (especially not being ranged-only or melee-only absolutely exclusively, which also helps with some bosses that are much harder one way than the other). Survivability therefore has to be carefully thought out, since these won't be uber-builds that kill things quickly enough that defence is largely irrelevant.
  • Pets for tactical control of enemies, rather than in a pure pet-focused build.
  • Minimal use of potions. For me, gulping pots all the time is the most unheroic, atmosphere-breaking way to go. There's a real satisfaction in balancing your health and energy regen (or avoiding damage) so that you rarely need them.
The desired playstyles are:
  • predominantly melee dual-wielder;
  • predominantly ranged bow user (but something more unusual than my Warden);
  • ranged caster;
  • predominantly melee shield user.

The Builds

After a ridiculous amount of thought, the 4 chosen builds are... (drumroll please)...
  • Spellbreaker (Warfare/Spirit)
  • Ranger (Hunting/Nature)
  • Magician (Rogue/Earth)
  • Paladin (Defense/Storm)

Spellbreaker (Melee Dual-Wielding)

I wanted to use the up-close auras of Spirit, and heavy life leech nicely complements the pure damage-dealing of Warfare. The 'deal damage or die' playstyle seems like a fun one. Plus I've got Ancestral Horn, Outsider and Liche King as backup if I really need it. General tactic is just to wade in there (via War Wind), using the Deathchill tree and War Horn to stun and slow enemies whilst leeching their life like crazy to offset damage received. Rather handily, I have a Soul Shiver artifact recipe and set of ingredients from previous characters which will fit in nicely.

Undead are an issue with a life leech build, though maxed Necrosis with -resistance charms should mean I still do leech some life from them. I'm resigned to having a switch-out set of undead-specific equipment, though I really dislike the concept (if I can minimise it to rings, amulets and weapons that would be good). At least I can get some use out of Djed of Osiris charms...

Ranger (Ranged Bow with some Spear/Shield Melee thrown in)

I'm actually going to build this as an Int-based ranger, despite the importance of Str to bow damage output. (Point-for-point, Str adds much more bow damage than Dex.) This is for a combination of energy, energy regen, mixed-in elemental damage and caster gear (so that two builds use caster gear and two use melee gear). I also suspect that monster armour scales much more quickly than resistances, so an elemental focus might work out better in the long term. (The 'strength is best' conclusion comes from the formula for piercing-capable weapon damage, but this effect gets weaker if physical resistance (including armour) is much higher, relatively, than pierce resistance. The main point is that the percentage conversion to piercing is done after physical bonuses have been factored in, so Str will add to this physical and the base piercing damage.) The physical/pierce/elemental damage mixture also guarantees that I can 'evenly' damage all monsters. A Pierce-focused build is heavy going against some critters (e.g., those turtles).

Therefore, I'll eventually be focusing on elemental damage gear, with some +piercing% thrown in, and a fair degree of items with attribute boosts (since I want enough Str to use a reasonable shield and not completely nerf my pierce damage). Nature doesn't give me any elemental damage directly, but I have the killer combination of Study Prey/Flush Out (Hunting) and Susceptibility (Nature) for a double elemental resistance debuff, a double physical resistance debuff, and a single pierce resistance debuff. (Despite the confusing % signs in their descriptions, they are all absolute reductions to resistances and these do stack for skills, at least according to Apocalypse80's excellent detailed analysis.) Plus, skills like Tranquility of Water are a nice complement to Hunting's energy-constrained build.

For a breath of fresh air with Hunting builds, I'm also going to heavily use the unfashionable Nymph (with Nature's Wrath) as a nicely-synergised sidekick (and no wolves). Whilst she won't benefit directly from any personal +elemental bonuses, she will from the treble debuff and all my auras (Heart of Oak, Art of the Hunt and Call of the Hunt). I also like the 'pair of sassy bowmasters' vibe. (Of course I'll play a female skin :-) Caster gear looks terrible on male characters.) This has the novelty that I'll be focusing on aura skills in a Hunting build, rather than the almost-instinctive maxing of Wood Lore, Volley and Scattershot. I may lose some overall killing potential, but it will be fun and gives me loads of flexibility (see later).

