I know I said that I won’t play League again for a while… but I still like the game and Ranked is just frustrating, so I’ll get back into normal games. Initially, I felt as if normal games were as frustrating as ranked games, so I ended up only playing ranked for a while. Since people are never trying in ranked… and since they always do in normals… I figured I may as well play off-role in normal games with occasional support game.
Alas, I’ve been practising Jhin a lot since he used to be my favourite ADC and he essentially still is. My other three ADCs of Choice were Caitlyn, Jinx and Ashe, but I didn’t have a chance to play those yet. I’d like to get better at the other roles since there are a lot of cool themes in the jungle, the mid lane and the top lane but for now, I’ll just practise some ADCs… and since I love him so much, this post is about Jhin.
My favourite thing about Jhin is most likely this theme of the tortured artist that is going mad in search of his magnum opus. Jhin’s a bit of a serial killer if I remember the lore correctly trying to create the perfect murder of sorts and orchestrate it to perfection. His weapon of choice is a revolver with only four shots. Jhin’s obsessed with the number 4. His name, Jhin, has four letters. Four in Japanese is “Shi” which can also mean death. If you follow the letters J-H-I-N on your keyboard right now, you’ll see it forming a four. Forming? Fourming! The Four is everywhere. Jhin’s in your head now. But yeah, I just kind of live for that. I love it. It’s amazing. Him counting up from 1 to 4 with each shot he fires (he can only attack four times before reloading) and just the effects of his abilities make every game a lovely experience and I could never get tired of it.
On top of that, his builds are quite versatile. You can go for a lot of different mythic items like Galeforce (which is probably the best item on Jhin right now), Eclipse (which adds a bit of survivability and a lot of damage against squishies) or even Krakenslayer (which makes his 3rd shot deal as much damage as his 4th shot) and they all kind of work. You essentially go for a lot of attack damage and crit chance or lethality. Attack Speed gets turned into extra attack damage which is great, although you don’t get to reach 1000 AD like previously anymore…
Anyways, I did seven games in the last few days and had a lot of fun. I planned on making this post when there were four games with a 100% win rate but… then I postponed the post and now there are seven games. Either way, I’m still out of 7 wins out of 7 games, so that’s quite nice and my positioning doesn’t seem to be the worst. My first game was annoying as the enemy team had a super fed and super tanky Rengar that could one-shot everyone and then just run away… On top of that, the enemy Akali also did a lot of damage to me while Teemo has a blind… yup. Hence, that was a very hard game for us and rather close as well! I ended up getting to my third item and suddenly, I was useful! Despite the many deaths I had. After that game, I ended up having a great game with Eclipse (16/7/12), an okay game with only a Galeforce (forgot to buy at the end so it only shows one item… but yeah 3/1/7), and a very good game that turned into a bit of a stomp with 18/2/6 for my final stats. That game was a lot of fun, to be fair, as I ended up getting interrupted a ton of times by either the enemy Senna or the enemy Leona, so that I’ve never been able to go back and buy items. Alas, I had no mana and was staying in lane with 4k gold… but I got one kill after another and it was hilarious in a way.
The other three games turned into okay performances (ha, pun intended!). My positioning wasn’t the best and it was a bit late over here, so there’s that… What I did improve on, though, were my CS skills in the early game as well as my mana-pool as those are issues I have every now and then.
I’ll have to figure out my optimal rune layout during the next few games…
I’ll also try and get better at CSing
I’ll also need to bully enemies more early on while keeping my mana at an alright point
I need to be more careful about my positioning
and even though it makes me kind of sad… I want to try out AP Jhin, even if that will probably end in a loss.
Jhin is a lot of fun and I’m looking forward to making more progress and learning him some more. I mean, I know how to play him but I’d love to get even better at it and maybe pick up some tips and tricks from people that play him a lot more than me. That’d be amazing!
So, a while ago, I made some posts on League of Legends and my goal of reaching Gold IV or higher. I enjoy playing the game every now and then and figured it’d be a lot of fun to try to improve at it and reach a higher rank… The problems, however, were that there was just way too much damage in the game. ADCs that were balanced around low mobility suddenly had a dash with an attack attached to it thanks to Galeforce. Assassins that usually wouldn’t have that would suddenly have invisibility in their kit thanks to Duskblade. Any champion would be able to execute any champion at 5% of their health with any damage they dealt. It’s just not that healthy for the game really and mostly, the game felt as if it was more of a stomp than usual. On top of that, while more champions were viable early on, the support changed more and more as time went on and eventually, it just felt as if I didn’t have any impact anymore.
For starters, champions like Xerath and Vel’Koz finally felt very good again in the Support Meta at the beginning of the season with Luden’s Tempest and Horizon Focus. You were able to burst down enemies from afar but had to watch your positioning quite heavily. Brand, Zyra and Morgana could go for the two burn items Liandry’s Anguish and Demonic Embrace to essentially whittle down at tanks slowly. Relatively quickly, I’d be able to see that quick burst with the former combo wasn’t that good because a lot of tanks were in the game… meanwhile, the double-burn combo was great against squishy teams as well since you’d just half-health them with one spell. Eventually, I’d just move away from those supports anyways since the meta evolved more and more into a tank meta, which generally speaking is just bad. Amumu was suddenly overpowered. Tanks were unkillable and the damage that tanks would deal was unbeatable really. Similarly, mages and enchanters were useless really in the bot lane… but tank items were too expensive for tanks to buy and I just hated playing tanks. Hence, I just played a lot of Senna with Eclipse and Collector… essentially one-shotting enemies… including tanks at times.
Eventually, tanks and Eclipse were nerfed. Senna got nerfed. Double-burn was nerfed. I’d end up playing a lot of Imperial Mandate enchanters like Nami and Yuumi… then, Imperial Mandate got nerfed a lot as well since mages in the mid lane would play it and we suddenly had the Moonstaff meta where you pick up Moonstone and Staff of Flowing Water on any champion with a lot of heals/damage. Brand? Suddenly deals a lot of damage but also heals a lot. J4? Suddenly an enchanter. Morgana? Moonstaff is op. It was insane. Eventually, that got nerfed and the meta was left a bit willy-nilly… I ended up playing a little bit of Moonstaff enchanters again with the new Chemtech Putrifier or double burn mages… Then I played Thresh a lot because I had a lot of fun with Solari and Zeke’s on him… Yuumi was still quite a lot of fun… Zilean and Morgana with the nerfed Imperial Mandate still dealt a lot of damage and provided a lot of utility but even if we did really well in the bot lane, we’d end up losing in the promos.
So, either way, most of the time, I banned Twitch because AP Twitch felt unfair most of the time and I didn’t want to play tanks. Today, I played one game to get into the promos and four games during the promos (3 Wins, 1 Loss), resulting in me finally getting to gold. It was actually quite hard… This time around I checked people’s mains and banned Yasuo since a lot of my mid laners in the lobby had a lot of games on Yasuo with low win rates and a lot of deaths. One of them played seven Yasuo games in the last 30 days in ranked with a 0% winrate. So, banning Yasuo was actually a great choice as it increased my potential winrate a lot. Sadly, two games were extraordinarily hard as our jungler in one of the games, Kha’Zix, decided to play for the KDA instead of the actual game itself, often waiting in bushes until everyone in our team died, only to then clean up afterwards… He had most of the kills in our team but never participated in fights and it was just incredibly hard to win that game, but we made it. In the other game, we had a Seraphine in our mid lane that would constantly flame us for “feeding Katarina”… but Katarina already got two kills from her and then was perma-roaming to bot lane together with Hecarim, resulting in four people diving us in bot lane. Despite Katarina permanently roaming, Seraphine still managed to be behind in farm and get killed by Hecarim… I just muted her eventually and despite having a bit of a comeback eventually, we ended up losing since frankly, everyone gave up in our team. Seraphine would run it down but refuse to surrender. Gnar was useless but still flamed me. I did more damage than top and mid lane despite having a rough game myself. Overall, that was quite frustrating.
After a quick break, though, I ended up winning the next three games. In the first two games, I played Zyra and Brand with Luden’s Tempest since that’s kind of strong right now… in the third and final win, we ended up snowballing with Draven+Morgan. The Brand and Zyra games were quite hard to win actually… but at last, we had a bit of a stomp in our last game with Morgana where I landed most of my Qs… I missed two or three near the end but we just kind of stomped the bot lane and everyone else was winning, too, and the enemies just opened up.
Overall, this season sucked. The MMR was broken, resulting in me losing more MMR than I was winning, even in my placement games. Similarly, the game was broken with a lot of champions just healing a lot and bursting you down in no time at all with zero counterplay. Support felt weak and with the frequent changes, it just sucked to main the support role… Jungle could have been my secondary role here but with Riot Games removing the catch-up experience system, you basically had to get ahead and ruin someone else’s game and then snowball from there… or you’d get counter-jungled, counter-ganked and farmed by the enemy jungle while your team does everything in their might to ruin your day even more and to tilt you to the point where you can’t come back at all but also can’t survive and nobody wants to surrender and you obviously don’t want to AFK because you’ll get banned but everyone takes your camps and… you get what I mean.
League of Legends because the League of Frustration this season. While I enjoyed it a fair bit at the beginning, it quickly turned into an annoying mess and I’m honestly not sure if I’ll play much more of it next season unless there are a lot of changes to the game, to the burst damage that assassins deal, to the amounts of damage that tanks deal and to the healing that makes it frankly impossible to get kills or assists since anti-heal is basically useless at this point.
The worst part about this season was probably that none of the items available to me really worked with Bard… And with a lot of my friends quitting League, I ended up not enjoying it as much anymore anyways. Unless people pick it up again, I may actually uninstall it. At least, I got Gold this season and won’t have to play ranked anymore. Time to troll in normal games. 🙂
For the past couple of years, I’ve been enjoying a game called League of Legends by a “small Indie Studio” called Riot Games. The reason why I’d stick so long to one game was that it was challenging and had a high skill ceiling based on the champion, that the meta was changing, and that you could get to meet new friends through it and play with a lot of different people. I even met one of my best friends through the game, which is amazing. Riot kept the game relatively fresh with new enhancements and changes each season like the Rune/Mastery changes, item reworks and new additions to the map but as of late, I just feel overwhelmed with how fast new content is added to the game while old content seems to fall behind and not be used as much anymore.
