Lunar goddess leona, Riot Leona Dark magician lux Skarner-y reksai or reksai-y skarner {{champion:33}} ??
MrSlowDie
Haha I've done 3/4 of those ;)
Game Name - RiotBamDragon's Game Password - yasuo CHECK SHOW PRIVATE GAMES AT THE BOTTOM OF CLIENT AFTER YOU GO TO JOIN GAME.
RiotBamDragon
Cannot wait to CRUSH THE COMMUNITY!!!!
Game Name - RiotBamDragon's Game Password - yasuo CHECK SHOW PRIVATE GAMES AT THE BOTTOM OF CLIENT AFTER YOU GO TO JOIN GAME.
RiotBamDragon
Lots of room!
Game Name - RiotBamDragon's Game Password - yasuo CHECK SHOW PRIVATE GAMES AT THE BOTTOM OF CLIENT AFTER YOU GO TO JOIN GAME.
What about Canada? :(
RugMunch69
NA isn't NA without Canada! While you don't see any PoP locations on the map, we've already started partnering with Canadian ISPs to optimize local traffic. Canadian traffic has to travel through Chicago & Seattle to get to the game servers currently, so we're utilizing those PoPs to take over and make sure Canadian traffic is on the dedicated line with the rest of NA.
So no PoP's in Canada itself? Or are those coming eventually?
Thnift
We are exploring the impact of what PoPs in Canada would be, but currently we've focused on making sure the peering agreements Canadian ISPs already have through Chicago and Seattle are junctions that serve to take Canadian traffic directly onto those PoPs and into the network.
Hey there, I am from Wisconsin (53098), and have Charter. The only thing I have noticed over the past few months is my ping is like 9 lower(89-91 normal to 80-83, back in the day my ping was 75-78 so we still aren't back to what it used to be even with the highway). Is this going to be my end result from this? I am kind of worried if that is all that happens. I know this is another project, but is there still any hope of moving the servers to a central location or adding East Coast servers? I feel like you guys are spending a lot of money and time on what you are doing right now and the results are pretty minimal.
Aaron Rodgers
This network will likely not deliver a huge impact to your ping. Ideally your connection experiences more stability and less packet loss, but as for ping we expect a bigger impact when we shift the servers from West Coast to a more centralized location.
Thank you for keeping us updated on the network! Hope the lawyers don't suck out too many souls (does that mean you have Thresh -esque lawyers? Yikes).
OneToraso
Now I'm imagining "Corporate Litigator Thresh". Sharkskin suit, slicked back hair (dreads?), hooks people with Stop and Desist orders, and then sucks up people's good ideas (souls) via a briefcase full of patent disputes.
Any plans on an east coaster server itself? Ideally wouldn't you want a system similar to DotA2? One account can connect to multiple locations.
Anunu
The current plan involves a server move from West Coast to a more centralized location, which when paired with this network, should provide a quality connection to as many players as possible across NA without fracturing the community.
Oh wow, I haven't seen a Rioter comment on a champion concept in ages. Glad to know you guys (and gals) do look at the concepts.
Embertine
> [{quoted}](name=Embertine,realm=NA,application-id=A8FQeEA8,discussion-id=etuTknPA,comment-id=00050000,timestamp=2015-01-31T02:57:58.389+0000) > > Oh wow, I haven't seen a Rioter comment on a champion concept in ages. > Glad to know you guys (and gals) do look at the concepts. A lot of us lurk and read a lot more than we comment on. #1 Lurker NA. {{champion:96}}
I played dota back when it came out for Warcraft 3 (A very early version of it), and got into Dota 2 when it was still in beta, although I haven't played consistently every year for that long, I do have quite a bit of experience and loved following the international as a sporting event with all the team and draft dynamics involved. I wanted to try LoL for myself after reading about comparisons between the two games. My very first impressions were not good, but the more I got into it the more I found things I liked about it. At this point I am loving LoL, have bought a couple champions with RP, and I intend to buy many more once they go on sale. I felt I wanted to share my experience as both a new player to LoL yet an experienced moba player. I think they did a lot of things right but there are also areas the devs could improve on. There are some areas that I won't get into commenting on yet because I haven't had enough experience. This post represents my impressions up to level 10. I'll share my impressions of some of the characters, game modes, mechanics, etc. up to this point. I may post more impressions once I get to level 30, or at level 20 if my game experience and impressions/conclusions have changed significantly enough by then to warrant an update. {{summoner:17}} **The start of the Journey: The newbie starter pool of free characters. ** I think part of why my first impressions were so bad was because they have a separate free champion pool for players under level 6. Meant to help new players, as a longtime dota player this backfired by giving me heroes that I found to be very simplistic and boring. I played Lux , Ryze, Ashe, Lissandra, Jinx , Varus, Garen, Kha'Zix, and Shyvana, in that order. They weren't necessarily bad, but they just didn't strike me as overly interesting, or I found them to be very predictable. Some felt like watered down versions of what I was use to with Dota. I wasn't really seeing anything here that made me want to play LoL over Dota. {{item:1054}} At this point I'm thinking that I can see why people say that LoL champions have abilities that feel less powerful. LoL seems more measured and conservative in what they allow you to get away with. In Dota a lot of ultimates can be total game changers if used at the right time and place - moreso than in LoL from what I've seen so far. Sometimes it's good to have a tight balance and focus to what a character does, but sometimes it can be bad because it feels like things have been overbalanced to the point of blandness and predictability. This happens sometimes in MMORPGs where the devs have such a specific idea in mind of what they want to happen with team and class dynamics that the players have very little wiggle room for their own creativity, and there's less to be gained from smart decision making that maximizes your effectiveness. I often feel like Dota's abilities and items give me the freedom to think up crazy combos or tactics, so there's a high probability I can do something the enemy might not expect. Part of why I think people say Dota has more depth is because it takes so much time and experience just to learn how to stop being surprised by all the various possibilities. Even pro players seem to get surprised sometimes. I don't yet know to what extent this is also true in LoL. {{champion:222}} 8/4/11 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1703773543/227253136?tab=overview Jinx was the first one I really had fun with because I could harass from long range with rockets, skill-shot stun, decide where to set mines, and use a skill-shot ult to have fun killing enemies from across the map. {{champion:86}} 5/8/17 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1705998595/227253136?tab=overview I did have fun playing Garen despite him not being that complex. I liked how he required no mana for his abilities. It's refreshing to be able to spam abilities as much as I want for a change. I enjoyed acting as the meatshield to initiate, letting my team move in behind me to kill off enemies. I probably was responsible for securing more kills than my score suggests, because of all the assists. {{champion:110}} 16/6/11, with a 10 kill streak. http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1703828819/227253136?tab=overview I dominated with Varus on my first try after I got some items. Despite that, I didn't find him that interesting to play. I think he just had a high damage ranged style that let me really punish the mistakes of my enemies. {{item:1054}} **Some of these players are shockingly bad at this level.** It's expected that at least one person on each team will do nothing but feed the entire game, going 0/15 or something. In many cases the official bots would have been more of a challenge. I'm playing against against newbies with clearly no moba experience, and I can often easily dominate them if I'm playing smart and I choose a character that fits well with my playstyle preferences. Because this game is so similar to Dota, a lot of the same concepts I learned about how to farm gold, get kills, and push towers while staying alive, all apply to LoL. It can be frustrating when two people on my team always feed. I imagine it might also be frustrating for new players to be put against those who are skilled players on low level smurf accounts. Part of the problem is you don't have the ability to match a highly skilled player with other highly skilled players unless they are near the same level. This might be a problem at the lower levels when it comes to someone smurfing. There's really not much way around this, that I see, because you can't put a level 10 against a level 30 with full runes and masteries and expect that to be fair. I don't know if this problem is going to go away as I win more games, or if I just need to gain more levels to get paired with better players. But I suspect that LoL does not have the same kind of player assessment system as Dota, so you're probably matched based on winrate alone. Dota has a dynamic calibration system for unranked games where it determines your skill level based on a variety of in-game metrics like gold per minute, last hits per minute, kill/death/assist/ratio, even ward usage on supports, etc. What this means is that you can be losing games but still rising in your rating, so your future games will pair you against others closer to your level of in-game performance. However, ranked matches don't work this way in Dota. Only the first 10 games use the dynamic calibration system, then you get locked into an Match-Making Rating and can only raise it by winning more games than you lose. This is why we end up with 'MMR hell". Because if you play your 10 ranked calibration matches at below your normal performance level then you will get put in at a below average MMR. Then it will take you a long time to dig yourself out of that pit because now your MMR only raises based on wins. So you have to learn how to carry your team and lead unskilled players to victory. However, that doesn't mean it's hopeless to win if you're on a team full of newbs. I've learned from rising up in Dota's ranked system that you have to game it by feeding off the enemy's bad players more than the enemy's good players feeds off your bad players, playing high impact heroes. Support and team up with the good players on your team, don't try to save the bad players. Be positive. Ask them nicely to do things. Give feedback on what they do wrong in a nice way, because some might correct their behavior as a result (usually asking them to be more defensive, and not take so many risks). Act as the cat herding general to make sure the team hits the right objectives at the right time (Pushing towers, teamfighting, defending towers, or killing the boss creeps). My win-rate has been increasing as I started applying these concepts to LoL like I do in Dota. {{item:1054}} **Problem: As I start to unlock more playmodes, I run into a game breaking problem for low levels: Bots.** You absolutely cannot play 3vs3 or ARAM without the game being full of bots that are only there to grind out IP.The bots mindlessly charge down a single lane, autoattack and spam abilities, and then are programmed to retreat if their health goes low. I think I came across it once in 5vs5 at the lower levels, but for some reason I don't see it as much in 5vs5. I stopped playing those game modes only because it's horrendous to play against these player run bots that don't even put up a real fight like the official bots, on top of having to deal with half my team being bots that are useless. These games end up being decided based solely on the fact that the team with the most bots will lose. This is a serious game breaking issue for low level play and Riot needs to do something about it. {{item:1054}} **ARAM conceptually is flawed in my opinion. **It's not very random if you only choose from a handful of characters. It would make more sense if it were random picks out of the entire champion pool. You don't need to worry about this resulting in reduced incentive to purchase heroes because with a pool of 126 characters the odds of a player getting the one they want are so low that they probably have a better chance of waiting for that character to just come onto the free rotating week. It would, however, possibly increase exposure for certain characters that a player would otherwise never play, forcing them to give it a try, even if they might skip it when it's on the free week rotation. They might get surprised and like it. Part of the whole fun of ARAM is suppose to be the concept of trying to make a dynamic completely random team work somehow. But that's not really going to happen unless you have everyone get picks from the entire cast. {{summoner:17}} **Continuing the Journey: Once I get past level 6 things start to get more interesting with more advanced champions** I ran into a lot of characters I didn't like, or that didn't fit my style, even past level 6, but the fact that I was finding some I really liked gave me confidence that there were probably many more out there I would like too. {{champion:37}} I find sona to be a clever and fun character to play, with a very unique way of supporting a team. I ended up wishing that I could play a character like this in Dota. As I spammed away abilities one after another to launch one power chord after another, with the sounds going off, it almost felt like furiously playing notes on a piano in order to achieve victory. {{champion:150}} Gnar was neat. I liked catching his boomerang and bouncing around on the enemy's heads, making use of positioning while spamming my abilities. However, I didn't really like his ult because it's harder to have control over when and where I use it. I also don't think he's as fun in that mode. {{champion:268}} 6/0/5 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1706558198/227253136?tab=overview By the time I played Azir I was sold on LoL. I kept saying "wow, this is fun. That was cool, this guy is a lot of fun to play". Part of it is that he fits my playstyle that likes a lot of long range damage, able to fight on his terms, but also is dependent on good positioning and decision making. I immediately wanted to buy Azir because he's so unlike anything else in Dota. Part of it also is that his animations and sound effects are just really cool and feel right. {{champion:4}} 15/10/18 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1706558198/227253136?tab=overview I bought twisted fate with IP without having played him, just because as a fan of Gambit from the X-men I just knew I'd enjoy playing him. He hasn't disappointed. It was frustrating at first, trying to play him like a ranged carry or mage and failing, but once I played him with more reliance on the yellow card stun, using hit and run tactics unless I was sure I had the kill, I started to have much greater success. He definitely fits my style. I also love mobility skills that let me take enemies by surprise, fighting on my terms. {{champion:51}} 15/2/8 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1710966880/227253136?tab=overview I then decided I was enjoying the game enough that I wanted to put down RP for a character I knew I'd like, because I like really long range heroes with high damage, and good concept art as a steampunk sniper- So I got Caitlyn while she was still on sale, because I didn't want to have to waste 4800 IP to unlock her ( I did the math of how long it would take me to get that much IP and decided it wasn't worth the time investment compared with the dollar investment), and I didn't want to miss out on the sale while she was there because I don't have a lot of money to burn right now either. That purchase was well worth it too. I enjoy her a lot more than the dota sniper because she has more utility and requires more decision making. However, her ultimate is underwhelming compared with the dota sniper, but at least it scales which the sniper's doesn't. It's nice that she doesn't need to depend on items for escape mechanisms because they are built into her. This also gives her a lot more teamfight utility. {{item:1054}} **Which brings me to another major issue I see with the game: The cost.