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The Meta Model

March 24th, 2013

metamod

Meta. We hear this word thrown around a lot, but what exactly does it mean? Is the meta two solo lanes, a jungler and ad/support bottom? Is it the set of champions being played right now? Is it the items being commonly built? Meta as a term is vast and encompassing and in this article I want to scratch the surface on what the meta is and how Riot sees.

Meta in philosophy is: “A prefix meaning one level of description higher. If X is some concept then meta-X is data about, or processes operating on, X.” (Dictionary.com) So the metagame is the data about the game itself, in this case League of Legends. As you can see, this is entirely open ended. The meta can be any of these things and more:

  • Lane assignments
  • Item Purchases
  • Types of Champions played
  • Playing style
  • Role specific expectations
  • Team compositions

 Layer 1

People commonly refer to “the meta” as a solo top, solo mid, solo jungler and a duo bottom, which is a mindset that Riot has discredited. The next stop on the meta train is usually the absolute most popular thing like “League of Warmogs” and “League of Bruisers.” This is the first layer of the meta and is the most general sense. It doesn’t really explain anything about the true meta of the game at any time.

Layer 2

Team comp is the next layer to be looked at. You can see clear patterns in the style of teams played, such as AoE composition, armor shred or strong laners. With champion specific synergies, teams can achieve aggressive diving, early towers, safe laning or something else. The solo queue meta doesn’t have as much emphasis on this aspect, but you will still see trends such as the long holding bruiser top, bruiser jungle, AP mid or an AP top/mid setup.

Layer 3

Inside of the other two layers lies the lane specific environment. Each lane has their own meta going on, whether it’s a mobility emphasis on the ADC on bottom or the switch from AP to AD in middle. This meta changes fairly frequently and is often an entire ecosystem within the game. You can main a lane and not have it get stale thanks to the match-up and champion pool changes over time. As a jungler, I’ve gone from “what’s a jungler?” to strong gankers (Rammus/Maokai) to strong counter junglers (Diamondprox’ breakout Shyvana play) to the support (rise of CLG.EU) to the now current carry jungler meta. Over the course of a year or two the champions and environment has changed entirely.

Layer 4

Role specific expectations are just a broad way of saying what each lane is expected to do. This creates lanes like the recent Nidalee/Soraka bottom lane from Dragonborns. The lane is expected to have an AD that gets farmed and can do so effectively. To counter this expectation, a very strong poking composition was thrown down there to make sure no farm can be gotten. When middle was expected to roam, champions such as Evelynn and Katarina became wildly popular because they could roam well. This is where a lot of the action goes and many mind games of counters and counters to the counters and a lot of really fun, interesting stuff.

core

The heart of the meta is playing style. Over time, player’s styles start to change around. While the game was developing and people were learning still, a much more passive approach was taken. Players overall took little risks compared to today as they were feeling out the game. As people learn the game, more and more aggression and calculated risk is found and rewarded. If the meta is healthy, this will trend a different way and keep the overall flow of the game going. There are individual styles to players and teams, however a global trends also happens when someone breaks the mold.

How to work my meta model

My model has a core and several layers that go outward. The meta is a general trend in what is being played right now and as such can be countered at the proper layer. Each layer then radiates all of the decisions outward until you’re outside the model. If there is a shift in the lane-specific environment, it will then effect the team compositions and lane assignments. When Talon, Kha’Zix and Zed took over midlane in preseason 3, the team compositions shifted towards supporting armor shred (Renekton, Jarvan, etc.) and stacking up the physical damage dealt, which in turn drove things such as Miss Fortune buying Black Cleaver.

Conclusions

The churning turmoil of the inner core impacts everything else in the game. You can see this with the trend over the last two years of League of Legends. First there was passive play style with safe laners that had strong teamfight abilities, such as bot lane tank. This was then countered with stronger lane presence in a roamer and jungler combined. The roaming meta was stopped by running a dedicated AD/Support style bottom that was well insulated to the roaming and a strong control jungler. This was dominate for a while until folks figured out that strong counter jungling puts the mostly passive approach of control jungler/support/adc bottom to rest. To stop the counter jungling, lanes started swapping and playing strong pushers to force junglers to respond instead of counter jungle.