Part of me wants to play those fun game modes again like Nemesis Draft (I know that everyone hated that, but I enjoyed it a lot) or Blackmarket Brawlers (I know that everyone loved that, and I did, too) but those just don’t make it into the game’s rotation anymore. Instead, we only have ARAM available to us as well as the Summoner’s Rift maps in Normal, Solo/Duo, and Flex Queue with some occasional modes added here and there for a temporary amount of time, like ARURF or Nexus Blitz. I don’t get why old modes or why the story modes that Riot developed don’t make it back into the rotation anymore but it’s something I like to see more that would keep the game fresh. Be it Blackmarket Brawlers, Nemesis Draft, Nexus Siege, Dominion, or even Hexakills, there’d be a lot of opportunities for Riot to even cash in on these modes with custom flares, map effects or other cosmetics that would only work in those modes and that would allow players to use their Riot Points to fatten Riot’s pockets.
But while part of me wishes for that variety, part of me also wants Riot to stop doing what they’re doing right now. Recently, they claimed that due to Covid (or other reasons), they slowed down their VGU (Visual Game Update) team considerably and want to release fewer reworks during the upcoming year while still doing their best to release six champions per year. You heard me right: SIX champions. This may not sound like a lot but the game already has way too many different characters in the game and adding more is not going to help the player reduce the load of information that you have to get through to understand some of them.
A lot of the older champions can’t be played as much anymore like Udyr who is receiving an update next year (after a successful vote this year?) or Dr Mundo who’s getting updated this year. These champions have issues with their kit where they are too basic and also don’t look the part too well, making them unpopular and bad in a way. Udyr is kind of in the meta right now but that’s mostly because of one specific playstyle and certain items. If those items get nerfed, he’ll be weak again. It’s not him being strong, it’s items being strong. Mundo is alright right now but again, he doesn’t have gap closers or dashes and he shouldn’t have those since he’s a tank… but without those, he’ll probably be not as popular as other characters and won’t see much play.
Right now the game features 154 released champions with the latest one being Viego: The Ruined King. There was a time where there would be only weeks between champion releases but the champion pool at the time was limited to a lot less than the current champion pool. But during the past few months, Riot Games has been cranking out champions on a nearly monthly basis, resulting in me still not quite getting what Aphelios does while also having champions like Lilia not see any play really while Rell didn’t get any love or play until she got picked up in the Pro-Scene… and even now she doesn’t quite get played that much… and then there’s Yone who also got released rather recently who does things at times that I don’t quite get and Seraphine who is rather strong right now besides being quite basic… and then there’s Samira who is a bit overloaded and the Ruined King who is quite overloaded as well in a way… and when you get this many champions as new additions to the game, it just feels weird for me.
You hardly understand what Rell does and suddenly the Ruined King comes to the game and it just feels bad because you didn’t quite get to understand how to play against Rell and you now have to also deal with Viego… and then there’s Samira and Seraphine and Sett to deal with as well…
And you can only ban five champions per team. There are too many champions that already are too strong and you can’t ban all of them. On my must-ban list, there’s Twitch, for instance, whose AP-Build does way too much damage and just one-shots me with no counterplay at all unless I play a CC champion. Even with tanky CC supports like Leona or Nautilus, he’s going to poke me into oblivion and shred me because daddy Riot doesn’t allow Tank supports to get tanky with the current item situation. Alas, I need to ban Twitch. There are also Draven, Kai’Sa, Fizz, Katarina and Yasuo for potential bans here but my team has their own nemeses, so I can’t rely on them banning my worst nightmares, especially since I wanna ban Yasuo to prevent my own team from playing that champion. No silver Yasuo should be allowed to play that champions as it ruins more games than it ever wins.
I mean, they even fucking brought back Yone who’s basically just a better Yasuo but people still play Yasuo into the worst matchups with no experience on the champion and without a clue about the game… Why do Yasuo players not just play Yone? Idk.
Because you don’t see the enemy bans, you could in theory only end up banning five champions instead of ten, especially when people skip bans, resulting in the game potentially featuring annoying champions with little to no counterplay or champions that are broken beyond belief or champions that were already super strong (like AP Shyvana) that offer some counterplay but just got buffed to increase their strong points even more although their play and winrate hasn’t lessened.
Sometimes I feel like Riot Games isn’t playing their own game. Maybe they’re actually playing a different one and dishing out changes and nerfs and updates to the game without the player in mind. I feel like Riot Games is trying their hardest to keep the game fresh and interesting right now but their focus is bad.
Instead of dishing out six fucking champions every year, they should focus on making old champions that are not viable or fun anymore fun again. They should try to update their champions, bring them up to today’s standard and make them fun again. Nowadays, every fucking new champion has a thousand different ways to one-shot me on top of being super mobile, having a lot of sustain and either stealing my ultimate or my summoners or my base abilities or they have an execute or they are super tanky and still deal a ton of damage or they just suck.
Riot Games should make boring or outdated champions fun again. Volibear started seeing play again but then his update came and people thought he was weak… but then people noticed how to play him and his win rate skyrocketed… But since Riot Games doesn’t play their own game, they decided to buff him and ended up buffing him beyond belief, so I swapped from Support to Jungle because it’s easier to carry my team through the game as Volibear than to carry my silver ADC through the laning phase. Riot Games has sometimes no clue about their champion. Did they buff AD Katarina because… it wasn’t broken enough already? They buffed AP Shyvana because nobody plays AD right now… I don’t get why they’re doing this. Fizz, an old champion that sees no nerfs these days, has damage over time in a hidden passive basically that you don’t expect at all, has two dashes, one of them makes him invulnerable, and he has high burst and great wave clear. On top of that, if that wasn’t enough, he gains a two-digit percentage damage reduction because he is “slippery”. Doesn’t make sense but fuck it, Riot Games.
Instead of nerfing a champion like Fizz that is unhealthy for the game and that is able to one-shot even tanks in late-game… in a meta that doesn’t allow people to customize their builds well against AP champions… Riot Games buffed it recently if I remember correctly. Riot buffed Fizz and items that Fizz uses and didn’t touch him in ages because: Why the fuck not? We’re here at Riot Games.
And I love the game. I do a lot. I enjoy playing it a lot recently… but I may not enjoy it anymore if they continue to give ADCs a dash when they are balanced to be immobile and if they continue to break the game by buffing stupid champions and releasing overloaded characters into the game. And I feel like other players will also stop playing.
Alas, do we need more champions? No, please. Don’t add more champions before you haven’t fixed your game.
Instead of adding more champions, I feel like Riot Games need to check out what Bungie is doing and release an expansion that vaults content and removes champions temporarily based on their win rate. That’d be fun, right? No, it wouldn’t but it would reduce the things I’d have to ban each game to maybe one or two.
The other day I wasn’t too successful with my placement games in League, so I decided to play more ranked two days ago as well as yesterday. We finished on two losses last time and ended up with four losses and three wins this time around with only two more games to go. My current placement ranked is Silver 2, which is alright. If I get two more wins I’ll gain another 76 LP, bringing me rather close to Silver 1 or potentially even the gold promos.
Anyways, in the first game, we played an MF+Zyra bot lane against an AP Twitch Support and a Crit-Jhin. Our team was mostly owning the enemy lanes. Our Ornn in the top lane went 3/2/10 by the end of the game, completely shutting down the 1/11/4 Darius until the very end of the game. With the feed from Top Lane, Diana got rather strong and ended up with a score of 13/13/5 by the end of the game, dealing the second most damage on our team. Our Ekko did alright. He got one out of five dragons and ganked a fair amount in mid and top lane, ending with a score of 7/10/9… Problem was the enemy bot lane, though. Jhin didn’t really do too much until the late game and my MF was rather strong, dealing the highest damage in the game… The problem we had, however, was the enemy Twitch. Twitch Support shouldn’t really be a thing but thanks to a lot of buffs to his AP scalings and thanks to some AP items working really well on him, it is a thing. The Twitch had the second highest damage in the game and while I was poking from afar using my plants and poking him down and everything, he just ended up getting a lot of kills onto me. Once I picked up my Liandry’s, I was able to deal decent damage and even kill two targets, but most of the time I was wondering if I had gone colourblind since my screen was constantly grey.
With 15 deaths and the second-lowest amount of gold in the game, I wasn’t too proud of this game… but we still managed to win somehow. My biggest concern here was that there is little to no counterplay to Twitch. He doesn’t get revealed until he attacks you. He just one-shots you… and then he goes invisible again. His Damage-Over-Time effects deal true damage but thanks to Night Harvester they also deal an additional 125 (+15% Ability Power) magic damage, per tick. Night Harvester also works on Auto-Attacks, which is why Nashor’s is so good… and generally, this build is no fun at all, which is why I started banning Twitch until that build gets nerfed again.
In the next game, I played Vel’Koz together with my Tristana against a Maokai + Kai’Sa lane. Our biggest problem was that Nidalee would hang around bot lane and chase us down relentlessly. Her spears were really accurate and it’s just rare to see a Nidalee, let alone a good one, in your games, so I underestimated the damage most of the times that she’s able to deal with no items. Later on, her spears would nearly one-shot you and it was just an annoying match overall. Our Brand wasn’t doing too good while our Volibear didn’t deal a whole lot either in the game. Meanwhile, the enemy Maokai would constantly get poked down by me in the lane, only to get rescued by a Kai’Sa-Heal or a Shen-Ult. They eventually ended up grouping rendering our fed Kha’Zix useless in most scenarios… and we ended up losing a game that felt like an even game even when it really was not. It was more of a Jungle vs. Jungle game and eventually, Kai’Sa popped off, too, when they started grouping, leading to our defeat.
Nothing to do about that loss. Was just a bummer. Go next, I guess.
