Thanks to my friend Arknight for bringing this to my attention. We are both huge fans of Taric, and we thought this was pretty funny.
Hey everyone. I know that some of you who read this blog are just getting familiar with the game, and I wanted to provide you with a guide to getting started with your runes.
Before I could write such a guide, I found an excellent one written by Lizi-chan. My translation might be a little rough in places, but I did not want to change anything because I think it is very good. If you find the guide helpful, please go and like the original guide that Lizi posted here, and I highly recommend you check out her other posts. You might have to translate it, like I do, but it is well worth your time.
The runes are bonuses that the summoner can give to the chosen champion before a match, as well as masteries. They can be purchased with IP in the store. Each gives a bonus to a specific category that stack with another of the same category to give even more bonuses. You start with two pages of runes and can buy more for 6.300 590 IP or RP.
There are four types of runes and in each type, three tiers:
Brand: offensive runes;
Seal: defensive runes;
Glyph: magic runes;
Quintessence: runas utility.
Importantly, within the types of runes there are primary and secondary. For example, you can not want a Seal of AD give much bonus as a mark of AD, since the specification of the Seal is primarily defense and not offense. Got it?
– Penetration of armor
– Damage attack
– Attack speed
– Chance of critical (% Increase to give a critical attack)
– Critical Damage (When a critic is given, it increases damage)
– Penetration hybrid (armor penetration / magic penetration)
– Penetration Magic
– Damage attack escalated (Attack Damage per level)
– Regeneration of energy
– Gold (Gold / 10 sec)
– Hit Points
– Regeneration of hit points (Regen / 5 sec)
– Mana regeneration
– Percentage of life
– Armor per level
– Regeneration of escalating energy (Energy Regeneration / 5sec per level)
– Hit Points scaled (Life per level)
– Regeneration of hit points scaled (5sec per level)
– Regeneration of mana (Regeneration / 5sec per level)
– Power skill
– Reduction of recharge
– Magic Resistance
– Power ability scaled (AP per level)
– Reduced recharge scaled (CDR per level)
– Escalation Energy (Energy per level)
– Escalation Mana (mana per level)
– Magic resistance rise (Magic resistance per level)
All quintessences have the greatest possible effect and the following are found in them:
– Theft of life
– Speed of movement
– Revive (Reduced dead time)
– Vampirism Magic
Despite quintessences give the maximum possible effect, you can only have three instead of nine as marks, seals and glyphs. This means that a quintessential must equal three or more runes to qualify as primary.
The following quintessences has an effect equal to or greater than the three primary runes: Power skill, armor, gold, life, health regeneration, mana, mana regeneration, percentage of life, mana regeneration climbing.
The tiers of runes are related to their powers and are visible in the left corner of the pop-up when the cursor is left over.
– The tier 1 or “Lesser” runes are dark with little glare and scratches visible (like “DO NOT BUY HER BEAST”) except for quintessences, which are a simple purpura.
– The second tier has no prefix, they are a little brighter and less detonated; quintessences now have faces and gilt funds purpuras. They can be bought from level 10.
– The tier 3 or “great” are runes that glow; quintessences are completely covered with gold. They can be bought from level 20.
How runes that are bought can not be sold to the store, there is the Rune combiner, but never … NEVER use that shit useless. NEVER. Got it?
Another thing I advise is: ONLY BUY RUNAS LEVEL UP TO 20. Before not worth it because they are very poor and are not cheap. Do not buy, seriously. I warned you …
Now let’s look at the most popular examples of runes for each type of champion … all tier 3.
AD (Tristana, Graves, Ashe and Sivir):
AD marks, armor seals, and magic resistance glyphs quintessences of AD or in the case of Ashe for example you can for 1 quint. attack speed and 2 AD.
AP (Ryze, Morgana, Annie and AHRI):
Magic penetration marks, stamps or climbing mana mana regeneration or life climbing, magic resistance glyphs or magic penetration or AP per level Quints and speed of movement or AP per level.