** I am willing to pay, but from an economic standpoint I honestly think you're making some mistakes that are actually causing you to have less profit in the long run. My presumption as a consumer and gamer is that if I were to put down the equivalent of a retail boxed copy of the game, about $50, that I could get access to a great deal of the game's content at least (if not all of it). A lot of games will even bundle older content together in order to sell new content, letting new players just entering the game get access to everything at an affordable price (usually the cost of a single game buys you the latest content plus everything that came before it). But $50 in LoL will buy me only 7 full priced champions out of a roster of 126. Regardless of whether or not the cheaper champions are effective to play with, they may not be the ones I actually am intrigued by and have a desire to play. The ones I actually want to play may be at least 790 RP or 880 RP. On top of that I get no skins. From an economics standpoint, as a consumer, this makes no sense. It looks bad. And it is bad. I have a family and school, so I don't really have the money to spend right now. I like the game enough that I am willing to put down something anyway, but I am forced to really try to get the best value by buying only the ones I really want and only when they are on sale. Maybe you have enough people with too much money on their hand that paying $25 for a skin seems reasonable. Maybe you can support your business by pricing things that high and expecting the people with a lot of money will buy it anyway, but there are people like me that would be more likely to buy champions or skins in smaller increments if the price was more accessible. I really wanted pulsefire Ezreal when I first saw it, being a megaman fan. It was the first thing I was prepared to put down money for, until I realized just how expensive it was. I just can't justify that much for a cosmetic item. Dota 2 even managed to get money out of me purely for cosmetic items on a some heroes that I like to play regularly. Dota 2 seems to be doing well enough without requiring money for characters. LoL certainly is not in financial trouble with nearly 70 million players around the globe. Granted most of those may not be payers, but I believe you're actually discouraging a lot of them from paying by having such a high price point. How many of those would be willing to buy a few characters if they were half the cost, or even a third of the cost? You'd be getting something out of them, instead of nothing. And from a marketing perspective, once you break that barrier of getting people to invest money, they will be more likely to invest more. That's the whole principle behind microtransaction games. But the microtransactions aren't micro enough to be an impulse buy compared with what you get for it. {{item:1054}} **Why don't I just farm up the IP for stuff then? **Well, that's what most people feel they are forced to do, I bet, because the monetary cost is outrageous. However, there are a lot of people like me who have work, school, and families, so they really only have enough time to play LoL occasionally. I don't have the luxury of playing 12 hours a day for 3 months strait to farm up several champions I really like, on top of the cost of all the runes I will need. I actually did the math, and the reason I bought Caitlyn on sale is because even at a minimum wage job you're only giving up around 20 minutes of work to get it (over $3 for caitlyn on sale) - Whereas if were to try to buy her with IP, the time it takes you to get that IP could be anywhere from 30-50 hours. Even if you were to assume you had the daily XP bonus for every single game you played, you're still talking about 20 games over 20 days, which could be anywhere from 10-20 hours depending on their length. I'd rather have more time for other things in life, playing the game only when I want to have fun, and not just because I feel obligated to grind out as much as I can. Which brings me to another issue, which is more an issue with the online game industry in general: I don't like games that force me to grind to unlock more tactical options. I can't play around with different mastery sets to change up the way I play my character without being level 30. I have to grind for runes to change the way my character plays. On top of not having access to all the characters to try different playstyles. That's one good thing about Dota, is that I can pursue whatever strategy I want, and I don't need to grind 300 games before I unlock certain game modes, characters, or items. I don't think LoL is too bad in the sense that the runes and masteries don't seem to change the way you play in a major way, but only enhance the way you already like to play, but I still think it takes away from the game rather than adds to it. It's arbitrary, and doesn't really add to my game experience to force me to grind to unlock all my tactical options.At least with the character grind it makes sense because we understand you want to motivate us to pay you money. But with the rune and mastery (level) grind, I don't believe it serves any benefit to the player other than serve as a scheme to make them play more in order to experience more. I can speak from experience that I have been driven out of free to play games because I felt like they did not respect me as a human being whose time is valuable. I felt like they wanted to manipulate me into being in game as much as possible. I hated the trend Battlefield 2142 and Modern Warfare started with unlocks because the time required to unlock attachments and weapons was so huge. I felt like my ability to enjoy the game to it's fullest was being restricted because I couldn't play it as a full time job. I was restricted in what I could do and punished for not having endless free time. Planetside 2 was great fun, I liked it, I wanted to play it, but I didn't want to spend months grinding out the equipment and certs I really wanted to have fun with. Even paying money would have only sped up the grind, not remove it. So this actually discouraged me and I left the game because I didn't feel I had the time to invest in getting to where I actually wanted to be in terms of certs and upgrades that made the game fun. Warthunder is a game I greatly enjoyed as well, and I almost considered putting down real money to unlock planes in order to save from investing excessive time into it. But it just wasn't cost effective when I considered it. I would have gotten very little for $10, especially when I could pay for a boxed copy of a flight sim like IL-2 that comes with years of expansion content bundled together. {{summoner:17}} **A new week begins. New characters rotate in at this point:** {{champion:106}} 17/4/13 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1711754257/227253136?tab=overview I have a blast on Volibear. I knew I'd like him when I saw him in game played by the enemy. He just looks and sounds cool (which I think is a big factor in making a character fun to play, to be honest). Dominated my first game. His speed buff and speed debuff are powerful gap closers and escape mechanisms at this level of play. It was a lot of fun late game when I had the full recommended item build and was able to take massive amounts of damage while returning it back on the enemy team. {{champion:112}} 8/3/15 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1712402786/227253136?tab=overview When I tried Viktor I immediately knew I had found my next desired purchase. He totally fits my playstyle, looks awesome, and his abilities are a lot of fun. He's also unique in the sense that I love being able to autoattack while firing off my laser in another direction, or running one way while firing another, and being able to dictate the path my laser takes. He's got some excellent teamfight power, and his abilities let him dictate the fight on his terms to a good extent, as long as he uses smart positioning. Part of the reason I like him so much may also be because he reminds me of the Techpriest Enginseer from warhammer 40k, which I always thought looked awesome. I'm hoping Viktor goes on sale real soon. I looked up the stats for most played, and the fact that he is one of the least played only increases my desire to get him and master him, because I love dominating on a cool looking character that most people dismiss as not useful. {{item:1054}} **Character models/sounds/etc. ** Some of the characters are so awesome to see in action they make it a lot funner to play them. Some are so bad that my initial interest in the character is lost. Some of the models and effects are atrocious, and I can only assume they are left over from early on. Example: Taric. He looks nothing like his concept art. His concept art made me think "hey, he looks cool, I want to try him, I'll probably like him". Well, I did like his ability set, but he looks like a joke in-game, so I have no desire to play him let alone pay for him. Pantheon is another character I was convinced I wanted to get, but after seeing him in game I realized that he has a very poor model that doesn't live up to how awesome his concept art is. {{item:1054}} **I love the 2D art, music, and videos** I must say though that I really appreciate all the effort they've put into the 2D concept art for the characters and skins. Although, to some extent I think they need it. Because the dota in-game models are much higher quality, so you don't really need a 2D masterpiece to make a new skin or itemset look awesome, because it already looks good on the model I love that they put resources into creating fun animated videos. It gives a lot of life and fun to the game when they do stuff like that just because they can. It makes it fun and unique that they compiled the music for the game, and even made a metal album with a metal themed skin set! That's just awesome. I kept listening to "Deathfire's Grasp" over and over, along with other great songs like "Demacia Rising" or "Quinn and Valor" I was disappointed to find out though that they don't have custom sounds for in game. A skin like that is really in need of some electric guitar shreds when they hit someone, or gothic metal piano sounds for sona. {{champion:89}} 10/4/15 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1713372518/227253136?tab=overview Leona is also one I had been wanting to try because I was drawn to the concept art style. I enjoyed playing as her, and will try again, but I think my playstyle seems to fit more naturally with the mage, marksman, or ganker types. {{champion:111}} 4/2/7 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1713388789/227253136?tab=overview Nautilus was fun too. I think seeing the cinematic trailer of him made me want to play him. He looks cool in action, along with his sounds and spell effects. {{item:1054}} I find the tanks fun, but I find it more difficult to secure kills in many solo circumstances because they don't output as much damage. However, I enjoy the fact that LoL seems to have a stronger role for tanks as a concept of someone that can take hits and disrupt the enemy team. I enjoy pairing with a marksman or mage type. Dota doesn't really have tanks in that sense. They have initiators, which may or may not be highly durable. You don't usually see people trying to fill a defined role of a tank in dota. {{item:1054}}**Things I've noticed about how heroes are different in LoL, at least based on what I've seen so far...** I'm starting to notice something others had commented on in forums... Heroes in LoL seem to often be engineered around filling a predetermined role, much like classes in a typical MMORPG. I first noticed this when I realized that Nautilus, Leona, and Jarvan all seem to follow a basic tank template. You've got a shield, a gap closer, a way of outputting more right click damage in bursts, and a damage ult that is AoE. This can be good for balance, but it can also make the characters potentially feel bland and overbalanced to the point where they either aren't very unique or they are unique but limit the player's creativity in what they can achieve. In Dota, most heroes are completely different and unique playstyles. I think Dota's heroes are based around realizing a particular concept rather than being engineered to plug into a predetermined role. Because of this, a great majority of the heroes can end up feeling like you are playing a whole new game in a sense that the things you learned about how to play one character don't transfer over to another character. There's some overlap between some heroes, but generally not much. Some heroes like tidehunter do have the feel of being kind of generic with a balanced mix of abilities. However, most Dota heroes seem to be designed around having a strong concept that is realized through very synergistic and unique ability sets. The benefit of this is that you can end up with some things like techies that are so unique in their playstyle that they don't even fit into the meta and there's nothing else remotely (no pun intended) like them. Dota has more of a mod feel to it, in the sense that a mod is willing to take risks with it's design and do crazy stupidly powerful things and then later reign it in only if it is so out of control that it ruins the game for everything else. That may also be why the spells and powers of dota heroes seem to be more powerful in general. This is only natural considering that Dota started out as a mod, and Dota 2 is basically just a port of what was already developed in a mod environment. I think part of the reason it still has that feel is because they haven't done much to alter the game as it existed during the mod days. I get the sense when playing Dota that the creators were often dreaming like: "Wouldn't it be cool if...", and then made it happen. So you end up with crazy powerful abilities, or characters that just do things in a completely new way, or characters that have very strong synergy in their abilities focused towards a single goal (as opposed to many LoL champs that seem to be more generalist rather than specialized). It would be nice to see more of that in LoL, at least with future champions. Also, because of Dota's complexity, I believe that the devs are slow to nerf things because they recognize that most things, although situationally powerful, have weaknesses that can be exploited by the smart and knowledgeable enough players. A lot of times the meta has shifted in response to players finding counters with tactics, heroes, or item combinations that weren't previously used. I don't have experience with what the nerfing is like in LoL, but I have come to generally trust that Dota only gets nerfs when it is really necessary, in a measured way, after time has passed to show that the problem is really with the design and not just the players failing to counter it with new tactics. I believe that Dota is well balanced in the sense that most heroes have a role to be played situationally. Some situations are more common than others though, so some heroes end up being picked more often as safer picks. I actually wonder if people take nerfs harder in LoL because they get invested in a handful of champions they paid for, instead of in Dota where you kind of just shrug your shoulders and find something else to play as. I think that also makes it easier to have some heroes be regarded as situational picks, with no expectation that they all have to be picked often in order to be considered viable. {{item:1054}} **Skillshots** I read about how LoL was full of skillshot abilities while dota only had a few, and therefore that was one reason it required more skill. I find it a lot of fun to lead targets, dodge, and I think it adds good elements that you can use the creeps to block so many spells and abilities. You can even skillshot into the fog of war for kills, which is nice. It also adds a great element in the sense of letting players physically block shots for others. which I learned the hard way when trying to land kills. I don't think it has taken me long to learn to lead targets and position accordingly, so I don't consider it a particularly difficult skill to achieve. Although it does increase the tactical factors I have to consider when using an ability. I actually think that it could be fun to take many of the dota spells with slower travel times and turn them into skillshots. It just makes sense to do things that way in hindsight, after seeing it done in LoL. However, it doesn't really feel different from Dota in the sense that I believe superior decision making and positioning will do far more to determine the outcome of a fight than who has the best skill at aiming their abilities. That's probably why I don't even notice that I'm using skillshots most of the time, but just do it reflexively, because for me my focus is on the decision making process of what abilities to use, when, and where. The skillshots do add some complication to the mix based on the extra factors involved, but not so much that I feel like it's that different from Dota in terms of the level of tactics or mechanical skill required to do well in a battle. {{item:1054}} **Sustainability and spamming.