In the next game, we played as Lux + Vayne against MF + Seraphine. Since I didn’t expect any early kills, I opted in for a Guardian build with Imperial Mandate. I then built the Zhonya’s to protect me a fair few times against the enemy Yasuo, Garen or MF. Eventually, I picked up an Oblivion Orb before buying my Watchful Wardstone. With a score of 3/7/23, I felt as if I didn’t do too badly. Sure, I could have died less but in the end, we lost the game because of other reasons, really, and the enemy team just ended up farming us in our base, so those deaths weren’t really my problem…
The biggest issue in this game was that I did basically no damage at all. It at least felt underwhelming even though I did more than Zac, Seraphine and Elise and nearly as much as Malzahar. My bindings were good and with a 42 vs. 48 kills game, it was actually quite close. Sadly our Malzahar was not doing too good, struggling quite hard against Yasuo, and while our Gragas ruined the Garen in top lane early on, Garen eventually was just unstoppable with this Bruiser-build of his that allowed him to tank for ages while cashing out damage like an assassin. In the end, MF actually also got a bunch of kills but she didn’t really pose a threat, in my opinion. I think if I had opted in for Luden’s Tempest instead of Imperial Mandate, I might have been able to actually one-shot her among the other squishies. It was just unlucky that Seraphine landed some really good ultimates on us, giving them the win. This was especially frustrating as we lost while having a 4k gold lead at one point of the game.
The next game we played was a Xerath + Draven lane against a Vel’Koz + Varus lane. This was a bit more of a stomp, to be honest, with Diana scoring 23 kills and with Shaco popping off with his 16 kills. Our Draven wasn’t doing too good, so I ended up roaming a bunch and securing kills in mid lane. Eventually, we ended the game with 55 kills and 38 deaths, as a team.
This game, we actually nearly threw the game as they kept winning team fights while grouping while we didn’t go for picks when our comp is all about picking off enemies. Our Diana said that they have no late game and that we’re winning this for sure, but it was getting rather close, despite us having a rather big lead. Luckily, we ended soon after that. Despite having the lowest gold in our team (I often didn’t get assists for kills that I assisted at), I actually dealt decent damage. In the actual damage graphs, it doesn’t really show it but my ultimate shots were able to chunk away quite well at the enemies, securing us a bunch of kills… so I’m quite proud of that.
Alas, in the last game, I had to first-pick so I decided to go for Leona. I’m not too confident on her but since our team didn’t hover anything, I had to go with something with CC and Tank capabilities. We faced off against Alistar and Vayne, which isn’t the scariest matchup, especially as I can E to the Vayne to stun her and Samira can just E to her and juggle her up for two stacks of her passive. I kinda fucked up by not buying items at the beginning of the game, giving them a free level 2 with no engage from us but we then just killed them a whole bunch and were snowballing out of control. Our Syndra wasn’t too good at the game but our Top+Jungle were just godlike. Poppy played 11 games of Poppy this season with a 100% win rate. Volibear also had a high win rate in a similar amount of games. They ended up doing their job and we snowballed in bot lane and the enemy Ryze wasn’t too scary. We won the game quite easily, despite the hickups with coming to lane with no items, etc.
Here and there I tried pushing the lane and ended up stealing a cannon minion from Syndra. Syndra then would ping “?” on me, then flash on the spot and recall. I decided to apologise for it… but then it happened another time and they just stood still for a minute or two, potentially raging IRL. I’ll have to be careful about stuff like that in the future. Apart from that, I enjoyed using this build with the Solari into Zeke’s. My next item would have been Abyssal Mask. Honestly, I’m not sure if Zeke’s is really that worth it but I’ll have to check the damage on that again next time. Abyssal Mask would have given me the MR against Gragas and Ryze that I really needed on top of amplifying the damage my teammates did by 10% whenever I cc’d enemies.
Oh well, that brings us to the end of those play sessions. I’ll just have to continue banning Twitch and playing the champs I’m good at while being careful about my positioning. Playing CC was alright that game… but as you can see I had only about 9k gold at the end of the game and tank items are expensive. Playing tank isn’t that rewarding, in my opinion.
Looking forward to reaching gold somewhat soon and potentially climbing up higher. Hope you liked this update.
Season 11 has started! So I played three games from my placement series but one of them was a remake so that doesn’t count really. Alas, here’s an update:
In the first game, we had a promising comp. My duo mate’s Jhin got picked by the enemy so he went Miss Fortune instead. Since we already had a lot of AP damage in our team and since the enemy team had three melee-champions, I decided to pick Senna to keep them at bay with Glacial and my W and to poke them from afar. The enemy team was rather beefy with both Tahm Kench and Swain but they were mainly AD, so I had high hopes for this one, especially as the Jhin picked Magic Resist runes against a double AD bot lane… alas, I started poking him out of lane but Swain apparently didn’t connect yet so we got a remake, sadly. While I would have loved to play that game, I’m also kind of glad that we didn’t since our top laner was auto-filled.
The next game went horrible. My duo mate and I were playing Jhin and Vel’Koz which is great since the enemy team didn’t have too much range and since Jhin is super strong right now. My Vel’koz is not too shabby either, so I had high hopes for this game in champ select… if it weren’t for our teammates. Our Top Laner and our Jungler were premade, too, and played Teemo and Vi. Teemo lost early against the Irelia, so that wasn’t good… Irelia quickly snowballed and became close to unstoppable. Vi is a great pick in the jungle since you can gank rather early with your Q and since your ultimate as Vi is incredible in team fights. The problem was that Vi just didn’t gank at all, resulting in us having a hard time in bot lane with Orianna roaming a lot and Kayn ganking way too much. This would be no problem if it weren#t for this annoying Draven+Lulu lane that we had to face. Draven can snowball really hard if you don’t shut him down early. We missed opportunities to get kills on him and eventually he kept one-shotting me and Jhin. At the same time, Draven would use his flash and heal all the time but we’d still get no jungle attention from Vi… I mean, nobody really did get any ganks from Vi.
Alas, the enemy Kayn was three levels above our Vi, got all the dragons but one, and was super strong, too. Our Gragas mid went full damage but didn’t really have an impact. Our Bot Lane was super behind. The Vi went full damage as well, despite being behind, and since Orianna, Irelia, Draven and Kayn would constantly roam and kill us in our own jungle, I amassed a lot of deaths. This game was horrible. We were not able to do anything while our top laner and our jungle were constantly flaming us. It was not fun at all, especially since Draven would also go invisible after every kill. The biggest problems were Irelia, Kayn and Orianna, though… so it was too much to handle, and alas, I lost my first game.
The third game that I played yesterday was a Nami+Lucian game. We had a Malphite Top against an Akali that got super fed. Our Yi got some early kills… Yasuo refused to play an AP champion, so I was basically the only AP champion in our team, especially with Malphite going full tank. We got some good kills early so things were looking good. I was sure that we’d be able to stop the Akali later on in team fights with our Malphite’s and my ultimate ability. Sadly, though, Ezreal ended up getting a bunch of kills and… Lux kept one-shotting me with one Q+Auto.
Welcome to the League of Oneshots where Yasuo is able to flame you even when he’s 2/8 with barely any kill participation and where Lux one-shots you harder than Akali – who btw was always there to clean up as well.
In the end, I had to mute everyone but since Lux and Akali were so fed I couldn’t ward anything. Yasuo and Yi kept dying right when Drakes were about to spawn. Meanwhile, Lucian was falling off, Ezreal got a bunch more kills in our base before they ended up finishing. It wasn’t fun at all.
So, that was my last game of the day. I was a bit frustrated with the quality of the games. The placement games so far ended up placing me in Silver III… which is fine. I can climb out of that. If I win some of the next games, I’ll place higher though, so I’m going to try to focus more on my positioning in the next ones.
Again, most of this post sounds like I’m blaming my team or whatever but I know that I played like garbage, myself. Sure, my team’s decisions at times weren’t optimal but in the end, what counts is that I play better, or else I won’t be able to reach platinum.
Goals for the next games:
Get some good bans in. Samira is less of a problem compared to all the assassins in the game.
Watch my positioning. I need to die a lot less, especially with my current champ pool!
Mute everyone. I just gotta do it. Everything that has to be communicated can be communicated via pings. I don’t need the chat for anything but the “gl hf” I type at the beginning and the “gg wp” at the end of the game.
Focus. The longer games continue and the more frustrating they are, the more I lose focus. These past two games were lost at minute fifteen but we could have had good team fights to turn the game around, potentially.
Stay positive. Again, just do it. “Oh, we’ve got a Yasuo who’s never played the Champion before? I’m sure he’s smurfing. Oh, he died five times already? He’s not gonna be worth any more gold!” I gotta stay positive and focus on the goal of the game: Winning. I only gotta get upset at my own mistakes, as always.
I did the latter part quite well in those games but I eventually lost focus, especially when teammates started flaming… I should have just muted them.
So, uh, in case I wanna keep my post-streak up, I’ll post more on this in the near future! Hope you enjoyed this post. Did you start playing ranked yet? The grind tends to be rough at the beginning and at the end of the season but I’m sure I’ll get some good games soon!
Another year, another season. League of Legend’s Preseason 11 has started quite a while ago, and with 2021 being around the corner, I thought I’d take the time to write a post on it.
Just like other seasons, there has been a major change in the Rift this time around to keep the game fresh and innovative: The Item Rework!
Alas, this season brought a whole new shop system and the introduction of Mythic items that basically are supposed to be super overpowered but you can only buy one Mythic item. On top of that, they have Mythic passives that add bonus stats to all other Legendary (aka completed) items, including boots! These new Mythic items, as well as a bunch of new other items, replace about a third of the old items that got removed. Meanwhile, the last third of the items have been reworks. Generally, I feel like a lot of the items are quite strong but not too strong. There are some items that still need to get touched but I’ll talk about that later.
Before we talk about my issues with the new season, I wanted to talk about what I’m looking forward to, my champ pool, builds I’ve enjoyed, and what I’m glad about.
As a Support player, I made it to Gold last season and this Pre-Season, so I want to reach that goal again in the next season and potentially even climb past it to Platinum+ if I’m good enough. Riot changed the ranked system in a way that is going to make climbing easier, so I’m happy about that. From now on, there is no promotional series (aka “win two out of three games” to be promoted) between the ranks of one division. Instead, you have to reach 100 LP to climb from, say, Gold IV to Gold III. Once you’re at 100 LP in Gold I, you need to win three out of five games to be able to get to Platinum IV, which is a great change! On top of that, being at 99 LP is less frustrating now as a win translates into, say, +16 LP in the next rank if you gain 17 LP after your win. This is a welcome change that I’ve been asking for, for quite a while now actually. There was nothing more frustrating in League than winning a game only to gain 1 LP and to then get inters, feeders and AFKs in your promotional series only to reach the next step in your climb.