Currently, there is a trend in the meta towards strong snowballing lanes and champions that do well against or in combination with heavy lane pushing. This is indicative of a healthy meta and I’m sure a new style of play will soon arise that does well against early tower aggression and diving compositions. When the next trend drops, expect changes in every other layer to trickle to the casual players. What do you think is the next step in play style to defeat the towerkrieg currently going on?

TsmNEW

MdFatMh

Corsair Announces Vengeance K70 Fully Mechanical Gaming Keyboard with Key-by-Key Backlighting

– Corsair Vengeance K70 Fully Mechanical Gaming Keyboard to Debut at PAX East on March 22 –

FREMONT, California — March 21, 2013 — Corsair®, a worldwide designer of high-performance PC gaming peripherals, today announced the Vengeance K70 fully mechanical gaming keyboard.

The new Vengeance K70 gaming keyboard is built on a rugged, brushed, aluminum chassis and features highly responsive Cherry MX Red mechanical switches under every key. The high performance switches combined with the keyboard’s 100% anti-ghosted matrix, 20-key rollover and 1000Hz reporting rate provide fast, accurate input for gaming.

The Vengeance K70 gaming keyboards are available in two color schemes: silver aluminum with blue backlighting, and anodized black with deep red backlighting. Overall backlighting can be adjusted to four levels of intensity and each key is individually backlit, enabling the lighting for each key to be independently enabled or disabled. The key-by-key lighting customization allows users to highlight just the keys they need to emphasize and then save the setting directly to the K70′s onboard memory. In addition, the Vengeance K70 comes with alternate colored, contoured keycaps for the WASD and 1-6 keycaps to allow additional customization.

“When we launched the Vengeance K60, customers loved the look and quality, but some wanted a backlit version,” said Ruben Mookerjee, VP and General Manager of the Peripherals Business Unit at Corsair. “In typical Corsair fashion, we over-delivered and created Vengeance K70 with key-by-key backlighting, mechanical switches on every key, and two color schemes.”

The Vengeance K70 also features dedicated multimedia controls to allow users to play, stop, pause, skip tracks and adjust volume. An extra USB connector is provided for attaching to USB devices such as a Vengeance gaming mouse or headset. A removeable soft-touch wrist rest provides comfort for long gaming or typing sessions.

See Vengeance K70 at PAX East from March 22-24

The Vengeance K70 keyboard will make its public debut at Corsair’s booth at PAX East in Boston from March 22-24. Corsair is located in booth 1062.

Pricing and Availability

The Corsair Vengeance K70 will be available in April at suggested price of $129.99.

For more information on the Corsair Vengeance K70 gaming keyboard, please visit: http://www.corsair.com/k70

A complete set of product images may be downloaded from: https://corsair.sharefile.com/d/s771c921bfc841fba

About Corsair

Founded in 1994, Corsair supplies high performance products purchased primarily by PC gaming enthusiasts who build their own PCs or buy pre-assembled customized systems. The company’s award-winning products include DDR3 memory upgrades, USB flash drives, power supply units, solid-state drives, PC speakers, gaming headsets, gaming keyboards, laser gaming mice, system monitoring and control devices, PC cooling products, and computer cases.

Copyright © 2013 Corsair Components, Inc. All rights reserved. Corsair, the sails logo, Dominator, and Vengeance are registered trademarks and Air Series, Force Series, Carbide Series, GS Series, CX Series, and Hydro Series are trademarks of Corsair in the United States and/or other countries. All other company and/or product names may be trade names, trademarks, and/or registered trademarks of the respective owners with which they are associated. Features, pricing, availability, and specifications are subject to change without notice.

PR Contact, US and Canada
Rick Allen
510-657-8747 ext 486
ricka@corsair.com

PR Contact, Europe
Gareth Ogden
+44 (0) 7776 251 116
gareth.ogden@corsair.com

Categories: Original Content Tags:

jungle-win

 

Greetings Summoners; today I want to talk about the current state of soloqueue, or as I am referring to it now, Snowballqueue. Over the weekend I queued up for six games, I preceded to win one and lose five. I finally got demoted to Plat III, which was long overdue and at this rate, and I wouldn’t be surprised if I hit Plat IV again. It had been a long time since I played Summoner’s Rift but I don’t think I was that out of practice. I did notice a staggering correlation between all of the games though. Five of the games that I played all ended in landslide victories with the winning team getting a minimum of 20+ kills and the losing team staying in single digits. The game I won was 27/6 and the games that I lost were always 2x/y. So what makes games snowball so hard and what can you do to prevent it? I have a few theories on this.