Though I hold out little hope, I'm also curious to see how the Nymph's Overgrowth will work out. (I'm avoiding Briar Ward due to many people saying that it is buggy and doesn't really hold all monsters out. I assume the same is true for Overgrowth. It also misses out on the other Briar Ward tree benefits, though I wouldn't have the skill points to invest heavily in that anyway. I might still go 1/1/1 in Briar Ward just to get the handy Sanctuary regen aura, which will also help the Nymph.)

Super Item, Skill and Role Flexibility with this Ranger Build

Following Tyr's nice guide, the Nature/Hunting combo also allows me to choose whether to use the Nymph more as support (focusing on damage-dealing skills for me) or emphasise her as the main damager (focusing on defensive skills for me). The former is less of a her-or-me-for-damage choice, because prioritising damage auras will boost both of us. The latter, given Hunting's extreme paucity of defensive skills, relies on Fatigue (Plague tree) and Heart of Oak's HP boost. (Having complained about Hunting's defence, I've always really liked the few defensive gems it offers: Herbal Remedy is great to cover poison resist and some health regen, and one point in Find Cover is awesome for the complete entrapment avoidance.) I'm tempted to go for the latter just for the novelty.

In either case, I can choose whether to do more melee (shielding her more easily from attention) or more ranged (with more kiting and emphasis on mowing mobs down as quickly as possible), though melee is obviously trickier with caster gear. If I don't want the Nymph to die a lot, the latter might mean more manual positioning of her (thus a bit more RTS-style gameplay). I can also use Monster Lure if I want better tactical control, especially in Epic and Legendary. Monster Lure also acts as a pet, so should benefit from the pet-specific gear I'm likely to use for the Nymph.

The other nice thing is that I can switch between standard physical/pierce and the elemental hybrid according to the items I find (attributes permitting), thus giving me more items to choose from. It also makes sense from a skills perspective to do most, if not all, of Normal with a largely physical/pierce build, because the elemental damage and debuff skills are at the top (Flush Out, Nature's Wrath) and penultimate tier (Susceptibility) of their skill trees. So one option is to sit at level 16 or 24 in both skill trees and pump the core skills a bit: Art of the Hunt, Sylvan Nymph, Heart of Oak, Study Prey, Herbal Remedy and possibly Call of the Hunt (especially if I can get any -%recharge). However, if I find some awesome elemental damage gear, I can go see the Mystic and rush to the top of the trees to get points in the elemental bits.

This degree of flexibility is something that I really like, and is hard to achieve with many class combinations.

Magician (Ranged Caster/Trapper)

This is my ultra-fun 'do as many ridiculous damage types as possible' build, whilst not relying on continuously running in circles. Sure, it will kill slower than a focused build, but it should be an enjoyable frenzy of skill-spamming. Traps keep aggro very well and will be a main part of the build. Earth adds in Eruption, Volcanic Orb and the Earth Enchantment tree (with Brimstone boosting the traps if I'm close enough). To top it off, Throwing Knives with the Envenom Weapon tree (and EE auras) add burning/confusing/poisoning/bleeding knives all over the place (grin). From a skill points and effectiveness perspective, I won't really be sinking many points into poison and bleeding.

All backed up with little me and my staff. Plus there's always Core Dweller to add in for extra aggro-gathering if necessary later in Epic.

Paladin (Melee Shield-Based)

I enjoyed the Defense shield skills from my Warden build. Paladin emphasises these whilst adding the opportunity for secondary elemental damage and a ranged AoE attack (Squall FTW!) so that I can always keep a shield whilst not being restricted to only melee. (This flexibility option is the main reason why I rejected other combinations such as Defense/Nature, which really restrict you to melee only.) Using something like a Folg with stun and lightning damage seems like good fun, though focusing on Cold gives me extra survivability benefits from Heart of Frost.

Attribute points will be tricky. I'll be wearing melee gear, so Str is still crucial though maxed Armour Handling helps, but not for weapons :-(. I want to pump Int a little but not massively beyond what Storm gives me. Dex will suffer the most, so I'll need plenty of +DA equipment (especially since DA also influences shield block chances). Or I can pump Dex more and mix in more +elem damage equipment.


Sources
The TitanQuest.net site is an amazing source of information on game mechanics and strategies, though it can sometimes be tough sifting through to the essentials. I found the following threads really useful:

TitanCalc is another must-have resource for planning builds and checking out the skill trees.