** I've read that LoL makes it easier to spam spells, you're more sustainable, so there's less decision making about when to use your abilities, and less disadvantages to downtime in terms of missed gold and exp. I can see how that may be the case. I can see how that may be the case, but I can't at this point say one is necessarily better than the other. To some extent I like being able to use my spells more indiscriminately, and I can see how it might make the early game more action oriented instead of everything being focused on just fighting over last hits. However, sometimes it's satisifying in dota to know that you can make the enemy waste their mana and abilities so that then they are more vulnerable to being ganked. It makes you be more strategic about the use of your skills, where you are forced to conserve mana in case a teamfight breaks out. So it can be more complex and less forgiving in that sense. I do think that Dota is probably smarter for making mana and health potions disable once you are hit. It forces you to pull back, so you can't be as gung ho about wasting your health and mana fruitlessly. You need to be more calculated with the risks you take. I do like the sense I get in dota that I'm rewarded more for forcing my opponent out of the lane or causing them to go back to base to heal. It doesn't seem to hurt as much in LoL. {{item:1054}} **In some ways I like what LoL has done to streamline things. ** I really don't think the creep pulling, stacking, and denying mechanics of dota really add much value in terms of tactics. I think it's largely just a matter of requiring more game mechanics knowledge and having more practice in pulling it off and multi-tasking. Which doesn't necessarily enhance the tactical decision making or fun involved in the game. The jungle buffs are a nice idea. The baron and dragon concepts are great, and I think more fun than just one guy on the team getting to use the aegis from Roshan. The dragon buffs stay with you which gives you more incentive to do it, and the baron buff really helps you close the deal on what might be a stalemate defensively. I think it's funner to fight over those things because they are more tangible to the whole team. I think it is better to have a gold penalty loss on death because players need to feel the personal cost of their stupidity in order to learn from it. I sometimes wonder if these low level newbies I'm teamed with even care that they are giving the enemy team massive amounts of gold, or understand how that helps them. I believe there would be a lot less feeding and smarter risk taking if they were putting something of theirs on the line. If you could buy things away from the store, but pick them up when you return to the store, this would allow you to limit gold lost as in Dota. It might also solve some of the issues LoL has with gold being too plentiful in the late game so you don't know what to do with it. I actually like the fact that in Dota you can dream of impossible to achieve builds that you would ideally like to have in the late game but probably never will because everything is so expensive. It's a big of a let down to me in LoL when I get to the end of a long game and I'm awash in gold with nothing to spend it on. Dota even has ridiculous stuff like the divine rapier, which is almost never practical to buy but at least you've always something more powerful you could potentially buy to help turn the tide of battle or secure victory. The buyback system in dota is fun for that reason. It adds a great element of decision making as you either save up for a buyback, or you choose to sacrifice a late item in order to save a barracks. Speaking of which, I like the suppression system in LoL over the barracks system in Dota. I think it's a more elegant way of achieving the same effect. That's another area that LoL has dota beat by a long shot: Magic effectiveness scaling. Dota is handicapped IMO by an item system that makes it too easy for defense to outstrip magic offense. Also, the stat based system (both from leveling and from items) allows auto attack based heroes to continue to scale in effectiveness, but magic based heroes have no room to grow unless their skills are designed to scale in some way. This isn't very fun to then play a hero like zeus who can rock early and mid game, but then just becomes completely useless late game. This does add some elements of strategy as you have certain windows of effectiveness of different heroes. This, in turn, adds to the complexity of the game and the amount of game knowledge you need to understand in order to win. You need to know when your hero is strongest and make the biggest impact at that phase of the game, before other heroes overtake you. Or, if you are strong late game, you need to stall against the strong early game heroes and try not to get overrun while you farm up. {{item:1054}} **I am unsure what I think about the differences in items between the two games**. In Dota item choices are more complex I think because you have to calculate if it's better to get flat bonuses or increase base stats. Also, there are a lot of active abilities in items which can be totally game changing. To some extent this is fun because it expands the team strategies and tactics you have available. It also requires a lot more game knowledge because you won't survive unless you know what all these items do on various different characters. This does add depth, which I like. It also adds tactical variety, the ability to dream up crazy new ideas and try it out, which I also like. It's also really satisfying to have a plan for your character in mind and work towards farming it, waiting for the time where you come online and start to own with those items. However, there's one thing about the dota system I don't really like: Which is that the game ends up feeling overly item dependent and the game play starts to be warped by some items being so common (Blink and BKB on so many players in a single game). BKB gives the enemy magic immunity for 5-10 seconds, and blink is flash you can activate every 12 seconds (unless you've been hit recently, so it's more for gap closing or chasing rather than escaping). This totally alters the dynamics of how a character plays beyond what it was designed to do. Which is a good thing in the sense that it's fun to totally change what a hero is capable of. But it's bad in the sense that it can be unfun to be a magic user who is rendered obsolete by a carry with a BKB, or to find that your superior positioning doesn't mean much because the enemy just blinks over to you anyway. In this sense, the items can have a homogenizing effect by doing too much to smooth over the weak points of heroes. It's not just some heroes you have to worry about closing the gap on you, it's now every hero that gets a BKB or force staff. This can also be good because you can alter your item build choices to respond to what the enemy is doing. This makes for very dynamic strategies in response to the enemy, where there are many different ways to build and alter your hero. Many times, though, I have found myself yearning for a more baseline game mode where heroes just fought with what they had, using only basic item upgrades, because then we could have fun trying to make the most out of what we had as a natural part of our character abilities. So I can't say one is really better than the other, it's just different. {{item:3020}} **Suggestions for the game:** 1. The game could greatly benefit from a replay system like Dota. 2. It would also greatly benefit from an in-browser way to view models of champions and skins before buying them, like the lolking website has. But it should be something official, not something you accidently stumble across like I did. 3. In-game descriptions of what the various class types are, and what they mean. So we don't have to go look it up online. Better for newer players. 4. An in-game way to see the masteries and runes a player has active. This would be more important the more competitive the play is, so you know what you can expect from you opponent. 5. (Edit: Others have pointed out that this is already in-game. It just wasn't obvious to me where it was in-game.) An in-game way to see in-game what our champion's current level of cooldown reduction, crit chance, and other things are. To see at a glance how your runes/masteries/items are all interacting together. 6. Make it more clear in-game when certain items are stacking or not, by coloring the text of that ability on an item in red to show that it is conflicting with another item you already have. Some of these unique passives have the same passive name but different numbers and effects attached to that name, so I'm not sure if they are suppose to stack or not. 7. Some kind of system that lets us trial champions on a limited basis without having to wait for the free rotation to come around. 8. Some skins are not available in the store. It would help to explain why that is to players. I still don't know why after googling it. 9. One way to increase champion type variety, is to look at the champion types mixes you don't yet have and try to find a way to make it work. That kind of creative process could have some unexpectedly good results. The types that don't exist yet: assassin/marksman, assassin/support, assassin/tank, fighter (pure fighter), marksman/tank, support (pure support), support/assassin, support/marksman, support/tank, tank/assassin, tank/marksman. 10. Prioritize model/art/sound updates for various champions. 11. Cut the RP cost of heroes in half across the board. Continue sales. You'll probably get more people hooked into paying real money and serve the customers better this way by making it affordable to actually buy characters instead of being forced to grind them. Create more calculated bundles that mix popular heroes with less popular ones. 12. Don't have a separate rotation of heroes for new players. Give them more credit as gamers. Not all of them are going to be completely new. At least tell them in-game that they will have a new rotation after level 6, so they can either expect something more interesting or take advantage of trying out different heroes while they are still level 6 (instead of playing the same few over and over). 13. Crack down hard on the use of bots in-game. 14. Change ARAM so that it picks a random hero for everyone from the entire pool, whether they own it or not. Or, perhaps by choosing heroes randomly from the pool of what everyone in the game owns.
Risen29
This is an epic 'thought journal'. Nice work. ^_^b
I played dota back when it came out for Warcraft 3 (A very early version of it), and got into Dota 2 when it was still in beta, although I haven't played consistently every year for that long, I do have quite a bit of experience and loved following the international as a sporting event with all the team and draft dynamics involved. I wanted to try LoL for myself after reading about comparisons between the two games. My very first impressions were not good, but the more I got into it the more I found things I liked about it. At this point I am loving LoL, have bought a couple champions with RP, and I intend to buy many more once they go on sale. I felt I wanted to share my experience as both a new player to LoL yet an experienced moba player. I think they did a lot of things right but there are also areas the devs could improve on. There are some areas that I won't get into commenting on yet because I haven't had enough experience. This post represents my impressions up to level 10. I'll share my impressions of some of the characters, game modes, mechanics, etc. up to this point. I may post more impressions once I get to level 30, or at level 20 if my game experience and impressions/conclusions have changed significantly enough by then to warrant an update. {{summoner:17}} **The start of the Journey: The newbie starter pool of free characters. ** I think part of why my first impressions were so bad was because they have a separate free champion pool for players under level 6. Meant to help new players, as a longtime dota player this backfired by giving me heroes that I found to be very simplistic and boring. I played Lux , Ryze, Ashe, Lissandra, Jinx , Varus, Garen, Kha'Zix, and Shyvana, in that order. They weren't necessarily bad, but they just didn't strike me as overly interesting, or I found them to be very predictable. Some felt like watered down versions of what I was use to with Dota. I wasn't really seeing anything here that made me want to play LoL over Dota. {{item:1054}} At this point I'm thinking that I can see why people say that LoL champions have abilities that feel less powerful. LoL seems more measured and conservative in what they allow you to get away with. In Dota a lot of ultimates can be total game changers if used at the right time and place - moreso than in LoL from what I've seen so far. Sometimes it's good to have a tight balance and focus to what a character does, but sometimes it can be bad because it feels like things have been overbalanced to the point of blandness and predictability. This happens sometimes in MMORPGs where the devs have such a specific idea in mind of what they want to happen with team and class dynamics that the players have very little wiggle room for their own creativity, and there's less to be gained from smart decision making that maximizes your effectiveness. I often feel like Dota's abilities and items give me the freedom to think up crazy combos or tactics, so there's a high probability I can do something the enemy might not expect. Part of why I think people say Dota has more depth is because it takes so much time and experience just to learn how to stop being surprised by all the various possibilities. Even pro players seem to get surprised sometimes. I don't yet know to what extent this is also true in LoL. {{champion:222}} 8/4/11 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1703773543/227253136?tab=overview Jinx was the first one I really had fun with because I could harass from long range with rockets, skill-shot stun, decide where to set mines, and use a skill-shot ult to have fun killing enemies from across the map. {{champion:86}} 5/8/17 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1705998595/227253136?tab=overview I did have fun playing Garen despite him not being that complex. I liked how he required no mana for his abilities. It's refreshing to be able to spam abilities as much as I want for a change. I enjoyed acting as the meatshield to initiate, letting my team move in behind me to kill off enemies. I probably was responsible for securing more kills than my score suggests, because of all the assists. {{champion:110}} 16/6/11, with a 10 kill streak. http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1703828819/227253136?tab=overview I dominated with Varus on my first try after I got some items. Despite that, I didn't find him that interesting to play. I think he just had a high damage ranged style that let me really punish the mistakes of my enemies. {{item:1054}} **Some of these players are shockingly bad at this level.** It's expected that at least one person on each team will do nothing but feed the entire game, going 0/15 or something. In many cases the official bots would have been more of a challenge. I'm playing against against newbies with clearly no moba experience, and I can often easily dominate them if I'm playing smart and I choose a character that fits well with my playstyle preferences. Because this game is so similar to Dota, a lot of the same concepts I learned about how to farm gold, get kills, and push towers while staying alive, all apply to LoL. It can be frustrating when two people on my team always feed. I imagine it might also be frustrating for new players to be put against those who are skilled players on low level smurf accounts. Part of the problem is you don't have the ability to match a highly skilled player with other highly skilled players unless they are near the same level. This might be a problem at the lower levels when it comes to someone smurfing. There's really not much way around this, that I see, because you can't put a level 10 against a level 30 with full runes and masteries and expect that to be fair. I don't know if this problem is going to go away as I win more games, or if I just need to gain more levels to get paired with better players. But I suspect that LoL does not have the same kind of player assessment system as Dota, so you're probably matched based on winrate alone. Dota has a dynamic calibration system for unranked games where it determines your skill level based on a variety of in-game metrics like gold per minute, last hits per minute, kill/death/assist/ratio, even ward usage on supports, etc. What this means is that you can be losing games but still rising in your rating, so your future games will pair you against others closer to your level of in-game performance. However, ranked matches don't work this way in Dota. Only the first 10 games use the dynamic calibration system, then you get locked into an Match-Making Rating and can only raise it by winning more games than you lose. This is why we end up with 'MMR hell". Because if you play your 10 ranked calibration matches at below your normal performance level then you will get put in at a below average MMR. Then it will take you a long time to dig yourself out of that pit because now your MMR only raises based on wins. So you have to learn how to carry your team and lead unskilled players to victory. However, that doesn't mean it's hopeless to win if you're on a team full of newbs. I've learned from rising up in Dota's ranked system that you have to game it by feeding off the enemy's bad players more than the enemy's good players feeds off your bad players, playing high impact heroes. Support and team up with the good players on your team, don't try to save the bad players. Be positive. Ask them nicely to do things. Give feedback on what they do wrong in a nice way, because some might correct their behavior as a result (usually asking them to be more defensive, and not take so many risks). Act as the cat herding general to make sure the team hits the right objectives at the right time (Pushing towers, teamfighting, defending towers, or killing the boss creeps). My win-rate has been increasing as I started applying these concepts to LoL like I do in Dota. {{item:1054}} **Problem: As I start to unlock more playmodes, I run into a game breaking problem for low levels: Bots.