Support (Taric, Soraka, Sona and Lulu):
Brands armor penetration or hybrid resistance Glyphs spell or mana regeneration climbing, seals gold or gold armor and Quints.
AD bruiser (Irelia, Jax, Jayce and Darius):
Marks AD and attack speed (in the case of Irelia, not only AD), seals armor, and magic resistance glyphs AD Quints.
AP bruiser (Rumble, Malphite and Singed):
Brands penetration or magic penetration hybrid, seals or armor life climbing, AP glyphs or magic resistance, AP Quints or movement speed.
AP jungle (Amumu, Cho’Gath, and Evelyn Fiddlesticks):
Brands of armor or magic penetration, armor seals or magic resistance, magic resistance glyphs per level or reduction of recharge and gold Quints, HP, movement speed or AP.
AD jungle (Dr. Mundo, Lee Sin, Nocturne and Olaf):
Brands attack speed and / or armor penetration, armor seals, magic resistance glyphs and Quints climbing or flat AD, armor penetration or attack speed.
Bear in mind that I used only examples of guides with enough votes Solomid.net. If you want to know more, visit here and search: D
And that’s it for now folks, more a guide for beginners: D If you too lazy to read things about playing, here’s a tip: do yourself a favor and do not play. Go invest your time in something that you have interest. Entertainment and information are very friendly ❤
I hope you find this guide as useful and well written as I do. If you have any questions about runes feel free to ask me, and I’m sure Lizi would also be willing to answer them. Again, I would like to thank Lizi for letting me use this guide, and be sure to give her blog a read and send some likes her way!
You all know the guy i’m talking about. The guy you are fighting in top lane who announces, 15 minutes into your game, that he has won your lane and that you are trash.
You kept up with him in CS, you’re tired, and you are regretting that you went with Nidalee at this time of night, but you do not feel that you have lost your lane. You got an assist on first blood, and a second kill, but that is because your jungler “camped top all day,” and now this “gentleman” has declared you to be “trash” and is coming to take your turret. The fact that his ADC has come top to help him doesn’t make you any less trash.
At this point in the game, I was tempted to tell him off. I was tempting to declare, for all to hear, that the lane was even, I wasn’t trash and things were going to turn around. But I’ve written about this before. I know that all chat is just another excuse to distract yourself from the task at hand. All chat is the place you go when you can’t make a difference, and I was going to make a difference.
I gave up the turret easily enough, but dropped something even more important – pings. As I kite my way backwards, throwing javelins as I go, I see the first of my teammates begin to arrive. It is time to fight. No more poking with spears, into the top tribush I pounce, swiping away at anyone who comes near. Miss Fortune vanishes, too slow to realize she has come too far and is low enough health that my Takedown destroys her. Jax doesn’t realize the fight is lost. He moves to confront me, but I have built a Warmogs and I am far too tanky for him to burst down. Sadly, the same cannot be said for Jax, and my team destroys him.
Olaf, who moments before declared for all that I was trash, has come charging in with Jax. With the important targets gone, I turn my attention to him. My damage, reinforced by my team’s, is far too much for him to handle. As the rest of his team gets cleaned out of the tribush, he has been running. This top lane tough guy now doesn’t want to be anywhere near me. As my team surges out of the top tribush, Olaf has already been running towards the top bushes. He thinks he might be safe, as my team heads left towards the enemy turret, but I am not done.
My bushwhack reveals the left bush. Seeing nothing, I immediately fire a Javelin into the right bush to see if I can spook my prey. Had he stayed still, Olaf may yet have lived. He did not stay still. He runs right, moving out of the top bush and up the lane, past my destroyed turret. He has enough distance that he may be able to make it into our jungle and freedom, if he were fighting anyone else. I am Nidalee. I am the player who is trash. I am the player who has lost my lane and doesn’t even belong on the same field as this guy. I am not going to let him escape.
The distance between us vanishes. With each pounce I grow closer. He darts into the bush above double golems and makes one last hard juke to the left. If I let him go, my team may catch him. But this chase has become personal. I am hurting no one on my team. I am leaving no objectives to waste, and I see that Olaf is prepared to die – but not to me. I have always loved a good Nid javelin. Tonight, I was tired. I had not been aiming my Javelins well. This latest one flies from Nidalee as my heartbeat goes up, and Olaf goes down.