Edits
22 Aug 2013: Re-ordered and re-edited some text so it all reads a bit better and removes some stuff that wasn't really correct.
19 Aug 2013: Re-jigged for this blog.
8th May 2011: Added some sources and heavily updated the Ranger description.
1st May 2011: Initial text-only version without styling.

Thursday, 1 August 2013

Four Supports = Pro :-)

The League Of Legends 'meta' is an endless source of debate: what the best team and laning composition should be. I get a little frustrated that there seems far too much just adhering to the 'received wisdom', which has been honed from pro-play tactics and doesn't necessarily make sense blindly. (There's a nice SK Gaming explanation of the current meta.)

So I found this pretty impressive. One of the premier pro teams (Azubu) going four supports and one AD carry in a tournament, and winning from a massive deficit at around 20 mins. (The team was Lulu, Janna, Nunu, Taric and Vayne.)

The main video is backed by some MOBA Fire analysis (which also has the video embedded). Some awesome skills in evidence there.

In fact, it's not that different, in that Taric & Vayne is a pretty standard bottom lane combo, as is Nunu jungling and (at a push) Janna as a mage mid. However, Lulu top lane is pretty leftfield and, in the video, you can see that they make clever use of lane-swapping. (I seem to remember Taric & Vayne go top early on.) The 'point' is that they chose 4 supports that, in combination, insanely boost Vayne, hence it being called a 'defend the Vayne' build.

Tuesday, 30 July 2013

The Legendary Annals of Crown Prince Rammin': Part I

Jump you fool!
[This goes back to the first non-LAN-party vs. humans game I played back in March/April 2013.]

And so it has come to this: time for a leap of faith by the fool (noob) RamminRigsby. My first ever-so-proper LoL game against real Internet people. Well, that's something of a lie since I did play one (or two) at my mates' heroic LAN party as I first began my LoL journey. But the way was eased then by copious amounts of alcohol and sleep deprivation (and L30 mates telling me what to do), which gave me the requisite air of nonchalance. (The alcohol is the reason why I can't remember if it was one or two such games.)

This time I was still playing with two L30 friends (from the LAN party) with oodles of ranked games experience: Chris (ClungeHoover) and Jon (GingerNinja123).* So, whilst I had my baby hand somewhat held, it also kind of ensured that I'd be matched with high level players, and there was a worry that I'd be letting everyone down. (Plus the inevitable fear of getting hammered in the chat: MOBA games have a pretty notorious reputation in this regard, despite Riot's attempts to fend it off with their cute honour system.)

* No, I don't know why he thought ClungeHoover was a good gaming name either :-) Perhaps that is the kettle calling the pot black, though my gaming name is at least an attempt at an alliterative anti-deadly-serious-cool-names bit of silliness.

My pessimism was justified, as the match ended up being me --- just scraped L9 through a glorious tutorial victory :-) --- two L23/24, and the other seven L30.

But let's put the wringing of hands aside and get on with it.

We lost.

But not by much.

And I didn't feed (give loads of kills to the opposition). And everyone was pleasant (though there was zero team chat outside of us three). Behold the magic stat-o-grams!



Went Nunu for the familiarity and cuddleness, and so that I could virtually hug my little buddy Chris in bottom lane (playing Sivir as an AD carry). Our team started pretty well, on top in the initial kills and pushing a few towers. (My previous tutorial game told me that that gives a global gold boost, info. I'd missed last time I ran through it.) Then it seemed like we got a bit cocky and got creamed in a teamfight whilst trying to kill the dragon. And from there we got penned into our base and, despite various Rorke's-Drift-style defences, eventually bowed out.

I was pretty pleased, especially as I was using smart cast for all skills for the first time in a non-tutorial. (That's why I'd just played a tutorial game; surely you didn't think it was for any other reason?) A nice little guide on GoodGame8.com helped with that (though out-of-date on a couple of things); it's very frustrating how poor the official LoL documentation is on all these really-quite-damn-key features. I went full-on without any range indicators, which means the skill fires as soon as you press the key (valid-target-permitting). In retrospect, I should keep the range indicators on for now, because it helps to learn the ranges for the different champions (though it slows you slightly as the skill only fires once you release the key).