** You absolutely cannot play 3vs3 or ARAM without the game being full of bots that are only there to grind out IP.The bots mindlessly charge down a single lane, autoattack and spam abilities, and then are programmed to retreat if their health goes low. I think I came across it once in 5vs5 at the lower levels, but for some reason I don't see it as much in 5vs5. I stopped playing those game modes only because it's horrendous to play against these player run bots that don't even put up a real fight like the official bots, on top of having to deal with half my team being bots that are useless. These games end up being decided based solely on the fact that the team with the most bots will lose. This is a serious game breaking issue for low level play and Riot needs to do something about it. {{item:1054}} **ARAM conceptually is flawed in my opinion. **It's not very random if you only choose from a handful of characters. It would make more sense if it were random picks out of the entire champion pool. You don't need to worry about this resulting in reduced incentive to purchase heroes because with a pool of 126 characters the odds of a player getting the one they want are so low that they probably have a better chance of waiting for that character to just come onto the free rotating week. It would, however, possibly increase exposure for certain characters that a player would otherwise never play, forcing them to give it a try, even if they might skip it when it's on the free week rotation. They might get surprised and like it. Part of the whole fun of ARAM is suppose to be the concept of trying to make a dynamic completely random team work somehow. But that's not really going to happen unless you have everyone get picks from the entire cast. {{summoner:17}} **Continuing the Journey: Once I get past level 6 things start to get more interesting with more advanced champions** I ran into a lot of characters I didn't like, or that didn't fit my style, even past level 6, but the fact that I was finding some I really liked gave me confidence that there were probably many more out there I would like too. {{champion:37}} I find sona to be a clever and fun character to play, with a very unique way of supporting a team. I ended up wishing that I could play a character like this in Dota. As I spammed away abilities one after another to launch one power chord after another, with the sounds going off, it almost felt like furiously playing notes on a piano in order to achieve victory. {{champion:150}} Gnar was neat. I liked catching his boomerang and bouncing around on the enemy's heads, making use of positioning while spamming my abilities. However, I didn't really like his ult because it's harder to have control over when and where I use it. I also don't think he's as fun in that mode. {{champion:268}} 6/0/5 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1706558198/227253136?tab=overview By the time I played Azir I was sold on LoL. I kept saying "wow, this is fun. That was cool, this guy is a lot of fun to play". Part of it is that he fits my playstyle that likes a lot of long range damage, able to fight on his terms, but also is dependent on good positioning and decision making. I immediately wanted to buy Azir because he's so unlike anything else in Dota. Part of it also is that his animations and sound effects are just really cool and feel right. {{champion:4}} 15/10/18 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1706558198/227253136?tab=overview I bought twisted fate with IP without having played him, just because as a fan of Gambit from the X-men I just knew I'd enjoy playing him. He hasn't disappointed. It was frustrating at first, trying to play him like a ranged carry or mage and failing, but once I played him with more reliance on the yellow card stun, using hit and run tactics unless I was sure I had the kill, I started to have much greater success. He definitely fits my style. I also love mobility skills that let me take enemies by surprise, fighting on my terms. {{champion:51}} 15/2/8 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1710966880/227253136?tab=overview I then decided I was enjoying the game enough that I wanted to put down RP for a character I knew I'd like, because I like really long range heroes with high damage, and good concept art as a steampunk sniper- So I got Caitlyn while she was still on sale, because I didn't want to have to waste 4800 IP to unlock her ( I did the math of how long it would take me to get that much IP and decided it wasn't worth the time investment compared with the dollar investment), and I didn't want to miss out on the sale while she was there because I don't have a lot of money to burn right now either. That purchase was well worth it too. I enjoy her a lot more than the dota sniper because she has more utility and requires more decision making. However, her ultimate is underwhelming compared with the dota sniper, but at least it scales which the sniper's doesn't. It's nice that she doesn't need to depend on items for escape mechanisms because they are built into her. This also gives her a lot more teamfight utility. {{item:1054}} **Which brings me to another major issue I see with the game: The cost.** I am willing to pay, but from an economic standpoint I honestly think you're making some mistakes that are actually causing you to have less profit in the long run. My presumption as a consumer and gamer is that if I were to put down the equivalent of a retail boxed copy of the game, about $50, that I could get access to a great deal of the game's content at least (if not all of it). A lot of games will even bundle older content together in order to sell new content, letting new players just entering the game get access to everything at an affordable price (usually the cost of a single game buys you the latest content plus everything that came before it). But $50 in LoL will buy me only 7 full priced champions out of a roster of 126. Regardless of whether or not the cheaper champions are effective to play with, they may not be the ones I actually am intrigued by and have a desire to play. The ones I actually want to play may be at least 790 RP or 880 RP. On top of that I get no skins. From an economics standpoint, as a consumer, this makes no sense. It looks bad. And it is bad. I have a family and school, so I don't really have the money to spend right now. I like the game enough that I am willing to put down something anyway, but I am forced to really try to get the best value by buying only the ones I really want and only when they are on sale. Maybe you have enough people with too much money on their hand that paying $25 for a skin seems reasonable. Maybe you can support your business by pricing things that high and expecting the people with a lot of money will buy it anyway, but there are people like me that would be more likely to buy champions or skins in smaller increments if the price was more accessible. I really wanted pulsefire Ezreal when I first saw it, being a megaman fan. It was the first thing I was prepared to put down money for, until I realized just how expensive it was. I just can't justify that much for a cosmetic item. Dota 2 even managed to get money out of me purely for cosmetic items on a some heroes that I like to play regularly. Dota 2 seems to be doing well enough without requiring money for characters. LoL certainly is not in financial trouble with nearly 70 million players around the globe. Granted most of those may not be payers, but I believe you're actually discouraging a lot of them from paying by having such a high price point. How many of those would be willing to buy a few characters if they were half the cost, or even a third of the cost? You'd be getting something out of them, instead of nothing. And from a marketing perspective, once you break that barrier of getting people to invest money, they will be more likely to invest more. That's the whole principle behind microtransaction games. But the microtransactions aren't micro enough to be an impulse buy compared with what you get for it. {{item:1054}} **Why don't I just farm up the IP for stuff then? **Well, that's what most people feel they are forced to do, I bet, because the monetary cost is outrageous. However, there are a lot of people like me who have work, school, and families, so they really only have enough time to play LoL occasionally. I don't have the luxury of playing 12 hours a day for 3 months strait to farm up several champions I really like, on top of the cost of all the runes I will need. I actually did the math, and the reason I bought Caitlyn on sale is because even at a minimum wage job you're only giving up around 20 minutes of work to get it (over $3 for caitlyn on sale) - Whereas if were to try to buy her with IP, the time it takes you to get that IP could be anywhere from 30-50 hours. Even if you were to assume you had the daily XP bonus for every single game you played, you're still talking about 20 games over 20 days, which could be anywhere from 10-20 hours depending on their length. I'd rather have more time for other things in life, playing the game only when I want to have fun, and not just because I feel obligated to grind out as much as I can. Which brings me to another issue, which is more an issue with the online game industry in general: I don't like games that force me to grind to unlock more tactical options. I can't play around with different mastery sets to change up the way I play my character without being level 30. I have to grind for runes to change the way my character plays. On top of not having access to all the characters to try different playstyles. That's one good thing about Dota, is that I can pursue whatever strategy I want, and I don't need to grind 300 games before I unlock certain game modes, characters, or items. I don't think LoL is too bad in the sense that the runes and masteries don't seem to change the way you play in a major way, but only enhance the way you already like to play, but I still think it takes away from the game rather than adds to it. It's arbitrary, and doesn't really add to my game experience to force me to grind to unlock all my tactical options.At least with the character grind it makes sense because we understand you want to motivate us to pay you money. But with the rune and mastery (level) grind, I don't believe it serves any benefit to the player other than serve as a scheme to make them play more in order to experience more. I can speak from experience that I have been driven out of free to play games because I felt like they did not respect me as a human being whose time is valuable. I felt like they wanted to manipulate me into being in game as much as possible. I hated the trend Battlefield 2142 and Modern Warfare started with unlocks because the time required to unlock attachments and weapons was so huge. I felt like my ability to enjoy the game to it's fullest was being restricted because I couldn't play it as a full time job. I was restricted in what I could do and punished for not having endless free time. Planetside 2 was great fun, I liked it, I wanted to play it, but I didn't want to spend months grinding out the equipment and certs I really wanted to have fun with. Even paying money would have only sped up the grind, not remove it. So this actually discouraged me and I left the game because I didn't feel I had the time to invest in getting to where I actually wanted to be in terms of certs and upgrades that made the game fun. Warthunder is a game I greatly enjoyed as well, and I almost considered putting down real money to unlock planes in order to save from investing excessive time into it. But it just wasn't cost effective when I considered it. I would have gotten very little for $10, especially when I could pay for a boxed copy of a flight sim like IL-2 that comes with years of expansion content bundled together. {{summoner:17}} **A new week begins. New characters rotate in at this point:** {{champion:106}} 17/4/13 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1711754257/227253136?tab=overview I have a blast on Volibear. I knew I'd like him when I saw him in game played by the enemy. He just looks and sounds cool (which I think is a big factor in making a character fun to play, to be honest). Dominated my first game. His speed buff and speed debuff are powerful gap closers and escape mechanisms at this level of play. It was a lot of fun late game when I had the full recommended item build and was able to take massive amounts of damage while returning it back on the enemy team. {{champion:112}} 8/3/15 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1712402786/227253136?tab=overview When I tried Viktor I immediately knew I had found my next desired purchase. He totally fits my playstyle, looks awesome, and his abilities are a lot of fun. He's also unique in the sense that I love being able to autoattack while firing off my laser in another direction, or running one way while firing another, and being able to dictate the path my laser takes. He's got some excellent teamfight power, and his abilities let him dictate the fight on his terms to a good extent, as long as he uses smart positioning. Part of the reason I like him so much may also be because he reminds me of the Techpriest Enginseer from warhammer 40k, which I always thought looked awesome. I'm hoping Viktor goes on sale real soon. I looked up the stats for most played, and the fact that he is one of the least played only increases my desire to get him and master him, because I love dominating on a cool looking character that most people dismiss as not useful. {{item:1054}} **Character models/sounds/etc. ** Some of the characters are so awesome to see in action they make it a lot funner to play them. Some are so bad that my initial interest in the character is lost. Some of the models and effects are atrocious, and I can only assume they are left over from early on. Example: Taric. He looks nothing like his concept art. His concept art made me think "hey, he looks cool, I want to try him, I'll probably like him". Well, I did like his ability set, but he looks like a joke in-game, so I have no desire to play him let alone pay for him. Pantheon is another character I was convinced I wanted to get, but after seeing him in game I realized that he has a very poor model that doesn't live up to how awesome his concept art is. {{item:1054}} **I love the 2D art, music, and videos** I must say though that I really appreciate all the effort they've put into the 2D concept art for the characters and skins. Although, to some extent I think they need it. Because the dota in-game models are much higher quality, so you don't really need a 2D masterpiece to make a new skin or itemset look awesome, because it already looks good on the model I love that they put resources into creating fun animated videos. It gives a lot of life and fun to the game when they do stuff like that just because they can. It makes it fun and unique that they compiled the music for the game, and even made a metal album with a metal themed skin set! That's just awesome. I kept listening to "Deathfire's Grasp" over and over, along with other great songs like "Demacia Rising" or "Quinn and Valor" I was disappointed to find out though that they don't have custom sounds for in game. A skin like that is really in need of some electric guitar shreds when they hit someone, or gothic metal piano sounds for sona. {{champion:89}} 10/4/15 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1713372518/227253136?tab=overview Leona is also one I had been wanting to try because I was drawn to the concept art style. I enjoyed playing as her, and will try again, but I think my playstyle seems to fit more naturally with the mage, marksman, or ganker types. {{champion:111}} 4/2/7 http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1713388789/227253136?tab=overview Nautilus was fun too. I think seeing the cinematic trailer of him made me want to play him. He looks cool in action, along with his sounds and spell effects. {{item:1054}} I find the tanks fun, but I find it more difficult to secure kills in many solo circumstances because they don't output as much damage. However, I enjoy the fact that LoL seems to have a stronger role for tanks as a concept of someone that can take hits and disrupt the enemy team. I enjoy pairing with a marksman or mage type. Dota doesn't really have tanks in that sense. They have initiators, which may or may not be highly durable. You don't usually see people trying to fill a defined role of a tank in dota. {{item:1054}}**Things I've noticed about how heroes are different in LoL, at least based on what I've seen so far...