Jungler Influence and Why You Should Only Focus on Not Dying to Them.

Junglers have come full circle and are once again the biggest influence on any single game’s development. I was soooooooooooooooooooo excited for Season 3 when the Jungle revamp came and the overall idea was to keep the jungler farming longer and taking more damage so he would be less likely to gank; I don’t know what happened and that model is a thing of the past. Powercreep maybe? Anyways, Junglers are back to ruining the day for everyone and now the best thing you can do is not even win your lane, it’s just not getting ganked. As soon as you get ganked by the jungler you lose all control of your lane and the game snowballs out of control. If the jungler kills you and burns your flash he will come back. You will get zoned and then your lane counterpart will roam, which will increase the success of the next gank. Rinse and repeat. Before long you are losing towers and dragons and the game snowballs completely out of anyone’s control. You will have a jungler of you own of course, but it will more than likely come down to which team has the jungler with better fundamentals of the role. All I can really say about this is start spending a lot of money on wards and try not to die. Winning your lane is not important as long as you can hold the lane to prevent roamaing, and not die to prevent snowballing.

Why Do Games Snowball so Hard?

I believe that games are more prone to snowballing now because items have gotten so cheap. In the item revamp all Riot did was increase the cost of Resistances and Attackspeed, which are late game stats, and they lowered the cost of most other things as well as re-evaluating some stats like AP/CDR items. Damage and Health, as I have explained in other articles, are at a premium price and as soon as you die in lane and give your opponent 300 for 400 gold they will come back with a significant advantage. If you die again you will be so far behind it’s just too hard to come back, plus you will prob be sinking your reduced income into wards which will also cripple you. When you get behind you basically become a ghost man for your team. If the other team goes to take Dragon you now have to stay in your lane because you need the exp and gold. While Dragon would be nice you can’t afford to waste time and potentially give the team another kill, you’re essentially useless. From here things get out of hand. The winning team has more gold, they have more wards, they have more levels. You come to a really vicious crossroads where you need to buy damage to kill them, but they are buying more damage than you, and have a lot more HP, Damage, and Resists because of levels. If they happen to be a tanky champion (usually the Jungler) not only will they do a ton of damage with their levels, but they will be buying more HP which will make them impossible to kill. As you sink all your damage cd’s into this monster tanking your turret, his team is behind him destroying you from the back lines. I don’t know if I am sounding too negative here but this is how the games I play usually pan out.

Ok, No One Died During the Laning Phase. Now What?

Lets say that everyone on your team is competent. No one lost their lane too bad in terms of cs, there were lots of wards to keep the jungler at bay, and you managed to pick up a Dragon or keep even in towers or whatever. Well, it’s soloqueue, so now that you have done the impossible you get to put your entire chance of winning on which team screws up first. Remember when I said five of the games I played all ended in landslides? Well the sixth game I played was the one where everything went ok. We actually had a mid-game and there were lots of even team fights. Unfortunately five random people are not easy to coordinate. While one person farms 200 gold in the jungle for a major item, the other four wait stupidly in the mid lane as the enemy team approaches as five. One gets caught, the rest try to help, ACE, Defeat. Basically you get snowballed on, you do the snowballing, or you gamble on which team throws first. It’s not very fun anymore to be honest.

Final Thoughts

This article might seem a bit cynical but I feel like there are a lot of truths to it. Soloqueue has just become so vicious in the past few months, and I didn’t even touch on the people raging in all chat on both teams, etc. I just can’t do it anymore, it brings me no joy. I am tired of queueing up and being like “I am gonna play mid and carry” and then I am last pick, and the first two picks are arguing over who gets mid. I don’t even chime in I just pick whatever is leftover and that’s not what I wanted. I could learn to Jungle and just try to carry every game but I don’t enjoy jungling, that’s not why I play. Who wants to be Rank X in Y Division for playing a role they don’t main? I have defaulted to playing strictly Dominion and Twisted Treeline for now and my reasoning behind this is that you can play whatever Champion you want on those maps and it usually works out and I have fun. I play Dominion when I just want to let off steam and I play Ranked 3′s because I would rather play with two coordinated friends, I would play Ranked 5′s if I had four good friends but I don’t so 3′s works just fine. If I had to suggest any kind of band-aid to the snowball queue problems I would honestly just say get four friends and make a team. Play what makes you have fun, that is what I have begun to do and I am finally enjoying League of Legends again.