I felt I had a better feel for when to use abilities than previously, doing stuff like using W for a speed boost out of base (and continually applying it to the ADC), my E to aid escapes, and Q judiciously to heal up and last hit (though not much of that since playing support). Q is also useful in teamfights, but obviously requires minions to be around to chomp and you may be dead by the time you've walked over to one. Plus hanging back a bit to allow enemy crowd control skills to pop before wading in with my ultimate. Big teamfights are still a bit of a confusion with the entire screen full of just Too Much Stuff. I guess experience helps you 'see' the different abilities popping in amongst the carnage, but some are definitely subtler than others.

My item choice is still a little clueless, just using the recommended list. That GoodGame8 guide also suggests that there are various tools to customise one's recommended items, which seems like a Very Good Idea. Especially for Nunu, since it assumes you're going to jungle and so recommends stuff like Hunter's Machete. Since I was going support, I didn't rack up much gold and so didn't have anything too fancy. Didn't even get a chance to fire off the active from Shurelya's Reverie before we bit the dust.

Other stuff wot I must do betta:
  • Warding is a must for human games. I popped a few early on but drifted off later. I need to learn the best spots at the right times in the game. (For example, Baron Nashor spawns at 15:00, so a ward round about then is presumably good.) It's tricky though when you're tailing your ADC and don't want to go AWOL to go warding. The one time I did that I got royally ganked.
  • I need to consider what build would work best in what team formations. An AP Nunu style is appealing, since Nunu is a bit of a jack-of-all-trades as far as I can see: a heal, a personal & allies buff, a damage & slow (but not hard stun), and a tricky-to-get-off AoE ultimate. But we had no jungler this game, so jungling might have been a better option (but a bit too tall an order for me without more practice at it, plus there may have been no-one else to support the ADC). One can theoretically improvise in-game with item choices, though mastery and rune choices do lock you in a bit.
  • Map awareness, map awareness, map awareness. Something I struggle with in RTS games as well, getting sucked into the adrenaline and using-all-my-brain-to-even-do-that of the micro.
  • There is no shortcut to learning all the champions' abilities. I still had little idea of what some of my compatriots' and opponents' skills were, though I did start looking at the death reports to see the damage types to consider building items against.
  • Plus all the other stuff that any decent beginner's guide (e.g., MMO Games' one) says.
Chuckle point: I was properly nervous, especially for the first 10 mins. or so, and could feel my heart pounding in my chest. I'm hoping that goes away, because it's too much for the system just before bed. Finishing the game at some time around 01:30 really wasn't a good idea :-( Especially when my two-year-old woke up at 04:00 and proceeded to demand biscuits and stories. (I wasn't allowed to recount him my tale of epic befurred battle, sadly.)

League of Legends: Setting the Scene


Um, what is this wall of text?

This is a setting-the-scene post for the many I hope to follow about League of Legends (LoL). I want to use this blog both to capture my (hopefully increasing) understanding of the game, as well as share a few anecdotes and maybe get some interesting discussion going. In terms of understanding the game, it's worthwhile trying to capture the different areas of knowledge and skill that seem to be required. (I may well refine this later on.)

I'm not a big fan of the incredible amount of cryptic acronyms and terminology surrounding the game, but it often helps in defining subtle points. I try to explain terms in plain English the first time (with the term in brackets), but then may just use the term. This will carry over to later posts. 

Pre-LoL: hungry for something

I'm going to say something that I didn't expect to be saying a few months ago. League of Legends is a very good game and I'm likely to be playing only this in my now-limited-by-family-stuff gaming time. I've traditionally preferred singleplayer games--- mainly RTS, RPGs and turn-based strategy--- though have played a fair amount of multiplayer FPS and RTS with a small group of friends (predominantly at recurring mini-LAN-parties). However, even then, we've normally played co-op versus AI opponents (bots), and I've tended not to enjoy the competitive tension when we played against each other. I wuz scared.

Things changed a bit with Left 4 Dead (L4D1 and L4D2), Battlefield (BF2 and BF:BC 2) and Team Fortress 2, where I enjoyed the human vs. human duels, though with the inevitable frustration of not playing enough to get decent, and the randomness of who you'd get thrown in with. Yet they remained somewhat one-dimensional: all twitch skill and map knowledge. (No, unlockable weapons don't count as anything meaningful :-)) I'm glad to see games like Planetside 2 attempting to add a bit of depth with persistent worlds, though I've yet to try their ilk. RTSs add a lot more strategic depth, but the multitasking demands they place on the player are often too much for me and I leave the games exhausted. (There's no denying, however, that wins under such circumstances are so much sweeter; unfortunately, losses can be equally as bitter.)