** I'm starting to notice something others had commented on in forums... Heroes in LoL seem to often be engineered around filling a predetermined role, much like classes in a typical MMORPG. I first noticed this when I realized that Nautilus, Leona, and Jarvan all seem to follow a basic tank template. You've got a shield, a gap closer, a way of outputting more right click damage in bursts, and a damage ult that is AoE. This can be good for balance, but it can also make the characters potentially feel bland and overbalanced to the point where they either aren't very unique or they are unique but limit the player's creativity in what they can achieve. In Dota, most heroes are completely different and unique playstyles. I think Dota's heroes are based around realizing a particular concept rather than being engineered to plug into a predetermined role. Because of this, a great majority of the heroes can end up feeling like you are playing a whole new game in a sense that the things you learned about how to play one character don't transfer over to another character. There's some overlap between some heroes, but generally not much. Some heroes like tidehunter do have the feel of being kind of generic with a balanced mix of abilities. However, most Dota heroes seem to be designed around having a strong concept that is realized through very synergistic and unique ability sets. The benefit of this is that you can end up with some things like techies that are so unique in their playstyle that they don't even fit into the meta and there's nothing else remotely (no pun intended) like them. Dota has more of a mod feel to it, in the sense that a mod is willing to take risks with it's design and do crazy stupidly powerful things and then later reign it in only if it is so out of control that it ruins the game for everything else. That may also be why the spells and powers of dota heroes seem to be more powerful in general. This is only natural considering that Dota started out as a mod, and Dota 2 is basically just a port of what was already developed in a mod environment. I think part of the reason it still has that feel is because they haven't done much to alter the game as it existed during the mod days. I get the sense when playing Dota that the creators were often dreaming like: "Wouldn't it be cool if...", and then made it happen. So you end up with crazy powerful abilities, or characters that just do things in a completely new way, or characters that have very strong synergy in their abilities focused towards a single goal (as opposed to many LoL champs that seem to be more generalist rather than specialized). It would be nice to see more of that in LoL, at least with future champions. Also, because of Dota's complexity, I believe that the devs are slow to nerf things because they recognize that most things, although situationally powerful, have weaknesses that can be exploited by the smart and knowledgeable enough players. A lot of times the meta has shifted in response to players finding counters with tactics, heroes, or item combinations that weren't previously used. I don't have experience with what the nerfing is like in LoL, but I have come to generally trust that Dota only gets nerfs when it is really necessary, in a measured way, after time has passed to show that the problem is really with the design and not just the players failing to counter it with new tactics. I believe that Dota is well balanced in the sense that most heroes have a role to be played situationally. Some situations are more common than others though, so some heroes end up being picked more often as safer picks. I actually wonder if people take nerfs harder in LoL because they get invested in a handful of champions they paid for, instead of in Dota where you kind of just shrug your shoulders and find something else to play as. I think that also makes it easier to have some heroes be regarded as situational picks, with no expectation that they all have to be picked often in order to be considered viable. {{item:1054}} **Skillshots** I read about how LoL was full of skillshot abilities while dota only had a few, and therefore that was one reason it required more skill. I find it a lot of fun to lead targets, dodge, and I think it adds good elements that you can use the creeps to block so many spells and abilities. You can even skillshot into the fog of war for kills, which is nice. It also adds a great element in the sense of letting players physically block shots for others. which I learned the hard way when trying to land kills. I don't think it has taken me long to learn to lead targets and position accordingly, so I don't consider it a particularly difficult skill to achieve. Although it does increase the tactical factors I have to consider when using an ability. I actually think that it could be fun to take many of the dota spells with slower travel times and turn them into skillshots. It just makes sense to do things that way in hindsight, after seeing it done in LoL. However, it doesn't really feel different from Dota in the sense that I believe superior decision making and positioning will do far more to determine the outcome of a fight than who has the best skill at aiming their abilities. That's probably why I don't even notice that I'm using skillshots most of the time, but just do it reflexively, because for me my focus is on the decision making process of what abilities to use, when, and where. The skillshots do add some complication to the mix based on the extra factors involved, but not so much that I feel like it's that different from Dota in terms of the level of tactics or mechanical skill required to do well in a battle. {{item:1054}} **Sustainability and spamming.** I've read that LoL makes it easier to spam spells, you're more sustainable, so there's less decision making about when to use your abilities, and less disadvantages to downtime in terms of missed gold and exp. I can see how that may be the case. I can see how that may be the case, but I can't at this point say one is necessarily better than the other. To some extent I like being able to use my spells more indiscriminately, and I can see how it might make the early game more action oriented instead of everything being focused on just fighting over last hits. However, sometimes it's satisifying in dota to know that you can make the enemy waste their mana and abilities so that then they are more vulnerable to being ganked. It makes you be more strategic about the use of your skills, where you are forced to conserve mana in case a teamfight breaks out. So it can be more complex and less forgiving in that sense. I do think that Dota is probably smarter for making mana and health potions disable once you are hit. It forces you to pull back, so you can't be as gung ho about wasting your health and mana fruitlessly. You need to be more calculated with the risks you take. I do like the sense I get in dota that I'm rewarded more for forcing my opponent out of the lane or causing them to go back to base to heal. It doesn't seem to hurt as much in LoL. {{item:1054}} **In some ways I like what LoL has done to streamline things. ** I really don't think the creep pulling, stacking, and denying mechanics of dota really add much value in terms of tactics. I think it's largely just a matter of requiring more game mechanics knowledge and having more practice in pulling it off and multi-tasking. Which doesn't necessarily enhance the tactical decision making or fun involved in the game. The jungle buffs are a nice idea. The baron and dragon concepts are great, and I think more fun than just one guy on the team getting to use the aegis from Roshan. The dragon buffs stay with you which gives you more incentive to do it, and the baron buff really helps you close the deal on what might be a stalemate defensively. I think it's funner to fight over those things because they are more tangible to the whole team. I think it is better to have a gold penalty loss on death because players need to feel the personal cost of their stupidity in order to learn from it. I sometimes wonder if these low level newbies I'm teamed with even care that they are giving the enemy team massive amounts of gold, or understand how that helps them. I believe there would be a lot less feeding and smarter risk taking if they were putting something of theirs on the line. If you could buy things away from the store, but pick them up when you return to the store, this would allow you to limit gold lost as in Dota. It might also solve some of the issues LoL has with gold being too plentiful in the late game so you don't know what to do with it. I actually like the fact that in Dota you can dream of impossible to achieve builds that you would ideally like to have in the late game but probably never will because everything is so expensive. It's a big of a let down to me in LoL when I get to the end of a long game and I'm awash in gold with nothing to spend it on. Dota even has ridiculous stuff like the divine rapier, which is almost never practical to buy but at least you've always something more powerful you could potentially buy to help turn the tide of battle or secure victory. The buyback system in dota is fun for that reason. It adds a great element of decision making as you either save up for a buyback, or you choose to sacrifice a late item in order to save a barracks. Speaking of which, I like the suppression system in LoL over the barracks system in Dota. I think it's a more elegant way of achieving the same effect. That's another area that LoL has dota beat by a long shot: Magic effectiveness scaling. Dota is handicapped IMO by an item system that makes it too easy for defense to outstrip magic offense. Also, the stat based system (both from leveling and from items) allows auto attack based heroes to continue to scale in effectiveness, but magic based heroes have no room to grow unless their skills are designed to scale in some way. This isn't very fun to then play a hero like zeus who can rock early and mid game, but then just becomes completely useless late game. This does add some elements of strategy as you have certain windows of effectiveness of different heroes. This, in turn, adds to the complexity of the game and the amount of game knowledge you need to understand in order to win. You need to know when your hero is strongest and make the biggest impact at that phase of the game, before other heroes overtake you. Or, if you are strong late game, you need to stall against the strong early game heroes and try not to get overrun while you farm up. {{item:1054}} **I am unsure what I think about the differences in items between the two games**. In Dota item choices are more complex I think because you have to calculate if it's better to get flat bonuses or increase base stats. Also, there are a lot of active abilities in items which can be totally game changing. To some extent this is fun because it expands the team strategies and tactics you have available. It also requires a lot more game knowledge because you won't survive unless you know what all these items do on various different characters. This does add depth, which I like. It also adds tactical variety, the ability to dream up crazy new ideas and try it out, which I also like. It's also really satisfying to have a plan for your character in mind and work towards farming it, waiting for the time where you come online and start to own with those items. However, there's one thing about the dota system I don't really like: Which is that the game ends up feeling overly item dependent and the game play starts to be warped by some items being so common (Blink and BKB on so many players in a single game). BKB gives the enemy magic immunity for 5-10 seconds, and blink is flash you can activate every 12 seconds (unless you've been hit recently, so it's more for gap closing or chasing rather than escaping). This totally alters the dynamics of how a character plays beyond what it was designed to do. Which is a good thing in the sense that it's fun to totally change what a hero is capable of. But it's bad in the sense that it can be unfun to be a magic user who is rendered obsolete by a carry with a BKB, or to find that your superior positioning doesn't mean much because the enemy just blinks over to you anyway. In this sense, the items can have a homogenizing effect by doing too much to smooth over the weak points of heroes. It's not just some heroes you have to worry about closing the gap on you, it's now every hero that gets a BKB or force staff. This can also be good because you can alter your item build choices to respond to what the enemy is doing. This makes for very dynamic strategies in response to the enemy, where there are many different ways to build and alter your hero. Many times, though, I have found myself yearning for a more baseline game mode where heroes just fought with what they had, using only basic item upgrades, because then we could have fun trying to make the most out of what we had as a natural part of our character abilities. So I can't say one is really better than the other, it's just different. {{item:3020}} **Suggestions for the game:** 1. The game could greatly benefit from a replay system like Dota. 2. It would also greatly benefit from an in-browser way to view models of champions and skins before buying them, like the lolking website has. But it should be something official, not something you accidently stumble across like I did. 3. In-game descriptions of what the various class types are, and what they mean. So we don't have to go look it up online. Better for newer players. 4. An in-game way to see the masteries and runes a player has active. This would be more important the more competitive the play is, so you know what you can expect from you opponent. 5. (Edit: Others have pointed out that this is already in-game. It just wasn't obvious to me where it was in-game.) An in-game way to see in-game what our champion's current level of cooldown reduction, crit chance, and other things are. To see at a glance how your runes/masteries/items are all interacting together. 6. Make it more clear in-game when certain items are stacking or not, by coloring the text of that ability on an item in red to show that it is conflicting with another item you already have. Some of these unique passives have the same passive name but different numbers and effects attached to that name, so I'm not sure if they are suppose to stack or not. 7. Some kind of system that lets us trial champions on a limited basis without having to wait for the free rotation to come around. 8. Some skins are not available in the store. It would help to explain why that is to players. I still don't know why after googling it. 9. One way to increase champion type variety, is to look at the champion types mixes you don't yet have and try to find a way to make it work. That kind of creative process could have some unexpectedly good results. The types that don't exist yet: assassin/marksman, assassin/support, assassin/tank, fighter (pure fighter), marksman/tank, support (pure support), support/assassin, support/marksman, support/tank, tank/assassin, tank/marksman. 10. Prioritize model/art/sound updates for various champions. 11. Cut the RP cost of heroes in half across the board. Continue sales. You'll probably get more people hooked into paying real money and serve the customers better this way by making it affordable to actually buy characters instead of being forced to grind them. Create more calculated bundles that mix popular heroes with less popular ones. 12. Don't have a separate rotation of heroes for new players. Give them more credit as gamers. Not all of them are going to be completely new. At least tell them in-game that they will have a new rotation after level 6, so they can either expect something more interesting or take advantage of trying out different heroes while they are still level 6 (instead of playing the same few over and over). 13. Crack down hard on the use of bots in-game. 14. Change ARAM so that it picks a random hero for everyone from the entire pool, whether they own it or not. Or, perhaps by choosing heroes randomly from the pool of what everyone in the game owns.