I won’t be playing soloqueue anymore, so I won’t be writing about it. I wouldn’t feel comfortable writing about something I am uneducated to talk about. I would like to switch to focus of my column to either Dominion or Twisted Treeline. I understand not everyone is interested in those two formats of the game, but some people are. If you are more interested in one over the other, please let me know in the comments so I know which format to focus my articles on. Thank you and I look forward to writing again soon.

Love, Dcgreen

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Previous “Glory of the Climb” Articles:

Making Sense of Season 3

Dominion: Helping You To Win More Lanes and Games

Developing Your Killer Instincts: Why to be Aggressive in Season 3

Working With Your Team to Win

Countering Health with DFG

Reviewing the New “League System”

Why Losing is Just as Important as Winning

The Stale Meta: Intro + Top 5 Junglers

The Stale Meta: Intro + Top 5 AP Mids

The Stale Meta: Intro + Top 5 Top Laners

The Stale Meta: Top 5 AD Carries

The Stale Meta: Top 5 Supports

The Stale Meta: Poke

Junglers: How to Win 65% More Games!

Comic: Expired Goods

March 21st, 2013

comicbannerComic2-2

Artist: Kaleta


Writer: Digiwombat

Welcome to Tribunal Cases of the Weak. Every week you’ll get the best/weirdest/worst Tribunal cases. As always, purple text is the accused, green text is the team-mates, and red is the opponents. The title of each case is a link to the full Tribunal case, but don’t click through unless you’re ready for NSFW language. Unsure of what the Tribunal is or how it works? Read Riot’s FAQ.

 

Case #5: Judging the Judicator

The player in this case is guilty of one simple offense.  There are five games total, and they are pretty clean, except for right at the end of two of them:

kayle2

That was game three, this is game five:

kayle1

Poor sportsmanship at its simplest.  Whether this is really punishable has been debated often on the forums, but in this case it was.

PunishTime Ban

Case #4: Dunking the Dunkmaster submitted by wes3449

Submitter wes3449 of NA had this to say about the case: “While this isn’t the most blatant case of abuse, I find it particularly funny because of how he thinks that what he is doing is perfectly fine, and that he’s actually following the summoner’s code.”

First Darius says this:

darius1

And then goes on to explain:

darius2

He’s so confident that calling people noobs is ok and that the reports won’t affect him.  The Tribunal said: Get Dunked!

PunishTime Ban

 

 Case #3: Silently Feeding

The player in this case didn’t say anything in these three games, but his scores do tell a story:

feeder1

Certainly those are unusual builds.  Now you might be tempted to say the Lux game was good, but that was a game against bots.  His fellow players didn’t appreciate his play or builds in these three games, and the Tribunal didn’t either:

PunishTime Ban

Case #2: Worst Troll of the Week submitted by Thrasher33

Thrasher33 of EUNE sent along this case, saying: “He was raging all game long, but there are lines that deserve special attention”.  Lines like this:

drunkdarius

That probably explains the all-caps raging.  PSA: Don’t play drunk.  You’re mean when you’re drunk.

PunishWarning

Case #1: PERMABAN OF THE WEEK

This player picked a very particular insult to hurl at his enemies:

varus1

No idea how he knows what his enemy’s crotch smells like, but he went on:

varus2

And on:

varus3

Yeah…  so strange and uncalled for.  This player got what was coming to him.

Punishpermaban

 

That’s all for this week! We’ll be back next week with another round of Tribunal Cases of the Weak.

Have a case you think should be included? Send your submissions to tribunalcasesoftheweak@gmail.com. Be sure to include the case number and region, your summoner name, and explain what makes it interesting.