I’ve been playing a bit of ADC this season and have been enjoying a plethora of champions in that role. Alas, I’m going to go with ADC for my second role and I’ll most likely play (in this order) Jhin, Caitlyn, Ashe, and Varus. Otherwise, I obviously would also manage to trade roles or potentially pick something else to fit my team’s needs. On Jhin, I’ve been enjoying the crit builds a lot with Krakenslayer/Galeforce into Rapidfire Cannon into Infinity Edge/Bloodthirster. With Krakenslayer your third shot basically deals as much damage as your fourth shot, which is a pretty big deal. Meanwhile, you’re super fast with Galeforce and also gain a dash to get out of some peculiar situations, which is quite fun. Most of the time, though, I play a lethality build with Eclipse into Collector on Jhin, running Dark Harvest, and basically one-shotting everyone. The Collector is incredibly broken as it basically executes enemy champions at 5% of their health, which sounds like nothing… but if a Champion had about 5000 HP, they’d get executed at 250 HP, which is surreal… and a lot of fun.
But my main role is obviously Support. I’m a sucker for mage supporters and enchanters and I used to play a lot of Nautilus and Braum in the past… but tank supporters feel incredibly weak. Unless you get super ahead, you can’t get tanky enough and you can’t really set up kills either. Tank items are constantly getting nerfed when it comes to their tankiness (the part that you need) when it’s actually the damage that should get nerfed (the part that a Tank/Tank Support doesn’t need). At the same time, Tank items are extremely overpriced and you end up in this weird spot where you need kills as a supporter to make the dream possible. I wanted to try out Tahm Kench again and some other champions that I used to main, like Taric, but I’ve put it off since everything else feels a lot stronger and better in my humble opinion.
And I don’t mind that. I don’t mind that tank supporters feel weak in a tank meta. I don’t mind not having to dodge a thousand hooks in the bot lane. I really don’t. Obviously, people still play tank supporters and statistics say that Leona, Thresh and other champs are really strong at the moment… but I just personally don’t like the feel of tanks, at the moment, and alas, I go for mages and enchanters instead.
This brings us to my current favourite mages to play in the Support lane: Xerath, Zyra, Vel’Koz, Brand, Neeko, and Morgana.
Xerath and Vel’Koz are incredible at poking down enemies from afar, setting up kills or securing them when your ADC isn’t close enough yet. Both of these champions scale well into the late game but don’t need many items to burst people down. Xerath has a lot of burst damage, a slow and a stun in his kit as well as a semi-global ult and a lot of sustain through his passive. I tend to go for Luden’s Tempest into Event Horizon on him, although Liandry’s into Demonic Embrace also can work quite well on him against tanky teams. Luden’s Tempest gives you some movement speed on every proc and adds a lot of burst-damage to your abilities when you hit enemies. Meanwhile, Event Horizon adds an increase in damage on abilities that hit enemies at more than 750 range or that immobilize them. Xerath’s Q is already 750 range long when tapped, as far as I know, so this is a great item on him as well. Vel’Koz has a knock-up on his E as well as plenty of tools in his kit to zone enemies, secure objectives and kills as well as a lot of true damage to melt enemies away, which is just lovely. I tend to go for the same items on him as on Xerath. On these two champions, I tend to run Comet, Manaflowband, Transcendence/Absolute Focus and Scorch… and then I go for Cosmic insight+Cookies in the second tree or I opt-in for Presence of Mind and Coup de Grace for some extra damage.
All the other supports I mentioned have also great poke and some degree of utility to them. Zyra is incredibly nice to pick when you have an Ezreal for your ADC. Ezreal scales well into the late game and usually buys Tear for his first item, so picking up lane-dominant supports like Zyra can help him scale away without problems or maybe even pick up an early kill or two to snowball. Zyra is also great against Melee comps that are fairly tanky, as you most likely will buy Liandry’s+Demonic Embrace into Morello. The double burn procs on all of your plants which makes you great for taking Baron Nashor or for team fights. Brand already has a DoT on his passive, so obviously, you want to capitalize on that by building double burn, hence resulting in a triple burn. Brand also has a Stun in his Q when applied on a burning target as well as percentage-health damage in his passive (and if I remember correctly, the other part of your passive with hitting three abilities on one target actually does true damage!). Hence, Brand doesn’t need many items to really shine and he’s also great to take objectives or to team fight with.
And well, Neeko,… is… interesting. She never has been weak but people don’t really play her as a Support anymore. I usually go Luden’s or Protobelt on her. You can also build Night Harvester on her or go for the double burn if you want to. There are a lot of different options for her and you can easily catch people off-guard with the clones, her damage, her utility and her epic ultimates in team fights, which makes her a great pocket-pick.
As you can see these are all mages… but sometimes you just have too much magic damage on your team already, so I have two picks for that case to balance out the damage more: Ashe and Senna.
On the one hand, Senna has been one of my favourite champions to play last season. She has great scaling, great poke and a heal (that scales with Attack Damage), as well as some decent CC on her W in form of a long-range AoE root. Her E ability lets you camouflage your teammates to get away or to engage on people in a better way while her ultimate does decent damage and even shields allies at a global range! My favourite build on her is Eclipse into the Collector. I usually run either Grasp of the Undying or Glacial Augment on her, based on what I play against. The items generally are the same as Jhin’s as you’re basically doing the same thing as him… but in a less artsy way.
Ashe, on the other hand, is a fantastic pocket pick of mine that I haven’t seen too many people play as a Support yet. Essentially you run comet to poke enemies down with your W and you stack up Focus on enemies to then burst them down with your Q. Your E provides vision for your team while your W makes it easier to hit the comet. On top of that, your ultimate is a great engage/disengage tool at a global range, although I suck at landing those. As for builds, I tend to go for Imperial Mandate into Manamune into Ravenous Hydra. This build is all about your W which does more damage thanks to Imperial Mandate and Muramana (the upgraded Manamune) and which basically also amplifies your allies’ damage by a considerable amount as well. All of the items in this build have a lot of ability haste, resulting in you basically being able to spam your W while not running out of mana. Muramana also applies on-hit damage to all of your attacks and spells. Ravenous Hydra heals you and also applies some AoE damage to your volley and auto-attacks. Overall, it’s a fun build to try out into some team comps or when your team is lacking in the physical damage or CC department.
Speaking of ability haste: Cooldown Reduction has been changed. Before the change 10% cooldown reduction would allow about 11% more casts and getting more cooldown reduction would result in even more casts of abilities, which was great. Getting 40% cooldown reduction was basically what you’d want most of the time as it scales exponentially. The new system, however, is all about ability haste which stacks linearly, just like most other stats in the game. There is no cap on how much Ability Haste you can have, meaning that it’s possible to even reach 50% or 60% CDR with the new system, although you’d have to opt-in for very specific items to do exactly that, resulting in potentially losing some power as you’re not going for more damage but more tasks. This new system is actually also quite cool as it means that getting less is better compared to before.
The last category of champions that I’m playing this season is about enchanters! I mainly tried out Nami in the preseason as well as a few others and overall, everyone felt quite neat to play. Nami, Bard, Janna, Soraka, Lulu, Sona, Seraphine, and Rakan are great champions to pick up (and yes, I count Bard and Rakan as Enchanters) especially with all the new items. Before the item rework, you’d go the exact same items on every enchanter in every game for your first three: Ardent Censer, Athene’s Unholy Grail, and Redemption. There wasn’t much variety from game to game and while I miss Athene’s Unholy Grail a ton… I’m kind of happy about the new changes. Generally, I go for Imperial Mandate on Nami followed by Ardent Censer or Staff of Flowing Water.
Imperial Mandate causes immobilizing abilities to mark enemies and deal extra damage – and allies can proc the mark to deal even more damage on top of that. Nami’s Q, E and R work great with this item. Ardent Censer is still a great item but sometimes I have to opt-in for the Staff of Flowing Water as it’s basically made for Nami… I mean, what item would be more befitting of Nami who’s already wielding the Tidecaller’s Staff? The Staff of Flowing Water grants you and your allies Ability Power and Movement Speed whenever you affect them with your abilities. The bonus MS paired with your passive works great to rescue allies in bad positions while the ability power works quite well with a lot of champions… although it’s mostly for yourself. When I play with a Kog’Maw, Lucian, Varus, Senna, or Kai’Sa this is a great pick-up as it enables them, even more, to get away, kite better, get closer, or add damage to the abilities that scale with AP in their kit. Ardent Censer, however, gives you and your ally on-hit damage and attack speed, which is also great. It just depends on the champions.
Now, this is a great change for Enchanters: You basically have your Mythic Item, your Support Item, Boots, an Enchanter Item, and potentially another… but what do you do with your last slot? Generally, you’d get more pink wards but you can only place down one at most on the map and you can only carry two at the same time. Buying an additional item results in no more pink wards for your team, which sucks. Alas, you’ll get… hear me out… the best item that was introduced this season… the Vigilant Wardstone.
For a price of only 1100 gold, you get an item that grants you the ability to store three pink wards at the same time in your inventory. Once you placed down 20 Stealth Wards (#easy #supportlyfe), it transforms into the next level of the item which basically grants you some bonus stats… and then you can also invest another 1300 gold into it to get even more bonus stats. The end result is an item that stores pink wards (that you still have to buy) but it also grants you bonus movement speed and ability haste (GREAT for enchanters!) and… it also increases the cap for stealth and pink wards placed. You can now place down a maximum of four stealth wards and two pink wards (instead of three/one) with this item.
Vision = Power
On top of that, you also have other options that you can go for as far as items go… Zeke’s procs now whenever you CC enemies, so it’s a viable option to use on champions like Nami as it doesn’t require a short ult cooldown to work efficiently anymore. Meanwhile, Moonstone Renewer is a great item for times when you need to heal a lot instead of dealing a lot of damage. Instead of amplifying your damage with Imperial Mandate, you instead opt-in for amplifying your heals, which is great on Soraka, for instance. Also, you don’t have to buy a completed Morellonomicon to have Grievous Wounds as a Mage but can instead just build the Oblivion Orb for considerably less gold. And that’s lovely. On so many levels.