Risen29
I love reading stuff like this. Thanks for writing this up!
this is like the 2nd "frosthaven is awesome" thread in 4 days or so. he deserves it tho tbh.
Guiotine
> [{quoted}](name=Guiotine,realm=NA,application-id=mNBeEEkI,discussion-id=QEk1fLoA,comment-id=0004,timestamp=2015-01-31T07:40:19.423+0000) > > this is like the 2nd "frosthaven is awesome" thread in 4 days or so. > > he deserves it tho tbh. I still don't know how to feel about this tbh. I mean in my mind it shouldn't be *out of the ordinary* to be a decent human being - but on the other hand I'm very glad to be recognized for it (it shows there are people out there that find value in it). I love this community :)
> [{quoted}](name=iHoneD,realm=NA,application-id=mNBeEEkI,discussion-id=QEk1fLoA,comment-id=00010000,timestamp=2015-01-31T06:46:18.000+0000) > > Well I mean he has Riot infront of his name so he's techincally a rioter. He is a Rioter. A number of us on GD knew him from before he became one so we tease him a little.
Kroznick
> [{quoted}](name=Kroznick,realm=NA,application-id=mNBeEEkI,discussion-id=QEk1fLoA,comment-id=000100000000,timestamp=2015-01-31T06:48:05.623+0000) > > He is a Rioter. A number of us on GD knew him from before he became one so we tease him a little. *a little* :P
Would just like to share with you all that today when queuing ranked with a friend I ran into a riot employee and they were the nicest person ever! Another reason why I love riot and there game! =)Thanks Riot Frosthaven for being so nice and being so good at Miss Fortune ;) !
iHoneD
It was a fantastic and fun game! Glad to have been a part of it
> [{quoted}](name=Riot Frosthaven,realm=NA,application-id=mNBeEEkI,discussion-id=aEwt3Odt,comment-id=0008,timestamp=2015-01-31T04:02:23.173+0000) > > \#badjokesbestjokes Frosty is blue and smells like red paint, right??
ChimeiTekinaNasu
> [{quoted}](name=ChimeiTekinaNasu,realm=NA,application-id=mNBeEEkI,discussion-id=aEwt3Odt,comment-id=00080000,timestamp=2015-01-31T04:28:39.364+0000) > > Frosty is blue and smells like red paint, right?? that depends on the day
blue paint
FOE TWENY
\#badjokesbestjokes
# Kay'Ohe, the Sower of Corruption ![](http://i.imgur.com/rPWu0X1.png) Kay'Ohe, a humanoid monster from the void, has been sent to spread corruption throughout Runeterra, in an effort to one day give his master enough strength to conquer. * * * Kay'Ohe is a ranged mage that specializes in being a disruptive team fighter: His ability to apply slows, deal damage, and re-position quickly make him ideal for causing death and sorrow when fights break out. > ![](http://hydra-media.cursecdn.com/wow.gamepedia.com/2/2e/Spell_mage_overpowered.png?version=9709db2f7658311bce6011e184dce358) Passive - __Strength in Corruption__ > Grants bonus damage and movement speed while standing in _Corruption_. > _Corruption_ > Some of Kay'Ohe's abilities apply a purplish black ooze on terrain called _Corruption_, which slow enemies. Corruption disappears over a brief time. * * * > ![](http://hydra-media.cursecdn.com/wow.gamepedia.com/c/c6/Ability_warlock_handofguldan.png?version=58edc4e469745434dabb637257d73d82) Q - __Sow__ > Kay'Ohe lobs a corruption orb onto an area, dealing damage upon impact. The flight path of the projectile applies _Corruption_, while the impact area applies a large amount of _Corruption_. > __Aspect Bonus:__ > The orb is larger in size, causing the initial impact to be slightly larger and for the orb to bounce to another location. The second impact is a small area that does reduced damage. * * * > ![](http://hydra-media.cursecdn.com/wow.gamepedia.com/5/58/Spell_nature_insectswarm.png?version=10c34459feaa600e36628e9ab95d1714) W - __Infest__ > Kay'Ohe launches a swarm of voidling bugs in front of him, dealing damage and infesting the first enemy it contacts. Infested enemies are severely slowed for a brief duration. > __Aspect Bonus:__ > Infest launches three swarms in a cone. * * * > ![](http://hydra-media.cursecdn.com/wow.gamepedia.com/2/25/Ability_warlock_jinx.png?version=5b3ce37a19b045775a94a710be82dc24) E - __Consume__ > Corruption and infestation consume all enemies it touches, dealing damage. Bonus damage is applied to those who are both Corrupted and Infested. > __Aspect Bonus:__ > Consume briefly roots targets in place. * * * > ![](http://hydra-media.cursecdn.com/wow.gamepedia.com/c/c0/Ability_warlock_howlofterror.png?version=284e3a7a4a4a155549bed11bc7edfc47) R - __Aspect of Corruption__ > Kay'Ohe transforms into the Aspect of Corruption, granting additional bonus to all abilities and doubling his passive bonuses. Upon initial cast, the area around Kay'Ohe becomes corrupted. > Aspect of Corruption grants stacks which allows Kay'Ohe to quickly relocate to a position at any _Corrupted_ ground within range. > Visually, Kay'Ohe changes into a larger creature, featuring a larger frame but still maintaining a slim, mobile build. >![](http://i.imgur.com/XKvO23s.png) * * * # Lore Being from the void, there is much mystery surrounding Kay'Ohe. He is known to serve an unknown master who can only survive while living in 'The corruption'. Kay'Ohe travels from location to location as a scout, spreading as much corruption as he can, in an effort to give his master more influence over the world. The world fears Kay'Ohe, not only for his strength and skill in battle, but if he succeeds in his mission, his unknown master could appear, bringing an unmeasured amount of suffering to all who get consumed in his vile corruption. * * * # Strengths and Weaknesses Kay'Ohe is a strong, supportive team fighting mage that has the ability to, slow and root enemies, then re-position quickly to follow up with damage when team fights break out. To use him effectively, he needs to use his ultimate at the right time - preferably after the initiation of a teamfight occurs. Once the fight starts, he has all the tools needed to make sure enemies can't escape. His weaknesses are to peel/disengage team comps. If an enemy team can bait out his ultimate, he has no tool to escape (as he lacks any form of escape when his ult is down.) * * * # Example combos __All-In:__ Q - R - W - E - R: If you are able to land a Q onto an enemy to spread corruption, you can use your ultimate to warp to the impact zone, infest and consume your enemy for burst, then use your last R stack to return to your original position __Flank :__ R - Q - R - W - E: Using the aspect bonus on your Q, you can re-position to the 2nd impact zone from your Q, allowing you to flank an enemy. From there you can infest/consume them for a kill. When performing the infest/consume combo, remember two things: 1) Consume does more damage if enemies are also on corruption. 2) Weave in auto attacks while enemies are infested, as the infest slow will keep them on corruption longer. # Art Credit The images I used here have been modified slightly to match the void theme, but I credit the images to [Baizilla](http://baizilla.deviantart.com/), a talented artist on deviantArt. Here are the links to the images I used: [Image one](http://baizilla.deviantart.com/art/Marine-372725293) [Image two](http://baizilla.deviantart.com/art/Un-used-alien-design-for-Falling-Skies-season-2-435156914)
Bluerex
Really well constructed Champion Concept. Enjoyed that the skills, lore and art all added in their own way to the total package. +1 good sir.
Comcast AND atlanta georgia, yall to nice riot, quick question tho; will the servers in GA have the same ping everywhere in GA or just in some places. what im talking about is: will i get 30 ping if im in roswell but get 50 if im in alpharetta? or will be stable across all of GA
XXSnakeBoy1XX
To quickly clarify -- the PoPs you see on this map are network connection points, not game servers. They help get your data to the game servers on the shortest route possible. We're peering with the ISPs in the region to make sure your local traffic is optimized best it can be, but ISP automated routing sometimes sends your traffic bouncing to many different places before arriving at the PoP, while the neighbor down the street may have a straight shot. It takes a significant amount of fine tuning that we'll be working on for a while. The goal is that at the end, wherever you are in GA will result in an optimized, stable connection!
I'm trying to grasp just where ISP's influences stop and where your dedicated servers come in. Wouldn't all connections between your PoP servers go through various other ISPs? And the same thing from PoPs to your game servers? Also, this is a bit of a side question but do you have any recommended books/websites to learn more about how complex networks like what you guys are trying to do works concurrent with the already setup network?
lulkthnxbai
These are great questions, so I chased down a well-informed co-worker to chime in: > ISPs are generally responsible for the quality of the Internet connection they provide to their subscribers. We realize that reaching all parts of the globe in a high performance fashion is a challenge which is why we are making it as easy as possible for them to get to us. Apart from the dedicated capacity we are putting into a range of providers, we are also installing links into regional Internet Exchange Points (IXPs) in these cities that are used to connect to smaller providers who may not necessarily be able to reach out to us from across the country. > > The public resource where you can get information on the IXPs that Riot Games participates in currently is here: http://www.peeringdb.com/view.php?asn=6507 > > Another good resource for understanding the Internet ecosystem and how networks interconnect (both technically and commercially) is http://drpeering.net/white-papers/Internet-Service-Providers-And-Peering.html
I hope you guys can give Kassadin a new Voice Over: I'm still kind of miffed that Alistar, who has a total of FIVE lines for moving and attacking, didn't get a new VO with his update, but that's besides the point. Plus there's the thing where he still has his Silence joke despite not having a silence anymore, and how he has ONE line that even uses the word 'void' (And it's not even The Void), despite so much of his character having to do with The Void. Also, just a suggestion: As long as he has a way to interrupt channels, he should totally get a line for interrupting Malzahar's Nether Grasp, like when he 'frees' an allied champion from Malz ult. Plays up the rivalry a bit, don't you think? EDIT: I hope this doesn't come off as a stand-offish "Do this or I won't be happy" sort of thing. I just think Kassadin can be an interesting character with a proper VO, but his current VO doesn't really give much to go off of. And I trust you guys will know what you're doing when it comes to his art and models and the like.
Siachi
> [{quoted}](name=Siachi,realm=NA,application-id=3ErqAdtq,discussion-id=s3Ae7ec8,comment-id=0005,timestamp=2015-01-30T22:20:47.967+0000) > I hope you can give Kassadin a new Voice Over: I'm still kind of miffed that Alistar, who has a total of FIVE lines for moving and attacking, didn't get a new VO with his update, but that's besides the point. Hey Siachi! A lot of time goes into writing the backstory, bio, script, the in-game text, recording the VO, editing, processing, localizing, casting and recording in 15+ languages around the world... If we were to do this with every champion we wanted, we wouldn't be putting out a new update but once every so often. So while we take our larger projects through this longer pipeline, we cant take every project champion update chooses to touch through the process. That said, we arent ruling out VO for future projects just yet. We are deliberating what can take the longer road for the upcoming year. Thanks! - C3
Hey uhm, this might be a unique situation/question, but I play on the NA servers from Europe. Is there any way situations like mine can be catered too? :(
Chairs
For folks outside of NA, this network will likely not help much. Once your traffic crosses the Atlantic and enters the NA network, it'll travel on the shortest, most stable route, but this map won't optimize the path between the border of NA and your machine in Europe. BUT, we are also building a similar network in EU. You can find more info [here](http://forums.eune.leagueoflegends.com/board/showthread.php?t=798817). That should positively impact your connection quality should you play in EU, but if you continue to play in NA (if, say, all your friends are on that region) - then the EU network will likely not help much since your data destination isn't the EU game servers.