Beginner AP Carries

March 14th, 2013

ryze banner

In my (hopefully) long-awaited return to writing for News of Legends, after a rather busy month at home, I want to talk about the AP champions out there and who you should be learning if you’re picking this role up for the first time in your LoL career. In my previous article I talked about the three support champions you should learn if you’re new to the role; today I’m going to be talking about AP champions. I’ve avoided using the phrase “mid lane” champions because currently the meta-game isn’t the most stable, and the classic AP Carry mid isn’t necessarily what people will be using in every game. We’ve seen champions like Talon, Lee Sin and Kha’Zix all being very effective in the mid lane, but none of those fit the description of an AP Carry. For those who know the world of AP Carries, this isn’t the article for you. However, for someone who is nearing thirty or perhaps just wants to learn AP Carries for the first ever time, this is the article for you. We will not be breaking ground with any new game-changing strategies; I will simply offer a push in the right direction for your first steps towards playing an AP Carry. Learning the following champions will give you a solid base from which to jump-start your League of Legends experience playing AP champions.

If you already know the role of AP Mid and wish to learn the top five champions for the position (not necessarily the easiest 5) then check out DCGreen’s guide to the top 5 AP Mid champions.

Ryze

RyzeRyze is by far one of the best AP champions you can possibly start to play with. He’s by no means the most powerful champion out there but he has a great kit that allows for mistakes, which is essential in learning any new role. What sets Ryze apart from most AP champions is that his abilities scale with mana, meaning that the more mana you have, the more powerful you become. This means than in the early game you can kill two birds with one stone, as stacking mana means you’re less mana-dependant and you’re more powerful. Two of the most standard early-game items for Ryze are Tear of the Goddess and Catalyst the Protector, which will give you a solid amount of mana, health, and through Catalyst’s passive, good health/mana regen when you level up. This is very important as the less you have to worry about mana and health, the more you can focus on killing minions and your enemies. Items like Glacial Shroud which you build into Frozen Heart add to this tankiness even further. Ryze’s abilities must not be forgotten, as they are also why he is such a good champion for those learning. A simple single high-priority spell, Overload, coupled with some nice CC in the form of Rune Prison, means that you have the ability to freeze and burst down champions or use that CC to escape if things get a little hairy. The bonuses gained from his ultimate, Desperate Power, coupled with the AoE from Spell Flux means Ryze has frankly ridiculous levels of sustain. If you’re playing Ryze properly you should never have to worry about your health or mana. Ryze isn’t the most exciting champion, but he is the first you should learn if you’re getting into AP Carries.

Once you have learnt Ryze you will have an easier time learning: Annie
For a more in depth guide on Ryze, check out Nukemumg’s Guide to Ryze

Akali

Akali is one of my favourite AP champions, simply because if the enemy doesn’t know how to counter her, it’s pretty much game over. AkaliSquareGet a few kills on Akali and once you’re level six the game is now heavily in your favour. Akali has ridiculous levels of burst, sustain, and team fight utility. She is certainly a step up in difficulty from Ryze, but because of her potential to single handedly turn the tides of the game, if played properly, I feel she is a must-play champion for the beginner to AP carries. I’ve chosen her over champions like LeBlanc and Veigar who are also known for their burst because Akali will give you much more use in the long run, as within the current meta she is still highly relevant. Akali has a flat 6% spell vamp (+1% per 6AD) so from level one she has a good base level of akali pros and conssustain. Once you throw in the fact that the Hextech Gunblade is the first item you complete, Akali will have 26% spell vamp + 17% life steal (Flat 10% from Hextech + ~7% from the 45 attack damage from Hextech stacked with her passive). Also remember you only get ⅓ of the spell vamp for AoE attacks. At this point you should have little-to-no issue with sustain in the laning phase or in team fights. The thing that makes Akali frankly overpowered is her Burst. With a triple-stacked Shadow Dance and full energy plus a Hextech Gunblade, you should have absolutely no issue bursting down any champion that isn’t stacking pure health or magic resist, and even in the early game you will still be able to do this unless they rush a Warmog’s. Akali has great team fight capabilities with her Twilight Shround, making her invisible when not attacking in her circle. Two things happen at this point; you either get a free reset and chance to regenerate some energy, collect your thoughts and strike where it’s most effective, or the enemy is forced to waste money on pink wards or an Oracle’s to see you.

With huge levels of sustain, even larger burst, the ability to snowball and carry extremely hard and still being relevant in ranked play, Akali is a must for anyone wanting to learn AP champions. For a more in depth guide, check out PhoenixKami’s build

Once you have learnt Akali you will have an easier time learning the following champions: Katarina, LeBlanc, Orianna.