My team moves on to the top turret. Olaf had dared me to take it, when I was trash, and now we do. His team proceeds to throw themselves at us and die in ones and twos under the turret. Silly fights. Unimportant fights. Fights that I win for us, because I am tanky and the damage is done. For one glorious instance, I have been able to use a Nidalee javelin to take down all that I hate in this game.
When the Olaf continued to call me trash, despite my 10-0-5 score, I didn’t even bother to reply. He continued to insist that he won his lane, and I just felt bad for his teammates who he was likely blaming for the loss. If I was smug, I was only smug for one or two sentences of text. I had objectives to help my team to take. I had an ADC to feed and protect, and when all of that was finally done, I said my good games and I wished the other team the best heading forward.
I am in no way trying to tell you that I am some kind of saint. I am not always humble, nor do I always avoid the temptation of all chat. What I want you to share in is the idea that you can focus on playing your own game, you can play your own game better and you can make a difference for your team.
I want you to hunger for and taste the same kind of sweet victory over the dark side of League of Legends that I did, even if only for a moment. I was the player who was trash. I became the player who made a difference, and won the game.
Hi everyone. Before I get started, I would just like to thank everyone for all of the likes and shares of my previous post/rant. League of Legends can get kind of bleak sometime, when all you seem to run into are people who bring you down. The positive response I got was an awesome reminder that there are still a lot of nice people in this game who feel the exact same way I do, and that was very comforting.
There are a lot of potential champion, item and game play related changes floating around on the PBE. I’ve let the number of changes build up to a staggering amount, so I’m going to try and get them down as concisely as possible. Ok, that’s not totally true, I can never resist a bit of analysis (or the sound of my own words :P). Please keep in mind that most of these changes still only exist in the beta environment. They may be further tinkered with before release or never be released at all. Consider them to be, at the very least, an indication of the kinds of things and champs Riot is looking at changing.
Amumu: The base damage on his Q and R are being lowered (by 40-50 points at max level for each) and the range of his Tantrum (E) is going down.
My belief is that these changes are to compensate for the fact that a lot of people are starting to stack AP on the mummy and not build him pure tank. This will make pure tank mummy a little bit less useful, but he will probably still be a fairly consistent pick or ban thanks to his amazing ultimate.
Kayle: Decreased the duration of her slow by one second, but it now levels up and is not a flat 35% slow (will be 50% at max levels). Will also no longer gain any natural MR per level (something that is apparently quite standard with ranged champs, which is how we see Kayle being used).
These nerfs may hurt Kayle in the mid lane, where her solid ratios and natural MR scaling combine to make her a solid pick. She is short ranged enough that she needs the durability to match up against more long range casters. Kayle should still be a good pick in top and in mid, depending on the matchup, but might not be able to dominate all the other mages quite as easily as she can now.
Nidalee: No longer gains natural MR per level (see Kayle) and no longer gains natural armor and MR when in cougar form.
She is very much in season. We have seen her used basically everywhere from support to jungle. I can see why they felt they needed to make these changes. The bonus armor and MR allowed her to be decently tanky while investing in other things such as AP or health. This change should bring AP Nid more in line with other casters. I’m curious to see if it will limit bruiser Nid to a more match up specific role. Right now she is tanky enough to be used in pretty much any match up. This nerf might limit her ability to do well against champions who can get to her in the top lane. Or it might simply force her to build some defensive stats before she can be as useful as she once was. I’m confident that Nid, cat that she is, will keep coming back.
Vi: The max health damage on her W is being lowered, but only for her early levels, and her base damage is being decreased slightly. The damage on her ult is being reduced.
This change will it make it harder for her to win early trades in lane. Since most people player her in the jungle anyways , I doubt we will see it send Vi the way of Rengar or Kha Zix
Xin Zhao: The cooldown on his E is being increased and the damage is being decreased (though not by much in both cases). The same is being done to his ult.