What happens if my ISP (Optimum) isn't listed? Will I experience no change, or will my ping increase?
Chromium Sulfate
Your ping shouldn't increase by not being on the network (as far as we know, but your ISP will continue directing your League traffic it's way). BUT, I'd like to point out that the list above is not complete. We're still in talks with ISPs from all over NA to make sure your connection is taking the shortest path possible!
I had a fire drill in my dorm, and I had to evacuate the building. Luckily, I got back in the nick of time to save my team and secure the win, but that's not important. I have never left a game intentionally, and I seldom disconnect. Is there any way I can send an appeal to take my penalty off?
Nin10do0014
Hey Nin10do0014! To be perfectly honest, I have experienced this very same problem here at the Riot HQ :( Unfortunately, there is no way to remove a "leaver" status from the game (at the end of the day, regardless of circumstance, your team had to play 4v5, which sucks). However, don't try to look at this as a tally system where if you ever reach X number of leaves, you get penalized. The system looks at how often you leave games within a set period of time before leveraging penalties against the account. We never punish a player for leaving a single game, we know that life happens (such as Fire Drills). You only receive these penalties if you consistent leave/AFK in games. Hopefully this alleviates some confusion! Reply back if you still have any questions!
Thank you so much, Riot Tokkelossie. You have answered my prayers. Being someone who has explored his character through running an askblog for years, I'm happy to see that there's a rioter who enjoys him. Funny how this post appears two days after I tweeted wondering if there was a rioter that liked Kassadin. Well, I can't wait to see the final product!
Luxadin
*High Five* Absolutely :D I'm very excited to share what we've been doing with you and all the other Kassadin players out there. {{champion:38}}
Hi Ghostcrawler, I really appreciate when you said that "**designers (and anyone at Riot really) should be upfront and honest with you guys about when they think they've made a mistake.**" I think that would make a lot of us players feel much better. You see, as non-employees, we can't see what is going on in Riot, there is a *wall* between us (the ones who play the game) and and the designers (the ones who make the game). So when there is something that we don't like about the game, it can often feel like we are yelling at a *wall* trying to say something (which is probably why some of the boards are a bit rudely-put). To put what I'm trying to say in perspective, I'll give an example. So I know that Sashtu has been having a hard time with his Cass rework, and I can understand why (it's basically a wall of criticism on the boards). But I think the biggest problem is that people felt like no one was listening with their "@Sashtu, so about Cass rework" threads. I think if Sashtu had come out to us and said "hey, I know that not everyone is going to like this Cass rework, but I think my changes were necessary because [insert reasons]. I would like to hear how the Cass rework could have been done better, or how it can be improved. Thanks." You know, then suddenly it opens up dialogue between the player and the developer. It puts a window in that 'wall' that I mentioned, that allows each side to see what the other is up to, let's us 'peek in' at riot, let's us feel left out, you know? I hope you do, Toben
Toben
> You know, then suddenly it opens up dialogue between the player and the developer. It puts a window in that 'wall' that I mentioned, that allows each side to see what the other is up to, let's us 'peek in' at riot, let's us feel left out, you know? Yeah, I totally agree with the intent of what you're saying. It can be tricky in practice because if you say "Please tell me how it can be improved," and two players have totally different ideas or one player has a really nutty idea, they then are disappointed when you don't implement exactly what they describe and feel like you aren't listening to them. Put in other words, the way it should work is that we listen to a lot of feedback and use that to inform the decisions we use on the champ update (in this case, though it applies to any design work). But it's easy for players to hear "I am going to do exactly what you say," which of course often isn't the case for a variety of reasons. We can do better though. One of the things that really attracted me personally to Riot was the open conversation the developers had with players. I really want to get back to that.
Is Riot working on both NA and EU networks simultaneously or is EU waiting for NA to be finished? And if former, when can we expect to see this type of thread for EU?
Xtraterrestrial0
Yep! The similar EU project is underway, [here](http://forums.eune.leagueoflegends.com/board/showthread.php?t=798817) is a link for more info from that team!
CPU:AMD A6-5400k dual core fm2 Overclocked @ 4.0Ghz Motherboard: Gigabyte FM2A55E33 Micro ATX FM2 Motherboard Memory: CRUCIAL 8GB (2 x 4GB) DDR3-1600 Storage: Western Digital Caviar Blue 1TB 3.5" 7200RPM Internal Hard Drive Video Card: Gigabyte GeForce 750 GTX Ti 2gb GDDR5 PSU: Corsair CX 500W 80+ Bronze Certified Semi-Modular ATX Power Supply
Shuyeong
Hey Shuyeong! You should definitely be able to run the game with these specs, as they are way over our [Minimum Specs for League of Legends](https://support.riotgames.com/hc/en-us/articles/201752654-Minimum-and-Recommended-System-Requirements). It's almost impossible to say at what settings/FPS LoL will be run at, but you should have no problem starting up and playing.
> [{quoted}](name=I See Stars,realm=NA,application-id=mNBeEEkI,discussion-id=l0RkqUT4,comment-id=0002000000000001000000000000,timestamp=2015-01-31T00:00:03.815+0000) > > The first one I linked for ~2100 has a beefier GPU. From what it looks, it would be about 15% additional FPS. This will vary from game to game, being less of a difference to more of a difference. > > The extra horsepower will not help with low end games like LoL, or even streaming. This will only be beneficial to high end gaming. > > The second one I linked which is ~$1600 has the weaker 970M GPU. It also has no SSD (which I would HIGHLY recommend you have an SSD) and less RAM. > > The third, which I think would be the best for price to performance is the one for ~$1800 on newegg (think it's on amazon as well) has the weaker GPU and the less RAM, but it includes the SSD. > > So basically the $300 premium between the 1st and 3rd option is if you want 15% more FPS in high end games. What does the SSD do? You talked about start up time but I am not sure what that means. Also I am thinking about the second one more I guess since I just mainly play lol. http://www.auplod.com/u/udlapo4a89e.png
How Do You Meta
> [{quoted}](name=How Do You Meta,realm=NA,application-id=mNBeEEkI,discussion-id=l0RkqUT4,comment-id=00020000000000010000000000000000,timestamp=2015-01-31T00:02:43.640+0000) > > What does the SSD do? You talked about start up time but I am not sure what that means. Also I am thinking about the second one more I guess since I just mainly play lol. > > http://www.auplod.com/u/udlapo4a89e.png Solid state drives (ssd) are a form of storage that unlike traditional hard drives have no moving parts, meaning that read and write times go through the roof for performance. These when in the context of gaming are most notable when playing games that have to do a lot of read/write actions on your hard drive.
What's your progress with Verizon and AT&T? If you can disclose that.
aMetroid
Nothing we can disclose at the moment, but we are purposefully targeting major ISP partners since getting agreements in place with the big players can also affect the data pathing of smaller ISPs in the same area.
> [{quoted}](name=Riot Frosthaven,realm=NA,application-id=mNBeEEkI,discussion-id=vWvLyIA3,comment-id=0000,timestamp=2015-01-30T23:10:12.874+0000) > > I'm a software engineer on the boards team! FEK was used in my portfolio, but it isn't the sole reason I have the job I do either :) > > So then, what does a software engineer on the boards team do? Here's a list of some of the stuffs :D > > * Creating new features to expand the platform. Some examples you say? > * Link sharing with embedded content > * Quoting system updates > * Moderation action notifications to support better transparency > * Making GD unique in it's more forum-esk appearance > * Fixing bugs. Where there is code, there are bugs. I grab my virtual fly swatter and go around knocking these down while looking like a mad scientist. > * Listening to feedback > * There is a never ending supply of feedback - both from company and players alike. We take into account as much data as we can and make decisions on how best to serve everyone. > * Optional: Raid the fridge in the break room and steal Tamat's lunch. PS IF YOU READ THIS TAMAT I SWEAR IT WASN'T ME. > > Not everything we do is super player-facing, although those bits are probably my personal favorite to put my hands on. May I ask, how long did you study in school? My last conversation I had with my professor was on this subject. And he pointed out that being a software engineer, you would always have to go back to school, to always be up-to-date with new technology.
TriGunstaR
> [{quoted}](name=TriGunstaR,realm=NA,application-id=mNBeEEkI,discussion-id=vWvLyIA3,comment-id=00000003,timestamp=2015-01-30T23:46:55.022+0000) > > May I ask, how long did you study in school? There's actually an interesting story on how I got into coding relative to this question. You see, coding wasn't just a study - it's always been a huge personal hobby of mine (well, that and doing portraits in pencil). I think my true grip on web and coding started back when the sega dreamcast was new. I didn't have a PC at the time, only a dreamcast with a 2.0 web browser. So I'd load it up, go to one of those online notepad type places and code with a controller and onscreen keyboard for hours a day (usually after buying some books on different coding topics from the local book store). My first real project was a web based chat client I made so that I could chat with my friends that owned PCs using my sega dreamcast. Looking back I don't exactly know how I managed to do that and keep the feeling in my hands >.> EDIT: I see you updated your question. I'll say this on studies (especially if it's something you're interested in). The biggest takeaway from the coursework wasn't necessarily the subject matter, but more so the mind set and concepts you get while in those studies. The world of tech (and especially as it applies to the web) is ALWAYS changing. Even since my joining the boards team I have learned new frameworks and systems. You will always be moving, and with any tenacity at all the direction you will be moving is *forward* You will always be a student. And imo, that's the best approach to anything in life.
> [{quoted}](name=Riot Frosthaven,realm=NA,application-id=mNBeEEkI,discussion-id=vWvLyIA3,comment-id=0000,timestamp=2015-01-30T23:10:12.874+0000) > > I'm a software engineer on the boards team! FEK was used in my portfolio, but it isn't the sole reason I have the job I do either :) > > So then, what does a software engineer on the boards team do? Here's a list of some of the stuffs :D > > * Creating new features to expand the platform. Some examples you say? > * Link sharing with embedded content > * Quoting system updates > * Moderation action notifications to support better transparency > * Making GD unique in it's more forum-esk appearance > * Fixing bugs. Where there is code, there are bugs. I grab my virtual fly swatter and go around knocking these down while looking like a mad scientist. > * Listening to feedback > * There is a never ending supply of feedback - both from company and players alike. We take into account as much data as we can and make decisions on how best to serve everyone. > * Optional: Raid the fridge in the break room and steal Tamat's lunch. PS IF YOU READ THIS TAMAT I SWEAR IT WASN'T ME. > > Not everything we do is super player-facing, although those bits are probably my personal favorite to put my hands on. I remember you saying something when I linked you how the Korean Forums looked. Did this inspire GD's look?
Ezreal Edgeworth
> [{quoted}](name=Ezreal Edgeworth,realm=NA,application-id=mNBeEEkI,discussion-id=vWvLyIA3,comment-id=00000002,timestamp=2015-01-30T23:36:31.143+0000) > > I remember you saying something when I linked you how the Korean Forums looked. Did this inspire GD's look? Inspiration can come from anywhere! A lot of the features that GD currently has were based on feedback of what the specific community here felt were valuable in the transition from the older forum software.
You sure do answer a lot of summons promptly, Frosty. You should be careful, you don't want to develop a reputation of being the easy Red, do ya~? ;3
Renaito Yuujou
> [{quoted}](name=Renaito Yuujou,realm=NA,application-id=mNBeEEkI,discussion-id=vWvLyIA3,comment-id=0001,timestamp=2015-01-30T23:35:34.038+0000) > > You sure do answer a lot of summons promptly, Frosty. You should be careful, you don't want to develop a reputation of being the easy Red, do ya~? ;3 Hey now, you there! I place community pretty high on my priority list. I'd be shaming myself if I didn't at least participate :3
Is this the tier 1 "Riot" network that was talked about before? When will this "north bridge" or "Riot network" be completed? I heard it will be complete by March or so this year. Is that true?
hi im luck
Yep! This is the dedicated network revealed on [this](http://boards.na.leagueoflegends.com/en/c/help-support/AMupzBHw-na-server-roadmap-update-optimizing-the-internet-for-league-and-you) update to the NA Server Roadmap announced earlier this month. We're aiming to have all of grey/white dots turned red on the map above (standing up the PoPs) by March/April. The peering agreements will take more time to optimize and bring online, but that will be an ever ongoing process.