Karthus

KarthusSquareKarthus is a great champion. Although he’s not seen too much at top level play anymore, he’s a fantastic AP character who you should learn early on. Karthus’ strength lies in three key things: the ability to farm, his passive, and his global ultimate. Starting with his ability to farm- his Q (Lay Waste) is fantastic for last hitting minions, and although you should theoretically be able to do it with your auto-attack, Karthus enables the player to farm a little easier than most other champions. Karthus’ passive allows him to remain active for seven seconds after dying. Although you can’t move, you can still activate your abilities, helping you to secure kills or even continue farming. This works fantastically in team fights where you die with Defile active, as you’ll continue to deal huge amounts of AoE damage. The biggest reason to play Karthus however is Requiem, his R ability. Requiem is a global ultimate, meaning it will hit every enemy on the map regardless of where they are, even if you can’t see them. Requiem is great for picking off enemies after team fights, helping other lanes if they need someone finishing off after an engagement, or even as a pre-emptive strike before you engage a team fight. It can even be cast once you’ve died. Karthus offers a great deal to anyone learning the role, and will help you master farming as well as paying attention to other lanes, to make full use of Requiem. Karthus is a relatively simple yet still effective champion, which allows the player to practice a variety of different key skills in their pursuit of perfection.

For a full guide on Karthus, check out this guide by Reginald

Once you have learnt Karthus you will have an easier time learning the following champions: Anivia, Morgana (skillshots!)

Others

This list is by no means definitive, and there are of course other champions who are suited to players wishing to learn the role of AP Carry. Other champions that may be as effective include Annie, Veigar and Lux. As previously mentioned, this post is not a guide on the most effective champions, but merely a nudge in the right direction for someone wishing to learn the basics of the AP Carry.

 

Until my next piece (which hopefully won’t be another month =D) I wish those of you just starting out in ranked, or gearing up for it as you level, the best of luck and enjoyment in your endeavours.

 

Hersir.

tuning

The user Postal Twinkie brought up a suggested change to Akali on the forums, which lead to a good dialogue between Riot’s FeralPony and the community. Through this post a design philosophy surfaced that has some awesome implications and thoughts behind it. This will be a two-part article going over what the design philosophy is and then showing some examples, flaws and perks to this system.

This back-and-forth conversation brings up the three-talon strike of champion balancing: thematics, kit and numbers. These three are present in any champion and balancing requires multiple iterations until things are right. A flaw in character theme can be overlooked with a strong enough kit, but numbers cannot fix a bad kit. So what exactly are these three things?

Thematics

The first thing to consider is a character’s theme and how their abilities relate to it. The theme ties directly into how a champion feels and should feel, given their appearance and background. In theory this makes sense. You would expect Vi, a champion based around punching with her gauntlets, to have moves focused on being a beat ‘em up style punchasizer. You would not expect her to be summoning flaming space creatures at enemy champions.

punchasize

Punchasize your face, for free.

A lot of the reworks on characters have been to address oversights in their thematics, as the only way to alter it is a rework. Thematics can be problematic, but not always. Nobody would see a spiked turtle (Rammus) and expect him to taunt things while creating an earthquake (Prehistoric Turtlesaurus didn’t), but this character miscommunication works because it ties into his other, predictable abilities.

Kit

The next stop on the way to balance-town is the character’s kit. There are reworks focused on kits, whether it is a small change such as removing armor from Lee Sin’s Safeguard or a full blown rework such as the Karma changes. A champion’s kit usually determines how hard they are to balance. Someone such as Lee Sin or Elise would be extremely hard to balance. You can’t simply look at numbers and adjust them; you have to see what impact each of those abilities has and isolate the instances where it is too strong or weak.

dualability

A lot of the double ability characters (Lee Sin, Elise, Nidalee, Jayce, etc.) are constantly played and fluctuate from “OP” to “playable”. Their kits are strong and offer a variety of options in play patterns while maintaining theme. Characters that drop off the face of the planet almost always have a kit that can be rendered useless by linear play and numbers. This can be seen in someone such as Volibear who’s play style is “run in and maul things.” This is very linear and he’s either able to maul things or gets exploded; there isn’t too much in between.