Now, earlier I talked about issues with items that I have and… well,… The Collector is just unhealthy for the game. Being able to execute people like that is a bullshit mechanic to have in a game as it makes champions like Jhin, Senna, Draven and even Veigar incredibly strong with little to no counterplay. Again, 5% of your maximum health is a huge amount of health still… If they tuned it down to 2.5% or maybe just 1%, it would be considerably less strong to the point where it was useless… Alas, I’d say that the item should receive a nerf to its stats and/or its price. Being able to build this as your second item every damn game on some champions and get away with just having two items is bullshit and super unhealthy. It not only makes it easier to get kills but also rewards you a bonus of 25 gold every time you take down an enemy, which eventually pays for your next item, making you even stronger. It’s a snowball item like the Sword of the Occult, which is unhealthy for the game.
At the same time, healing is too strong in the game even though it was supposed to go down. Tanks are also too strong. It’s not the problem that you can’t kill them easily… after all, that’s their purpose: They’re tanks! The problem is that they’re dealing a ton of damage to enemies around them. Sunfire and some of the other Immolate-Mythic-Tank-Items are way too overtuned, in my opinion, with their damage increasing based on your other tank-stats such as your health. Being tanky is good but dealing scaling damage is not so good for the health of the game. Now, I haven’t played League in two weeks so maybe there’s been another patch. Alas, I’ll hold off on this rant for until I’m home again, this Sunday. I may write about this again in the new year.
I hope you enjoyed this looooooooooooooooooong post. I wouldn’t have thought that this would turn into a post that is nearly as long as my Moonlighter review… Oh well. Personally speaking, I really enjoy writing about topics like these here with my strategies or thoughts on a meta. As mentioned before, I don’t like being forced to play tanks or whatever in a season. I play what I enjoy and this season… I can do that. I can play enchanters and mages, poke and cc, I can do all kinds of things and still have fun with the game while climbing. I’m looking forward to Season 11. And I’m looking forward to potentially writing about these topics as well throughout the season.
How about you? What champions are you going to play? What are your thoughts on any of these changes and my pool? Let me know!
Lillia is going to be next skirmisher-type jungler in the Rift. Today’s post is a small guide on how to get Lillia’s Haiku, an item that saves you 7800 BE and unlocks the champion for you on the next patch.
But who is Lillia? Well,… I don’t really know too much about her. She’s a magical fawn that is shy, clumsy and self-conscious who is currently exploring the outside world after only ever seeing it through the dreams of others. She develops over time, steadily improving and eventually becoming one of the bravest champions that Riot ever made. Essentially, she’s got a lot of personality to her. Her spells revolve around her ability to see other people’s dreams.
Using her damaging spells, she’s able to apply Dream Dust to her enemies, damaging them for a percentage of their maximum health over time. Her spells essentially deal a lot of damage, provide her with a small movement speed bonus or they slow the enemy, with her ultimate putting everyone who’s affected by Dream Dust to sleep after a short while, enhancing the damage of the next damaging ability they get targeted with.
There are parts of her kit that I’m worried about but for the sake of owning every champion AND saving Blue Essence for the Blue Essence Emporium, I ventured into Bot Games to unlock Lillia’s Haiku.
What exactly do we have to do?
Well, first up: As a Jungler you need 350 Kills in matchmade games. As easy as that.
“Matchmade Games” are games that have other players in there that are not custom games. I guess that you could play the game with friends against the Beginner A.I. but I found that the best possible way is to just instantly lock in Master Yi while all alone in the Beginner Bot Games and to then farm up some early kills and jungle camps until you later can kill everyone in the enemy base.
Important note: To count as a Jungler you need the Smite Summoner Spell! As far as I know, you don’t need to jungle, but I feel like it’s easier to do if there is only one Jungler per Game – and that’s the case in Bot Games… After all, it’s just the Beginner Bots, right?
My Loadout for this game consists of the following runes:
Dark Harvest: Essentially is easily stackable and provides you with one shot ability once you got 20+ kills. Late Game you’ll only need three auto-attacks to get rid of the enemy and also add another +5 damage to the ability – that paired with the fact that you have a 1.5-second cooldown on it after every kill… that’s essentially why I take it.
Sudden Impact: It gets triggered every time you use your Q ability and essentially adds a little bit of damage. It’s not much but personally, I’d say that the other choices are just not worth it.
EyeballCollection: You will kill a lot of people. If possible 350 enemies in one game. Alas, you’re going to stack this quite rapidly. The other options would work, too, but since you’re not going to ward in a Bot Game (especially against the Beginner Bots), you’re not going to make use of these all that well. You gain a total of 18 AD after ten kills, so naturally, this is the best choice here.
Relentless Hunter: My recommendation would be Relentless Hunter to move around the map faster and get to the different kills faster early on and to different camps faster when you’re still not equipped with enough items. You won’t need the other runes’ benefits.
You can either go for Celerity and Water Walking (Sorcery Tree) to move around quicker… or you go for Triumph and Legend: Alacrity. Triumph awards you with a bit more healing after every takedown as well as more gold (20 per Kill – at 50 Kills that’s 1000 extra gold for free). Alacrity works well with your attack speed and the items that you build. Otherwise, you could also go for Coup de Grace to deal 8% more damage to champions that have less than 40% health. This works wonderfully well with your Dark Harvest as it’s going to just burst enemies away below 40% heath while harvesting more stacks.
As far as items go:
You build as much attack speed as possible and eventually can outheal and outdamage anyone while resetting tower-aggro in the enemy base and just bursting through the Enemies one after one. Everything with on-hit effects is great on Master Yi. Bloodrazor is a great and cheap first item that grants you bonus damage and lots of attack speed. Wit’s End also adds more on-hit damage, attack speed, some not-needed resistances as well as (quite important) Healing when you’re low. Essence Reaver grants you AD, CDR and Crit Chance (that works with your Q) but also grants you mana-recovery on your auto attacks, resulting in essentially infinite sustain. Just go into the enemy base with these three items and try to not fall asleep while right-clicking enemies.
Why would you play Master Yi over any other jungle champion? Well, you can play Master Yi with one hand and one hand only while reading Manga on your phone and you still perform quite well. This is not meant as some form of BM or whatever but Master Yi isn’t the hardest champion. You can dodge spells, CC and even tower shots with your Q while resetting tower-aggro. Your W grants you damage reduction and healing while your E just adds bonus true damage on your auto attacks for free. Your ultimate is just another stat boost and grants you more movement speed and attack speed… the more attacks you get out, the faster you can Q again.
And you’re also a late-game hyper carry who doesn’t get punished early on because it’s literally Beginner Bots that you’re fighting against. Just farm your jungle, some enemy champions, and the enemy jungle and you get your three first items. Then you kill the enemies in their base and reset their gold value by occasionally giving kills to them. That way you also are able to go to your own base in the fastest way possible and buy more items.
And after you get a total of 350 Kills this way, you’ll be awarded Lillia’s Haiku which grants you access to Lillia on the 22nd of July (in 11 days) when Patch 10.15 drops. Games don’t usually tend to take too long if you do it like this. Since there are no enemy champions pushing the lanes, your team is coming to the enemy base quite fast and at some point, they’ll also try to farm kills. Since we’re min-maxing here, we usually end the game after 20 minutes unless we’re able to grind a lot more kills like in this 24-minute game where I got 90 kills in total.
After 10.15, you won’t be able to get Lillia’s Haiku and you’ll have to buy the champion using RP or BE, though she’s going to be picked or banned anyway based on her kit that is rather strong from what it looks like.
Whenever games get competitive, something called a “meta” develops over time and hence certain “successful” developments or patterns in the way people play a game appear more often, resulting in a (usually) everchanging meta.
In League of Legends, I usually play in the Support role. My champion pool is quite varied with a lot of beefy tanks that can engage quite heavily on the enemies like Nautilus, Thresh, Leona and Bard… and with a lot of cool enchanters that empower and heal allies, preventing them from dying, like Nami, Sona, Lulu and Bard… and with a lot of strong mages that are able to whittle down the enemies’ HP-bars before fights or even kill them on your own – like Morgana, Brand, Xerath and Bard!
Overall, I really enjoy a lot of support champions but sadly, the meta is a thing and therefore you usually only play certain champions on each role. In the support role in this season of League of Legends, the meta is basically consisting of a meta of the holy “Tank-Trinity”: Leona, Nautilus and Thresh. You pick one of these champions and you win (if you know what you’re doing)… and while I know what I’m doing with these champions, I don’t really enjoy playing them as much as the mages and enchanters in my champion pool right now and hence, I come to my point:
I hate metaslaving.
Being a “slave” to the meta is a bit strong but a lot of people who try to climb in League have to resort to doing it. They need to stick to the champions with the highest pick and win rates and have to play these champions to essentially win games.
A good example for this would be Mid Lane where you either pick Kassadin or Vladimir… or you ban them. They are really strong with no counterplay whatsoever and are essentially face-roll-champions that don’t get nerfed no matter what happens. (Sorry for the rant.)
If you belong to the 0.50% of League of Legends’ player-base that plays Tristana Mid, then I’m quite sorry to let you know that you will lose with a probability of 41.91% (Most champions have a win rate between 45 to 55% unless they are not balanced for that role). If you are a Tristana-Midlane-One-Trick-Pony you might enjoy this kind of playstyle but you probably will have it hard to actually make this playstyle work and climb efficiently. Instead, you’ll have to resort to metaslaving and play either something broken (not gonna rant again) or something that is actually good right now in Mid-Lane (not judging) like Galio, Zoe, Talon or Zed (just according to win rates compared to pick rates).
And I guess not everyone likes League of Legends, so I guess I could and actually should talk about metaslaving in other games.
In Destiny 2, for instance, I really enjoy using double-primary-ammo with Storm and Stress (or rather Sturm und Drang) but people don’t really do that… and well, I am not that good in Crucible as I am using a sidearm and a hand cannon (fair enough).
If I don’t use those two weapons, I usually go for Bug-Out-Bag and a shotgun, which works, I guess… but there are weapons in the meta that are a must-have for anyone who wants to climb fast.
In card games, a lot of the times, only certain decks with certain cards in it work. If you are missing one card or two from having the perfect deck, you either grind it out until you have it – or you just replace the missing cards with something similar. My Quest Shaman, in Hearthstone, has been meta for quite some time… sadly, ever since the dragons came out… I can’t really use it and need some extra cards, which is rather annoying, in my opinion.
But then again, I don’t play games to conform to a meta. I play games to have fun. And I don’t want to play those tank supports, I don’t want to use the Revoker or Bygones in D2, and I don’t want to grind some stupid dragon cards that will get replaced soon anyways. But it’s something that can’t be changed anyway, as a meta always develops with every change that comes out and every effort to make PvP or PvE more balanced… and that’s something that I don’t like but I guess I can’t change it and it’s just how things go.
