League of Legends (LoL)
Posted by L4G | Filed under Featured, Thoughts
So I stopped playing long enough to write something.. No, that’s a lie really. Server is down for maintenance. The game is League of Legends. It’s free. Website here. Quick trailer below.
I’m going to assume that you, Dear Reader, are an experienced DOTA player, so you won’t find this to be a review. Just some of my thoughts on the deeper gameplay and how I see it as an evolution of DOTA, not just a homage (tsk tsk HoN).
- Spend less time doing boring stuff and more time doing fun stuff. Regen times on HP & Mana feel higher and items buff for more too. Means less time waiting to fight and more time fighting. Most fights are met with full bars as well, allowing for pretty intense action. Unlimited free teleports home. Cool, now I don’t spend half the game jogging home and spending money on TP scrolls.
-Less stun and bash. It’s no fun not being in control of your char at anytime. Being on the receiving end of stuns was frustrating and there seems to be much less of these skills and more emphasis on slows, dots, etc. No-one likes clicking to move your character and he won’t walk, gameplay or not, it just feels like you’re stuck.
-Ability power. This is a good new design choice. No longer are INT heroes helpless vs DPS heroes who scale better late game. We used to actually yell across the LAN cafe, “if we haven’t won by lv15-ish we’re screwed!”. That’s no fun. Now abilities can scale and grow in power with items, just as physical dmg classes could before. That makes INT or ability focuesed heroes just as lethal now late game.
-Cut the fat. Same as grenades in TF2, LoL has gotten rid of denying creeps and towers. Yeah those of us that were good at it reaped the benefits but, it stops your teammates who aren’t as good getting denied against too. It balances out. Also no gold loss on death and a simpler fog-of-war. Less time fighting the engine, more time fighting the opposition.
-Hero playstyles. Far beyond just replicating DOTA’s skills, LoL has a lot of new funtionality in many heros which encourage a variety of playstyles to suit your mood. In fact, I would go as far as saying some of them encourage a whole new mini-game inside the greater scope. EG: Nasus is rewarded by last-hitting as many creeps as possible, Heimerdiner can build sentry’s to create new choke points and many heros have skills which encourage them to soak as much damage as possible in 5v5 fights but still be rewarded without necessarily hero killing.
-Less in-fighting. While it still goes on, a much better assist system means a better distribution of wealth per kill and less whinging about KS’s. Towers are now a flat 100g to everyone no matter where you were. Less jostling for tower kills, more pushing. The new Roshan is the same with team wide XP and gold.
-Accessibility. DOTA lives and dies by how many people are playing it. You need opponents. If everyone bails, the game can’t survive. The easier entry to the game is the more players we’ll have in circulation. The new shop system is great. Very helpful when purchasing (previously a big barrier to entry was memorising all the items). The ‘Death Recount’ explains exactly who killed you with what skills and damage percentages so you can learn and progress (TF2 killcam aww yeah), rather than just being pwned and not understanding why. Reconnecting to running games you dropped from? Hella yes. Lower system specs than other games (HoN, Demigod) mean more people can play it on their puta. Equals larger potential player base. War3 ran on anything, so heaps of people could join. Lol has good visual cues, what I need to be looking at pops, and still looks pretty. Oh, and free game. Yeah.
-Beyond 5v5. There seems to be a genuine interest to progress beyond the 5v5 format from these guys. They’re already experimenting with map layouts, income rates, building/creep strength etc. The 3v3 currently implemented has a much different feel with a shorter playtime (20mins) and more intense action. Serious attention is being paid to these new map designs as well. EG: in Twisted Treeline 3v3, tanks were proving too dominant, so the map was heavily tweaked to remedy this. Check out this design article.
I know I haven’t spoken about any of the persistence of the ‘Summoner’ persona, the runes, mastery trees, orsum looking shop and skins, BUT.. you can find out about all that in a regular review anyway. I’m glad that Guinsoo is doing well with this coz i really feel his design is showing through. Someone who wanted to break out of the War3 engine mould and evolve the genre`, not just copy it again.








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