Numbers

Numbers are the final stop. They’re the fine dials you can play with in order to tune a solid kit up or down without making sweeping changes. After enough number changes with no real improvement in perception, a champion will typically see a kit or thematic rework. This was the case with Katarina and Shen where the changes made didn’t really fix their core problems. Number changes are also what creates flavor-of-the-month style characters, as a buff or nerf in a cooldown, base damage, health, etc. can swing a character back in line.

dianachart

Numbers matter too

While numbers can always make a character stronger or weaker, an inherent flaw in a kit cannot be fixed with numbers. Think of someone such as Sejuani in this instance. Her early game and tankiness could be changed by raising her base health, sustain and/or damage, but this creates the problem of her now being too strong in a best case scenario. Her kit either presses too much advantage with slows, AoE damage and stuns or falls flat on its face because she can’t take any damage in order to accomplish that.

Putting it together

We can see that problems in either thematics or kit can render number changes useless. There are constant complaints about champions going up and down in power level because simply tweaking numbers doesn’t work. The next part of this article will go over some problematic examples, the flaws and the perks of using this approach.

Until then, what examples can you find of a patch aiming at the wrong fix for a champion? What champions, like Akali, would be a lot more balanced with a simple (0.5 second cloaking removal) change? What champions would get better with a small kit change (minion pass through on Udyr’s Bear Stance) without a number alteration?

Welcome to Tribunal Cases of the Weak. Every week you’ll get the best/weirdest/worst Tribunal cases. As always, purple text is the accused, green text is the team-mates, and red is the opponents. The title of each case is a link to the full Tribunal case, but don’t click through unless you’re ready for NSFW language. Unsure of what the Tribunal is or how it works? Read Riot’s FAQ.

 

Case #5: The Cobbler submitted by AmudielWW

Another submission by AmudielWW, who sent in one last week as well.  In this case, Dr. Mundo has developed a shoe fetish.

mundo1

Intentionally feeding and spending all the money on shoes, he really is the Madman of Zaun.  There isn’t much of an explanation in the chat, other than:

mundo2

Mundo goes where he pleases, but apparently this Mundo needs six boots to get there.

PunishTime Ban

 

 

Case #4: The Recidivist

Another intentional feeder here.  In this case, there are two games in the report and both are bad:

recidivist

And the explanation in this case is one of the worst:

recidivist2

You can understand why Riot is trying to find solutions other than banning people, because players like this just troll on their smurfs while their main is banned.

PunishWarning

 

 

 Case #3: The Teacher

This type of troll is typified by his self-righteous attitude.  It’s not his fault he is feeding or playing badly, it’s your fault.  In this case, the player fed in two games to the tune of:

teacher

And in both games he was going to teach them a lesson.  In Game 1, it was for “slandering” him early on.  In Game 2, it was for not surrendering when it was clear the game was over.  In both cases, he tried to show them who’s boss.

PunishWarning

 

 

 Case #2: The Rager

Reading the Tribunal, you can sometimes see exactly when players hit their breaking point.  Some hit it and pull back, uttering just a line or two.  Some hit it and lose all control, like this guy:

blitz1

Don’t hold back, tell us how you really feel…

PunishWarning

 

 

Case #1: Worst Troll of the Week

This player left decency behind a long time ago it seems.  In all five games he displayed a terrible attitude and attacked his teammates mercilessly, saying things like:

ww1

And like:

ww2

And even:

ww3

And there’s more:

ww4

Five games in this case; probably countless games in total.  This player is deservedly on the way to a permban, but for now:

PunishTime Ban

 

 

PERMABAN OF THE WEEK

The permaban this week is a very unusual case.  The ban comes from ARAMs on the Proving Grounds.  It’s a pretty subtle form of trolling, but it becomes clear in context.  Here is the scorecard from one of the games:

karth1

He only participated in two of the team’s 45 kills, and they were just assists.  How is that possible?

karth2

His team went on to win, despite this player just staying in the fountain and ulting whenever it was off cooldown or joining the fights late so that he can get kill steals.  Even in an ARAM, it is possible to get banned.

Punishpermaban

 

That’s all for this week! We’ll be back next week with another round of Tribunal Cases of the Weak.

Have a case you think should be included? Send your submissions to tribunalcasesoftheweak@gmail.com. Be sure to include the case number and region, your summoner name, and explain what makes it interesting.