This post is part of a challenge called BLAPRIL. The goal is to post as much as possible during the 30 days of April. There are different themes during some of the weeks and a lot of mentors, newbies and participants participating. Feel free to check this hub-post out and check out the other participants!
League of Legends turned 10! And although the event has already ended and although you cannot receive any more rewards, I’ll continue my series of posts, showcasing my favourite supports from each year. Seven years ago on December 4th 2012, Nami, The Tidecaller, was introduced into the Summoner’s Rift. She’s a vastayan Enchanter from the tribe of the Marai, who’s able to control the tides to protect her allies and punish her enemies.
I already talked about Nami in an early Stray Sheep but I haven’t talked about her Lore yet, so if you want to, you may as well look that post up but this post is only about Nami while that other post just mentioned her on a side note.
In the seas to the west of Mount Targon dwells a tribe of Vastaya known as the Marai. Long ago, these mermadic creatures discovered a rift in the depths. The rift bore a horrible, creeping darkness which sought to exterminate all forms of life.
At the center of their village, the Marai placed a glowing rock known as a moonstone, which is said to be infused with the celestial magic of the heavens. Its haunting, ethereal light protects the Marai from the creatures that crawl from the abyss.
Every hundred years, the moonstone begins to dim which is why the Marai choose their fiercest warrior to retrieve a pearl from the rift and exchange it for another moonstone from a luminous wanderer from Targon’s peak.
The Marai were only able to send out one warrior, though, as the creatures of the Rift feast on their energy and would grow stronger if they’d send out whole armies to the rift. While whole armies would get wiped out immediately, a single warrior equipped with the legendary Tidecaller’s Staff, capable of controlling the tides, would be able to possibly elude the dangers long enough to return with the pearl safely.
Nami always wanted to be a Tidecaller but since she’s quite impulsive and young, she didn’t pass the trial, which lead to a different warrior, called Rasho being chosen as the Tidecaller instead of her.
Rasho dove into the depths of the abyss. A week passed, then another. An entire month the Marai waited for their Tidecaller’s return, but there was no sign of Rasho. No Tidecaller had ever failed to return.
Since someone had to return with the pearl, Nami ventured into the Rift on her own, returning after several days with the pearl, the fallen Tidecaller’s staff, and a look of quiet horror in her eyes.
Though furious at her impertinence, the village elders nonetheless admired Nami’s bravery and officially designated her Tidecaller. Nami ascended to the surface and rode the tide to shore to meet the landwalker.
The landwalker, however, was nowhere to be found. Nami instead found an elderly woman whose grandparents saw the last moonstone exchange. She explained that there was no moonstone as the Aspect of the Moon who’s the only one to conjure a moonstone has fled Mount Targon.
Nami was unwilling to accept this. She vowed to find the Aspect and retrieve the moonstone. The lives of her people depended on it.
Using the power of the mystical Tidecaller staff to summon a perpetual pool of moving water beneath her fins, Nami took to land to continue her quest.
Determined, the Tidecaller swam into a brand new world.
So, that’s her Lore basically. You may want to check out the comic that got made for this store. It’s really well made!
Lore vs Kit?
Passive: Surging Tides
All allies (and Nami) gain movement speed when being hit/targeted by her abilities. This bonus is doubled when Tidal Wave is being used.
Q: Aqua Prison
Nami sends out a bubble into the target direction damaging, revealing and suspending all enemies hit.
W: Ebb and Flow
Nami unleashes a stream of water onto the target champion or herself, which then bounces to nearby unaffected champions up to twice, alternating between enemies, allies and herself. Ebb and Flow heals allies and damages enemies.
E: Tidecaller’s Blessing
Nami blesses herself or a target ally, causing her/their next three basic attacks to deal bonus damage and slow the target hit.
R: Tidal Wave
Nami sends out a tidal wave, dealing damage, knocking up and slowing all enemies hit. As mentioned, allies hit by Tidal Wave receive the Surging Tides bonus twice. The slow scales with the travelled distance.
Nami’s kit makes her a great enchanter for all kinds of situations. You’re able to set up ganks, kills and teamfights, using Aqua Prison and Tidal Wave, while also using these skills to disengage. You’ve got decent utility and healing in your kit when playing Nami on top of a lot of slows, two knock ups (though Aqua Prison’s knockup’s lasting a lot longer than Tidal Wave’s for instance), and some damage for both your team and you.
Runes and Builds
For runes, I generally use a similar setup to Sona’s. Nami is super squishy just like Sona and Janna. Especially since she’s also immobile, she’s often at the risk of falling prey to assassin’s and enemies with CC and gapclosers. Hence, you’ve got to watch out for those and be careful of how you spend your mana, as you will always need enough to cast your Aqua Prison or your Tidal Wave to disengage. Nami already has a lot of mana-regen built into her kit, which fits as she’s an aquatic champion and water and mana… and you know? Anyways, Manaflowband, Biscuit Delivery and her items still help her out a lot, with Biscuit Delivery granting her three cookies with increased Mana Regeneration on top of more Maximum-Mana while Manaflowband grants you more mana regeneration based on how much Mana you’re missing. With Nami, I usually build Ardent Censer into Athene’s Unholy Grail into Redemption and then go for some tankier options based on how the game goes.
In patch 9.23 (the preseason-patch), however, Shurelya’s Reverie is getting changed so that it builds out of a Forbidden Idol and so that it grants increased healing as well, so I may swap out Redemption for Shurelya’s Reverie, depending on the game’s state as Shurelya’s Active offers even more movement speed on top of your Tidal Wave which is great for some chases, disengages and other maneuvers.
As mentioned earlier, I try to build up as much AP as possible with my Enchanters using the Mana Regeneration that gets converted into AP with Athene’s Unholy Grail and using the Cooldown Reduction that also gets converted into bonus AP with Transcendence. This way I’m getting more ability power without really building damage, so I won’t be able to run out of Mana all that easily in the late game while still spamming my abilities out and healing allies, buffing them up, CC-ing enemies and pushing forward in general.
Nami is my favourite champion of all time as she has a diverse kit, some great utility and is overall just a lovely champion. I play her a ton and can’t wait to try out new runes and builds with her in this preseason! I hope that this little post showed her best sides to ya and showcased her well. Anyways, this is it for today. I wish you a great time.
See you in the Rift!
I’m taking part in this year’s #IntPiPoMo. If you’d like to participate or get to know the other participants, feel free to check this post out!
Edit: I know, I’ve said that I’ll make one post per year of League’s existence but I also said that I’ll feature the ones I’m actually playing and only one per year, which makes the next few years rather hard to choose from as I don’t really play all that many Support Champions that came out past 2016, apart from Pyke, I guess? So, in the end, there will a few less posts than the total of ten posts I’ve planned but this format of showcasing champions, explaining their lore and abilities and strategizing about them, will return for sure! Eventually.
2011 was the year where one of the first aggressive supports were introduced. Leona, The Radiant Dawn, is Vanguard from Mount Targon that provides her team with both CC and a frontline that is able to increase her allies’ damage on targets hit by her abilities. So let’s just get into it with his showcase!
The Lore behind Leona, The Radiant Dawn
“Imbued with the fire of the sun, Leona is a warrior templar of the Solari who defends Mount Targon with her Zenith Blade and Shield of Daybreak!”
Leona was born in the tribe of the Rakkor, a warrior tribe that’s honing their skills to fight “the war at the end of the world”. “Rakkor” means “Tribe of the Last Sun” and they believe in the existence of many worlds before this one though those earlier ones have been destroyed by a great catastrophe. Their seers teach them that this Sun will be the last and that they have to protect it at all cost, fighting all of those that threaten its existence.
“To the Rakkor, battle is an act of devotion, an offering to keep the sun’s light shining.”
As soon as she could walk, Leona learned to fight, mastering the skills of both sword and shield rather fast. Her tribe expects of their warriors to fight and kill with no mercy, and Leona was no exception. Leona was fascinated by the mists wreathing the summit and often wondered what was beyond it, which lead to her often fighting those vile creatures and entities coming down from the summit.
One time, however, she encountered a golden-skinned and shimmering boy with bat-like wings and horns who didn’t speak her language nor knew how to get to safety, obviously being lost and frightened. Although her teachings told her to attack instantly, she couldn’t do it and instead helped him find a pathway to the Summit.
Once back at the tribe of the Rakkor, she, however, got accused of failing her duty of the sun, as a boy called Atreus saw her leading the creature of the mountain to safety instead of killing it. She didn’t deny this fact and was soon to be punished in a trial by combat. Her opponent was none other than Atreus. They both fought well but nobody was able to deal a death-blow, resulting in a long and evenly-matched fight. Leona fought with her sword and shield while Atreus was well-equipped with his spear – and nobody could predict the outcome.
As the long fight dragged on, the Sun started sinking into the horizon. At that point, an elder of the Solari marched into the Rakkor-camp with three golden-armoured warriors, calling a halt to the duel. The Solari were adherents of a martial faith in worshipping the Sun. The elder was lead to the Rakkor-camp by dreams and an ancient Solari prophecy of a “warrior whose fire burned brighter than the Sun, a daughter of Targon who could bring unity to the celestial realm”. The elder believed in Leona being said daughter of Targon and upon learning about her offence, his beliefs were strengthened.
“The tribal seers warned against interfering in the duel, but the elder was adamant; Leona must come with him and become one of the Solari, to be fully instructed in their beliefs. The Rakkor were fiercely independent, but even they paid heed to the holy decrees of the Solari. The warriors lifted Leona from the pit and bore her wounded body from the Rakkor toward her new life.”
At the Temple of the Solari, Leona learned the ways of the sacred order and how to worship or even praise the Sun. In time, Leona rose to command the “Ra-Horak”, the Followers of the Horizon, becoming known around Mount Targon as a just and zealous servant of the Sun.
Her life changed forever when she was ordered to escort a young member of the Solari, Diana, who vanished months before but now returned to the Solari and who had great news that could shake the Solari’s foundation and that shall only be revealed to the elders of the citadel.