The multi-layer LoL feast-cake

League of Legends, on the other hand, hits the sweet spot with skill and strategy on an initially-bewildering number of levels, but somehow with game mechanics and player (summoner) progression that 'just works right' and continues giving a 'graded' sense of achievement; something that is more impressive given that it's free-to-play (F2P), and Riot (the developers) could so easily have crippled it through greed or incompetence. The apparently toxic community also seem fine to me (in general). Maybe that'll change if I ever play ranked games (once I reach the heady peak of summoner level 30).

There are niggles. The constant stream of new champions is kind of deflating, though I can see how that is a sensible way for Riot to secure its bottom line and the easiest (though least subtle) way to maintain ongoing interest. And there's still a lot of variation in the players you're teamed up with, though I can't really complain since most of my (few) close gaming friends are all level 30, and so playing with them inevitably means facing an experienced team and having highish expectations in ours. The lack of in-built voice chat (and options to specify required languages and use of voice chat if you want to) is also disappointing but, again, I can see the practical issues of possibly partitioning the player community. (I'm still amazed that no multiplayer game I know of has done this yet; i.e., had voice chat, with options to specify your preferences and how rigidly you want to apply them for matchmaking.) And, yes, it's rather lacking in artistic maturity with its champion stereotypes and perfectly-curvy females (though there is some great artwork in places).

(Don't play LoL for the story: the 'lore' is really just some desperately flimsy justification for the next fantasy stereotype/near-copy that they've brought in. Are there really people who care in any way about the lore?)

I still get overly involved and tense playing LoL, but that says more about me than the game. I can see how I could play in a more detached fashion. I can also see how the intensely co-op nature of the game can make players very angry at times, but that's never been a big problem for me. (It's also cleverly mediated by the way in which the early laning requires less teamwork in some cases.) I enjoy the glory of wins, but don't get too stressed by losses, unless it was largly due to just me playing shit. Even then, a bit of self-deprecation helps; as Steve Coogan's Duncan Thickett said, "I'm a right c***, me!".

OK overly-talkative bloke, what *is* a useful classification of Wot I Need to Know?

Right, here goes. I've only gone and done a proper like picture thing =:-O



Common game mechanics: this underpins everything, though some of my pretty-good-at-LoL friends couldn't tell you a lot of these, but have instead gained a feel for them just through playing. These are just the base mechanics, not the layers above such as champion roles. I'd include items knowledge here, since they are common to all champions. As well as understanding the mechanics, you also need to develop a feel for the numbers and the relative contribution of different aspects.

Champion roles and per-champion mechanics: both for playing that champion and for playing against them. This generally boils down to understanding the types of play which the champion's skills (and, to a much lesser extent, stats) lead you towards.

Masteries, runes and per-champion builds: these 'flesh out' the basic mechanics of the character, and allow you to accentuate certain possible routes. There are also various external tools that can help here (e.g., recommended item changing utilities).

Team composition and laning structures ('the meta'): this is about knowing how the individual champions and their roles can fit together into a team. It includes the picking process (blind, draft mode, etc.).

Map understanding: layout, neutral monster spawn times, distances, etc.

Map awareness and communication (via pings, chat, etc.): one of the areas that is probably most something that comes with experience, though the UI for using pings (with the radial menu stuff as well) is a concrete thing to learn.

In-lane and teamfight strategies: follows on from team composition and champion understanding, but is more about the more detailed micro-management (micro) and how this can relate to different champion play-styles.

Warding and counter-warding (map visibility): this definitely stands as an area in itself which gives the extra visibility required to improve map awareness.

Jungling and counter-jungling: probably also worth its own category since it is so different to laning. This includes strategies for the 'use' and control of buff-providing neutral monsters.

And, overarching all of these, some 'fluffier' skills to actually harness all that knowledge.

Practice: hopefully goes without saying. There is some skill in knowing how to practice effectively.

Player with others and etiquette: how generally to behave, 'do the right thing' at the right times (including handling any grief), and develop decent teamwork.

Learning from others: how best to learn from others. This thus includes knowing the various resources out there and what they're good for.

Does that sound workable, or is it an overly-intellectualised waste of time? Perhaps time will tell :-) I intend to use these categories as tags in future posts (as well as relevant champion names) so that what I'm learning fits into this 'big picture'.