> [{quoted}](name=Riot Frosthaven,realm=NA,application-id=mNBeEEkI,discussion-id=vWvLyIA3,comment-id=0000,timestamp=2015-01-30T23:10:12.874+0000) > * Optional: Raid the fridge in the break room and steal Tamat's lunch. PS IF YOU READ THIS TAMAT I SWEAR IT WASN'T ME. That should throw him off your trail!
Marenjii
> [{quoted}](name=Marenjii,realm=NA,application-id=mNBeEEkI,discussion-id=vWvLyIA3,comment-id=00000001,timestamp=2015-01-30T23:29:37.006+0000) > > That should throw him off your trail! The secret ingredient to espionage is caps lock. You gotta send a message!
That's fair enough. Honestly I don't remember the last time I saw A traditional skin used in game.
Derpy Mike
Exactly, the appearance/use of them is really rare.
On what scale Ryze's update will be? A full VU or MTU?
DwarvenGiant
Currently we're looking at a full Visual & Gameplay Update.
> [{quoted}](name=Riot Frosthaven,realm=NA,application-id=mNBeEEkI,discussion-id=vWvLyIA3,comment-id=0000,timestamp=2015-01-30T23:10:12.874+0000) > > I'm a software engineer on the boards team! FEK was used in my portfolio, but it isn't the sole reason I have the job I do either :) > > So then, what does a software engineer on the boards team do? Here's a list of some of the stuffs :D > > * Creating new features to expand the platform. Some examples you say? > * Link sharing with embedded content > * Quoting system updates > * Moderation action notifications to support better transparency > * Making GD unique in it's more forum-esk appearance > * Fixing bugs. Where there is code, there are bugs. I grab my virtual fly swatter and go around knocking these down while looking like a mad scientist. > * Listening to feedback > * There is a never ending supply of feedback - both from company and players alike. We take into account as much data as we can and make decisions on how best to serve everyone. > * Optional: Raid the fridge in the break room and steal Tamat's lunch. PS IF YOU READ THIS TAMAT I SWEAR IT WASN'T ME. > > Not everything we do is super player-facing, although those bits are probably my personal favorite to put my hands on. What Riot team do you think would be the coolest/most fun to be part of?
vagnfive
> [{quoted}](name=vagnfive,realm=NA,application-id=mNBeEEkI,discussion-id=vWvLyIA3,comment-id=00000000,timestamp=2015-01-30T23:23:34.933+0000) > > What Riot team do you think would be the coolest/most fun to be part of? That opinion wildly varies depending on preference of course, but for me personally I feel like any team that has a direct impact on the players / community would be great. It's nice to be able to sit back and watch a product of your mind make it's way out into the world to be consumed by the masses!
Yay Poppy gets a mention!!!, I bet the team assigned to her rework is burning the midnight oils trying to come up with how rework her. I check the news twice a day and the boards constantly for anything about poppy. hurray!{{champion:78}}
EVILBRICKFACE
She's currently in pre-production, I may or may not be personally working on her.. cuz.. ya know, armor.
Thanks for the update, Fruity Sebbles. I was wondering if you could disclose any details of a Cho'Gath rework+VU down the line? ----- Again, much appreciated, Afro
AfroWaIrus
Cho'gath is pretty massive in scope. Currently he's someone we'd like to fantasy slot, but it'll be entirely dependent on technical resources that are allocated to the team. Right now there's not enough animation bandwidth to do what we'd really want to do. That said, we may try experimenting with him on the Battlecast rig which might allow us to speed up development, that's not an immeidate priority right now but it's one I'd personally like to see us take on sooner than later.
(Sorry if it has)But has it been explained why Riot doesn't do "traditional" skins for reworked/updated champions anymore? If I remember correctly, Trundle, Karma, and Sej got Traditional skins(looks like their pre-rework state) with their champion updates, but Yi, Sion, and now Tristana didn't. Yi and Trist I understand because they both look extremely similar to their pre-update state. But It strikes me as strange that Sion got an entire champion re-release without a Traditional skin. Is this just something they don't do anymore?
Derpy Mike
Currently we're not planning on continuing with traditional skins, as we haven't seen as much value payoff as we initially thought they'd provide. That could change, but currently that's our stance.
Good for Kassadin. He needs it, but what about Evelynn. Have you decided what she is? :) {{champion:28}}
Voulez
No idea. This is a tough one and will need probably the same amount of pre-production time as Sion, if not more.
Well near future probably depends a lot from when you're looking at it, that "near future". ;)
Zaddelz the Pimp
Weeks to months rather than months to years :P
> [{quoted}](name=Riot Frosthaven,realm=NA,application-id=mNBeEEkI,discussion-id=l0RkqUT4,comment-id=0003,timestamp=2015-01-30T22:57:23.414+0000) > > I'm trying my best NOT to make a steins gate reference here... > > But from my own personal experience as a player I've had really good luck with ASUS gaming laptops throughout the years. Oh...my...god. Frosty, make the Steins;Gate reference. >=D The will of Steins Gate commands you to make the reference. I want to know what it was going to be now.
ChimeiTekinaNasu
> [{quoted}](name=ChimeiTekinaNasu,realm=NA,application-id=mNBeEEkI,discussion-id=l0RkqUT4,comment-id=00030000,timestamp=2015-01-30T23:09:41.793+0000) > > Oh...my...god. Frosty, make the Steins;Gate reference. >=D The will of Steins Gate commands you to make the reference. I want to know what it was going to be now. I already did, but it led to the destruction of the western world. We had to correct it by stopping the event from happening. Or did we? Let me check my texts...
What exactly do you do at Riot? Did FEK have anything to do with getting the job, or was that a seperate project?
I See Stars
I'm a software engineer on the boards team! FEK was used in my portfolio, but it isn't the sole reason I have the job I do either :) So then, what does a software engineer on the boards team do? Here's a list of some of the stuffs :D * Creating new features to expand the platform. Some examples you say? * Link sharing with embedded content * Quoting system updates * Moderation action notifications to support better transparency * Making GD unique in it's more forum-esk appearance * Fixing bugs. Where there is code, there are bugs. I grab my virtual fly swatter and go around knocking these down while looking like a mad scientist. * Listening to feedback * There is a never ending supply of feedback - both from company and players alike. We take into account as much data as we can and make decisions on how best to serve everyone. * Optional: Raid the fridge in the break room and steal Tamat's lunch. PS IF YOU READ THIS TAMAT I SWEAR IT WASN'T ME. Not everything we do is super player-facing, although those bits are probably my personal favorite to put my hands on.
Appearently, honestly wouldnt have mattered to me waiting 3 more years and getting something good in trade.
Zaddelz the Pimp
I don't think that'd be the attitude of the majority of our players who are looking for some nice quality changes in the near future versus 3 years from now.
I hope you guys can give Kassadin a new Voice Over: I'm still kind of miffed that Alistar, who has a total of FIVE lines for moving and attacking, didn't get a new VO with his update, but that's besides the point. Plus there's the thing where he still has his Silence joke despite not having a silence anymore, and how he has ONE line that even uses the word 'void' (And it's not even The Void), despite so much of his character having to do with The Void. Also, just a suggestion: As long as he has a way to interrupt channels, he should totally get a line for interrupting Malzahar's Nether Grasp, like when he 'frees' an allied champion from Malz ult. Plays up the rivalry a bit, don't you think? EDIT: I hope this doesn't come off as a stand-offish "Do this or I won't be happy" sort of thing. I just think Kassadin can be an interesting character with a proper VO, but his current VO doesn't really give much to go off of. And I trust you guys will know what you're doing when it comes to his art and models and the like.
Siachi
Right now, with the current outlook, Kassadin VO wouldn't be in scope with what we're planning. It's of course a nice-to-have, but right now the bandwidth we have is mainly in the modelling department. Given the current constraints we feel what we're planning will add value in a time frame that won't leave players hanging for a year.
I wanted a simple **yes** or **no** answer. Anyways, I take that as a confirmation. Sad to see that after the more than 3 years that Kassadin mains had to suffer from "Oh dont worry he is somewhere high up the VU list" our favorite champion does even get stripped off this very glimpse of hope, you might argue that his abilities are "okay" due to being updated together with his rework and I would agree on that completely, but as you know, there is more to a champion than that, his VO is nonexistent as of now and his triangle-shaped body has no place in the game. I dont want a Sion-tier relaunch, just a honest look at Kassadin. Thanks for answering, I appreciate it.
Zaddelz the Pimp
We've taken that honest look, and given time, planning, resources, etc. This is what we can do to deliver some badly-deserved quality for Kassadin in a timely manner.
On the morning on the 28th, around 2:15-2:20 I went into an ARAM game and as we were loading in the whole game shut down and returned me to the client. Attempting to reconnect to the game yielded the same error over and over. After nine or so tries I finally logged out to try and relog. When I did this I was met with the patcher applying a patch for the game and the servers being listed as unavailable on both the server status page and the patcher. Another thing to note is that only three people got into that game, so I have a feeling myself and the other six got punished. So on the night of the 28th at around 11pm I had logged back in to find I was given a leave and had to type I Agree. I decided to ask support about it only got told they couldn't change Leaver Buster punishments when I wasn't asking them to. I was asking why a game I couldn't get into due to being kicked out completely and the servers becoming unavailable had been flagged as a leave. When trying to further explain that I was looking for that kind of help I then got another response for a different support specialist saying the following: "Hello Summoner, Your account was audited by our new LeaverBuster system. Due to a recent left game or AFK on your account, LeaverBuster has placed you into a low-priority queue. For more information on the revamped LeaverBuster system, refer to our new FAQ: [there was a link here I just removed it for copy paste] We will be unable to modify your current LeaverBuster punishment, but if a technical issue is causing you to be disconnected from your games, please let me know and we can explore solutions." I just got the warning and now I'm also in a low priority queue and don't understand why. I only played a single custom by myself after it all because I don't really have a will to play thanks to all of this being so confusing. This is the first time I've really had any trouble and I'm just curious why Leaver Buster flagged that game with all of those circumstances. I would really like some help or possible answers from Riot because so far my support ticket just has me thoroughly confused and I'm honestly afraid to even ask more on the issue. Edit: I should note that I doubt asking why has gotten me lower priority. My wording was a bit dumb and as such I have fixed the line that made it seem that way.
Nythena
Hey Nythena! Without knowing your original ticket information, I can only go off of what you said in this thread. It sounds like you were more concerned as to why you got this message when you were forced to leave due to technical issues, which I can help explain: The notification message appears simply as a warning and as a information tool to let players know that leaving is not 'ok'. It is only a warning, and does not punish you in any way. The only way to earn lower priority queue status or further penalties is to consistently leave games. I checked your account, and it doesn't appear that you left/AFK'd in any other games recently. Therefore, you should be fine to keep playing without any sort of penalties. I hope this clarifies some information! If you still have any questions, don't hesitate to let me know!
http://38.media.tumblr.com/9d977b5f58e714e9336ba50b9d49554f/tumblr_n7jspfRoxc1rfnjtto1_400.gif Nothing is a worse feeling than having a laptop die on you and then having to have a limbo period when you are laptopless and trying to find the nearest best buy to find one. I am getting the warning signs that the planned obsolescence is taking it's toll on the computer, it is becoming slower without any viruses (checked for it), it is starting to overheat a lot (thermal paste is wearing thin and you can't open a lot of them without breaking it to reapply it) which causes it to eventually melt it's brains out, and it is becoming outdated when I need moar power. I know my Russian Jewish Ancestors are cringing that I am willing to pay a hefty chunk of money to get a new piece of technology before it dies for this. Here are my specs: 1. I want a good value for the laptop where it is not about how expensive it is rather how good the product is for the money I am paying for it 2. No Macs/Apples, I am not paying $1900 for the logo for $100 of scrap metal that isn't compatible with everything in the world 3. I want it to last a long time and to be durable, the reason why I need a laptop is because I have to move around a lot in the house to use it and I am still looking for a place of my own so I do not really want to have to take it apart and ship it to the new home 4. It must be strong enough to handle a few tasks such as streaming/recording and playing league of legends and having a lot of tabs open 5. Not sure on what else to ask for, give me suggestions? Alright, money is not so much of an issue if it is a good laptop, so let me read your suggestions. http://img.izismile.com/img/img3/20100923/640/ancient_computer_ads_640_04.jpg http://www.auplod.com/u/udlapo4a89e.png
How Do You Meta
I'm trying my best NOT to make a steins gate reference here... But from my own personal experience as a player I've had really good luck with ASUS gaming laptops throughout the years.
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