When presented to the elders, Diana spoke of the Lunari, an ancient and proscribed faith that venerated the moon, and how all the truths the Solari clung to were incomplete. She described a realm beyond the mountaintop, a place where the sun and moon were not enemies, where new truths could show them fresh ways to look at the world. When the elders rejected her words and named her a blasphemer, Leona knew that she’d be the one to end the heretic’s life.
Leona noticed the incredulous fury that Diana built up at the elder’s denial, but before being able to react, Diana already flung forward, burning the elders with orbs of silver fire in the blink of an eye. A hurricane of cold lightning was surged by white flames, blasting Leona away from the chamber. Once she regained consciousness, Diana was gone and the Solari were leaderless. Leona made it her mission to end the heretic’s life for killing those that she couldn’t protect.
“Diana’s trail was easy to find. The heretic’s footsteps were like shimmering mercury to Leona’s eyes, leading ever higher up the slopes of Mount Targon.”
“Eventually Leona reached the top of the mountain, breathless, exhausted, starved and stripped of all thought save punishing Diana. There, sitting on a rock at the top of the mountain was the same golden-skinned boy whose life she had spared as a child. Behind him, the sky burned with blazing light, a Borealis of impossible colours and the suggestion of a majestic city of gold and silver. In its fluted towers and glittering minarets, Leona saw how the Solari temple echoed its magnificence and fell to her knees in rapture.”
The golden-skinned boy spoke in old Rakkor-tongue and told her that he’s been waiting for her to follow him ever since she saved him. He offered her miracles that would lead her to know the minds of gods. Without hesitation, Leona took the boy’s hand and was engulfed in a column of searing illumination that stabbed down from the heavens.
“The warrior who came down the mountain looked the same as the one who had climbed it, but inside Leona was much changed. She still had her memories and thoughts, was still master of her own flesh, but a sliver of something vast and inhuman had chosen her to be its mortal vessel. It gifted her with incredible powers and awful knowledge that haunted her eyes and weighed heavily upon her soul; knowledge she could only ever share with one person. Now, more than ever, Leona knew she had to find Diana.”
So, that’s the story of how Leona came to praise the Sun and earn her powers in pursuit of the Lunara, Diana. As with the other champions that I’ve featured in this post, the kit fits rather well with this overall theme of justice brought by and for the Solari.
Kit vs. Lore?
Passive – Sunlight:
Leona’s abilities inflict sunlight to enemies struck by it for 1.5 seconds. Allies (other than herself) consume the Sunlight, dealing bonus magic damage upon those marked by it.
Q – Shield of Daybreak:
Leona’s next basic attack gains 50 bonus range, deals bonus magic damage and stuns her target for one second.
W – Eclipse:
Passive: Leona gains bonus armour and magic resistance, scaling with her own bonus armour and MR.
Active: For three seconds, Leona takes reduced pre-mitigation damage from each tick of damage for up to 50% damage reduction. She also gains bonus magic resistance and armour (on top of the passive part’s).
Then, she explodes, dealing magic damage in the area around her. If she hits an enemy, she retains her bonus resistances and reduced damage for another three seconds.
E – Zenith Blade:
Leona projects a solar image of her sword, dealing damage to all enemies hit by it. If she damages an enemy champion, she will dash towards the last enemy struck and root them for 0.5 seconds.
R – Solar Flare:
Leona calls down a beam of solar energy to the target location, dealing magic damage to all enemies it hits and slowing them for one second. Enemies hit by the flare’s centre are instead stunned for the same duration.
My thoughts on her (take it with a grain of salt, I’ve only reached Gold this season)
Leona’s kit makes a great vanguard for those scenarios where your team doesn’t have a tank or all that much CC yet. Of course, you can never have enough crowd control, which is probably one of many reasons why op.gg ranks her currently at Tier 1. Her passive provides some good amounts of magic damage to your team’s abilities and attacks in team fights, while your Eclipse and Solar Flare are great abilities to apply Sunlight to as many enemies as possible. Earlier I mentioned how she was one of the first aggressive supports back then. That’s mostly because of her ability to aggressively engage into fights at level 2 with her E+Q combo and more of than not secure blown sums or even kills on the bot lane. Her ability to dash onto the backline and lock them down with crowd control makes her great against squishy supports, but she may also get threatened by poke-supports that will try to constantly harass her (as she’s a melee-character) and narrow down her health to the point where she can’t all-in anymore.
Rune’s and builds:
For runes I usually go with Aftershock into Font of Life for Leona, followed by Conditioning and Overgrowth on top of Cosmic Insight and Biscuit Delivery. I enjoy having the attack speed in there but you may as well change that for scaling cool down reduction or go for adaptive force.
Aftershock gives us some bonus resistances and extra damage (similar to Leona’s W) after we lock someone down with our CC, giving us some bonus survivability when going in. Font of Life marks enemies whose movement we impair, resulting in our allies’ basic attacks healing them for a portion of our health. Instead of FoL, you may also want to take Demolish to take down some early tower plates/towers. For me personally, Conditioning is a must-have, as it grants you free resistances and a bonus percentage of resistances that scale well into our W and Aftershock, but when facing poke-heavy teams, I’d recommend swapping it out for Bone Plating. Overgrowth grants us bonus health, whenever a minion dies near us. Instead of that, you may as well take Unflinching, when facing against CC-heavy teams, as you gain more tenacity through that.
As for builds, I usually upgrade my support-item (relic shield) to the last level as fast as possible, as it not only grants as more tanky stats and cooldown reduction but also more (frequent) stacks (up to a maximum of 4), hence better pushing and more gold, but also better healing from Relic Shield stacks! Afterwards, I usually build Zeke’s Convergence if my ADC uses a ton of basic attacks. If he doesn’t (aka if he’s more of a caster) than I take Knight’s Vow as my second item. Knight’s Vow grants us more survivability as we get healed by a portion of our ADC’s damage dealt to champions but also take a portion of their damage, which results in our ADC not dying as fast. If you need the survivability, go for Knight’s Vow. If you’re ahead, go for Zeke’s. Afterwards, I usually build the Locket of the Iron Solari (for obvious reasons). It also gives us a nice shield for all allies near us and some extra resistances. I usually stack health and resistances on Leona to make her as tanky as possible, so you’ve got to watch out that you don’t build MR against a full-ad team and just match your items to your enemies.
Anyways, this was my post on Leona. I hope you enjoyed this one! I have a ton of fun writing about characters I play a lot and going into this guide-ish style of writing while also exploring and summarizing the plot for people that may not know it. I vaguely know bits and pieces of different characters’ lore but I never actually sat down and read all of it (or rather most), so this is a new for me as well. In hindsight, I noticed that I got quite a lot over my estimated 1.3k words and managed to write up 2k words, so this post is a lot longer but I didn’t really know how to summarize the plot even more.. Oh well!
Have a nice day 🙂
I’m taking part in this year’s #IntPiPoMo. If you’d like to participate or get to know the other participants, feel free to check this post out!
Nine years ago, Sona, The Maven Of The Strings, got introduced to League of Legends, which is why I’m showcasing her in today’s (well, technically yesterday’s) post!
Thanks to my studies taking up a lot of time, I wasn’t able to finish yesterday’s post in time, which is why we’re taking a look at Sona in today’s post!
As an infant, Sona was found abandoned on the doorstep of an Ionian adoption house, nestled atop an ancient instrument in an exquisite case of unknown origins. Being unusually quiet and content, the caretakers thought that she’d be adopted rather fast, but what came across as good behaviour was actually her inability to talk or make any sounds at all. Hence, she stayed in the orphanage until her late teens where she had to watch in silence as potential new parents walked off without her.
During that time, the caretakers tried to sell off her instrument to collectors of all sorts but for some mysterious reason they either brought it back to the orphanage or it showed up at their doorstep in no time after its disappearance.
Sometime later, the Demacian woman Lestara Buvelle learned of the instrument and embarked to Ionia and sought the orphanage. After seeing the instrument, Lestara adopted Sona immediately and left a generous donation at the orphanage.
Under Lestara’s guidance, Sona learned to play the mysterious instrument, the so-called “etwahl”. In Sona’s hands, it played tunes and melodies that were able to reach the hearts of those around her, rendering her able to manipulate the emotions of her listeners without ever writing down a single note or speaking a single word. In secret, she discovered that her etwahl is able to slash through objects at distance, a deadly skill that may come in handy upon mastery.
And that’s basically Sona’s lore. She’s mute but gifted with a mysterious talent to play the even more enigmatic etwahl and not only heal allies but also attack enemies, using her music. This can be seen in her kit as well which not only includes a healing spell but also utility, damage and CC, making her a great enchanter, focusing around AoE-abilities.
Passive – Power Chord:
Sona’s abilities generate a unique aura around her for three seconds that empower her allies with different effects, based on the ability cast. After casting three abilities, she’s also able to use an empowered basic attack that gets enhanced based on the last ability cast.
Q – Hymn of Valor:
Sona sends out two bolts of sound to the nearest enemies, prioritizing enemy champions and dealing magic damage. Aura effect: Allies within the aura deal bonus magical damage on their next attack within three seconds. Power Chord – Staccato: Her basic attack deals even more damage.
W – Aria of Perseverance:
Sona heals herself and the most wounded nearby champion. Aura effect: Allies within the aura are shielded for up to 1.5 seconds. Power Chord – Diminuendo: Her basic attack reduces the enemy’s size and damage output by a percentage for three seconds.
E – Song of Celerity:
Sona gains movement speed for three seconds, extended to seven seconds if she doesn’t take damage. Aura effect: Allies within the aura are also sped up for three seconds. Power Chord – Tempo: Her basic attack slows the enemy for two seconds.
R – Crescendo:
Passive: Reduces her basic abilities’ base cooldown by a percentage, based on R-level. Active: Sona plays an irresistible chord that damages and makes all enemies struck by it dance for 1.5 seconds, hence stunning them (unable to move, cast or attack).
Kit vs. Lore?
Sona’s abilities reflect her lore quite well as all of her abilities are about music and her ability to affect the people around her (both enemies and champions) with the melodies she plays. Her Hymn of Valor resembles the secret technique she mastered, slicing enemies and dealing a lot of damage, especially later on when she’s a decent amount of magic amplifying items. Her Aria of Perseverance resembles her gentle soul that is trying to find a place by healing others with her music.
The fact that she’s rather versatile thanks to her Passive makes her excellent in all kinds of scenarios. Using a basic attack that’s been empowered by her Q, lets you poke down enemies rather easily, while both her W and E empowered basic attacks are great for scenarios where your allies are threatened by assassins or other damage dealers. Her E also enables you to chase down enemies when you’re in a good position, while her ultimate is able to lock down enemies, which can be used to both engage and disengage.
However, while she may be versatile and rather useful, she’s also quite squishy with a base health value of only 482! Once you get caught, you’re more than likely going to die, which makes her quite easy to learn (spam those abilities!) but hard to master (positioning and passive-choice).
Runes and builds!
As for my rune-setup, I usually go for a similar page to Janna’s, in which I’m going with Summon Aery and Manaflowband in the first tree but then I like to go for Transcendence (which gives us 10% Cooldown Reduction at level 10 and also grants us bonus AP for excess CDR (cooldown reduction that goes over the cap of 40%)) and either Scorch (for games where I’m going to poke a lot) or Gathering Storm (for games that will be concluded in the late game). In the second tree, I either go for Cosmic Insight and Magical Footwear OR I swap out Magical Footwear for Biscuit Delivery (which gives us a cookie every two minutes until six minutes into the game that each grant us health- and mana-recovery while also giving us permanent maximum mana).
My items are the basic Enchanter-items, Ardent Censer > Athene’s Unholy Grail > Redemption. Afterwards, I usually go for Zeke’s Convergence (more CDR, some resistances, extra damage for our ADC upon using your ultimate ability) or Shurelya’s Reverie (movement speed active for your allies around you on top of some good stats).
Athene’s Unholy Grail not only grants us some extra magic resistance, ability power and cooldown reduction but also grants us more ability power for every 25% Mana Regeneration that we get through items, resulting in a ton of ability power from Ardent Censer, Athene’s, Redemption, and Shurelya’s. Hence we not only heal more but also deal more damage on top of being able to spam out abilities and turn the tides with our abilities. That’s basically the enchanter-build, I usually go for.
Another variant would be to take Kleptomancy and poke the living heck out of melee-matchups, but since Kleptomancy is getting replaced by Kaleidostone in the next season, I won’t be talking about that.
As for items, you could also go full-ap and deal a ton of damage while not doing a too shabby job at healing but I personally enjoy my enchanter-build a lot more as I usually am able to heal a lot more, power up my allies and stay longer in combat thanks to all the mana-regen I get.
So, that’s today’s post. I hope you enjoyed seeing my thoughts on Sona while also learning a bit about her lore (or hearing it again).
Have a nice one!
I’m taking part in this year’s #IntPiPoMo. If you’d like to participate or get to know the other participants, feel free to check this post out!
What games would I choose if I only had five games available to me? What’s this “challenge” Naithin of timetoloot.com is taking part in? Why are we doing this at all?
Well, today’s Stray Sheep is about these questions and my thoughts on the topic, on top of my selection! Enjoy 🙂
On the 5th of October, twitter user @Octav1usKitten published this tweet here, kicking off a “challenge” of sorts, where one has to pick five games to play for a whole year! Later on The Gaming Diaries, they made a post, listing their choice of games, which lead to quite a lot of people in our nice little Blaugust-community to share lists of their own and… well, then there’s Naithin.
Naithin from timetoloot.com went as far as creating an actual challenge of playing only those five games for the entirety of November (and maybe even later on as well?), which you may look up the hither side of the internet.
If you’re interested in doing anything like that, go check out his rules. If you’re interested in seeing what it’s like to limit oneself to only five games, check out Naithin’s blog.
Anyways, while this is surely interesting, I thought about making a post about my theory of the best game-combination and then submitting a list of my own to the world wide web!
So, at first, I’d like to say that it’s hard for me to stick to one game for a great time-span. My steam library shows it as most of my games are around the 6- to 9-hour mark. Usually, I get bored with a game or need to take a break from it after a few hours of total game time and then a rather long break happens and I forget the controls and mechanics and then some real-life-stuff happens and I suddenly won’t play a game anymore. That happened in Assassin’s Creed 1’s case (RIP Late to the Party #3) and it also happened to a ton of other games. (I’ll get to it in the future for sure, though!)
Hence, if I were to make a list of games to play, I’d probably have to not only cover a vast range of genres in those five games but also make it a list of games that I could replay a ton!
So, I think, that the challenge behind playing only five games for a year is the fact that you need a certain amount of variety in it. A variety in Genres isn’t needed, in my opinion, though! I think the trick to “surviving on five games for a whole year” (as someone who plays games a lot more than a “normie”, of course) is being able to play the heck out of those games and to have a variety between pairs of games and not between the genres.
Off to my list then!
1 – My first game would be a rogue-like to make things different on each run!
Thanks to procedural generation and some other mechanics there’s a new challenge after every death! Rogue-likes usually feature a ton of different combinations of powerful items to make every run special while also providing one with a rather simple approach on the story/plotline!
Therefore I’m choosing Enter The Gungeon!
It’s a bullet-hell-type of twin-stick-shooter/rogue-like game with a few different characters, a ton of different guns, and even more puns! I haven’t played too much of it for quite some time (and it received a lot of updates in that time) which is why I’m still rather new to it and will have to learn everything again!
Honourable mentions would be: The Binding of Isaac Rebirth/Afterbirth, Dead Cells, Cultist Simulator, Nuclear Throne, Risk of Rain 2, and Slay The Spire.
2 – For this game I would choose a story-heavy RPG that features a lot of stuff to do.
An Open-World-title would be great here, too, especially as there’s a lot of Loot-Shooters (like the Borderlands franchise) that would cover those points.
I’m choosing The Elder Scrolls V: Skyrim for this one!
I’ve never played “through” Skyrim and usually only took certain sides, did certain quests and never tried the other side of the same game! Also there’s DLCs that I’ve never touched on top of MODS that I’ve never installed. I know people that have sank in about a thousand hours (or even more at this point!) into Skyrim and I guess that Skyrim would be great as the second game.
In Contrast to Enter The Gungeon there’s a lot less puns (if any at all) in Skyrim which is a bit of a bummer (jk) but there’s a lot more options when it comes to character customization, role-play, stories, and choices! I feel like this would be important when it comes to the challenge here. When you’re tired of “too much story” or when you don’t have too much time, you go for a rogue-like-run. When you’ve got more time or you’re frustrated with the random aspects, just tune into Skyrim with a lot more scripted events, weird and funny bu- I mean, features… and a bigger world!
Hounourable mentions: Borderlands 2, Borderlands: The Pre-Sequel, Breathedge, and Warframe!
3 – For the third game I’d choose a competitive game that can be played with friends and that features a high skill cap!
Competitive games usually demand a lot of people, like map awareness, high APM, map knowledge, game knowledge, good decision making, and a ton more. In shooter games you’ve got to be good at aiming and know a lot about different strategies, for instance. I mostly play RTS or MOBA games when it comes to competitive games, though…
Therefore my choice here is League of Legends.
Well, I already play it almost every day for a round or two after uni, so I guess it wouldn’t be too hard to guess that I’d include this title. I only reached Gold IV this season, hence there’s plenty of leg-room for improvement and training to do. I’m also missing only about 8 champions and there’re many champs that I haven’t played at all, yet, so maybe there’s some more I like, on top of new champions coming out soon, including the new Support-Marksman, Senna.
As a Support-Main, there’s also a lot then I can learn in the Role-Department. I play Mid-Lane and ADC sometimes and am rather average on those lanes. Occassionally I try myself at Jungling (as it’s basically a Support for the whole map) and my worst lane is the Top Lane, mostly as I find it rather boring (being isolated from the rest of the map and all of that^^).
I enjoy playing LoL and I like the community, so I won’t go into the whole “Supporting a company full of bad people”-debate. There’s cool and inclusive rioters for sure at Riot Games, just like there’s probably good Blizzard employees.. and I doubt that there’re any companies in the video game industry that are inherently good or inherently bad.
Honourable mentions would be: Heroes of the Storm, Starcraft 2, and, I guess, Overwatch.
4 – For this I’d choose a game that you can play for a great amount of time with, again, a ton of things to do without any pressure.
Competitive game can be tilting, frustrating and stressful, hence a relaxed game would be great complement to those. On one side there’s League of Legends…
…and then there’s Stardew Valley!
I. Love. It.
I guess that Graveyard Keeper is scratching the same needs while also being a lot darker and recently having a tavern added to it on top of other updates… but sadly, Graveyard Keeper is finite while Stardew Valley’s “story” is infinite with always something to do and plenty of updates coming rather frequently!
Hence, honourable mentions: Graveyard Keeper, Autonauts, Forager, and Diablo 3 (I find the grinding rather relaxing in D3, tbh).
5 – Anything goes, hence my choice here is Monster Hunter World:
It has cool fights, awesome armours, weapons and also the Palico Cats that support you and are rather cute! There’s also some RPG aspects, challenging content and a wide range of weapons!
I’d also be able to support friends using that support-horn-thingy (yep, I haven’t played it, yet, but I love all MHW-Streams and -Videos, I’ve seen so far, and I can’t wait to play it with some friends from my old school).
The last game (in my theory) is a game that one can sink a lot of time into for the sake of enjoying it. Something you haven’t covered yet, something that you like, something that you haven’t played enough of. You can add another genre, stack more genres, whatever, as long as you enjoy it. (Or rather, I found this the most efficient thing to do)
Honourable mentions: Nier; Automata, Warframe, Risk of Rain 2, Minecraft, Terraria, Hearthstone, and Dungeon Of The Endless.
So there’s a plot-less game, a plot-heavy game, a competitive game, a relaxed game, and finally, a game one loves to bits that one can play all year long.
So, this is my idea of the best way of choosing games. Of course, “rogue-likes” aren’t necessarily the way to go for everyone but you can surely change that out for a card game, a racing game, a phone game or anything else that scratches your urges and is rather lite on the story but offers a ton of replay value. The second game would cover the need for interesting plots and lore on top of the RPG-needs^^
What are your thoughts on these? Is there anything that you’d choose differently or would your choice/strategy be similar?
Also, on the last note, I won’t participate in a challenge like this at all….or rather not at this point. As I want to proceed with reviews on this blog, I’d like to not be limited to five games only for a year, as that’d mean that there’d be, at max, five reviews! Or at least some other kinds of content that I’m not quite sure of yet. At least, I wouldn’t be able to show off some of those nice Indie Games out there.