Everyone’s favorite jungler of season three will get a minor tweak here. The changes to his E should make it a little harder for him to lock down those early game ganks, but probably won’t hurt his overall performance too much. His kit remains too strong to be ignored, and I expect he will remain a popular pick or ban. It should hopefully be a little easier to escape his ganks, however.
Ash, Vayne, Tristana: All are getting their attack speed increases per level buffed significantly (usually by at least 1% per level) to allow them to better farm up for their epic late games.
Garen: His W will now give him additional MR and armor based on the current BONUS armor and MR that he already has.
Should force him to at least build some defensive items to dominate his lane, but that’s what they tried to do last time they nerfed him. It probably won’t slow him down too much.
Hecarim: Damage on his Q is being increased slightly at all levels. Cooldown on his W will now start at 18 seconds before working down to 14 seconds (used to be 14 at all levels). The damage on his W will be decreased at higher levels, and the amount that Hec heals for off of it is now set at a flat 20%. This will be an increase in healing at lower levels, but a decrease at later levels.
I admit Hecarim is one of the champions I really don’t know that much about, so if anyone has any feedback on how this will effect him, please let me know!
Taric: Passive has been reworked. Taric now does 2% of his max mana as magic damage on hit (double against champions). Shatter no longer gives a flat amount of bonus armor to surrounding teammates. It will give a percentage of Taric’s armor as bonus armor for his teammates. Shatter will now also have an armor scaling damage ratio (along with the AP ratio). The mana costs on Tarics W and E will be reduced significantly, as will his base damage.
Probably my favorite support, I’m really intrigued by what these changes will do to him. I feel like he will no longer the same kind of natural bully he is now, but once he gets built up, he could well end up with a lot more power than he had before. Riot is trying to make Taric more of a niche support instead of a support that does well in basically every matchup. Depending on what the ratios are on his W, i think he and his allies will be a bit weaker in the early game, but should still have a decent later game. I’m just not sure if it will be enough to rule him out of every game. I think it will be hard to reduce the play of a champion that has a sure hit stun, so I don’t think we’ll see the end of Taric. Maybe just a little bit less of him.
Darius: If his Ult kills an opponent, he will only be able to recast it again within 12 seconds before it goes on cooldown. It’s cooldown is also being significantly increased at all levels.
I currently feel that Darius is the biggest lane bully of them all. He’s strong, and there are very few ways to effectively counter him. One of the ways he could bully you was by using his ult to kill you and have it ready to kill you again when you made it back to lane. This should allow you a bit of a grace period before he can kill you again, but I don’t think it will really stop the bullying. Darius’ kit is simply too strong at the moment. Until they rework him, as they have been hinting they will, he will remain the biggest lane bully in the game.
The Blade of the Ruined King: Has had some significant changes done to it. I posted a picture of its altered form below so you can see what it could look like after the next patch. This item was supposed to be the main way to counter health stacking, but so far, we haven’t seen it used on a ton of champions. It has started gaining some popularity with ADC’s. For an excellent article on how it works with ADC’s, (and on what you should be building on your ADC in general) check this out. When this new version of the BoRK comes out, I could actually see this item becoming the next “must build on all champs” item. Life Steal, an active slow and more Life Steal, a passive health shred and attack speed? Yup, this item is going to offer everything that is important (and hard to buy) in season three. I am going to confidently proclaim that the Ruined King will soon be the item king of LoL, if they leave it in this form.
New HUD bars: Just when you thought the game didn’t look fancy enough, Riot is bringing in some spiffy looking new bars for your HUD. Check them out here. Apparently you will be able to turn off the new bars, so hopefully it won’t hurt your ability to play the game on a slower computer too much.
New replay function: Spectator mode was pretty earth shattering. But what if you missed a friend’s game or wanted to watch one of your own later to see where you went right or wrong? Well, a ways into the future, Riot is hoping you should be able to do just that. Check out more on this proposed feature here.
New ping redial: We all say that communicating in LoL is good, but it sometimes seems like a ping can mean a thousand different things. Riot is looking into making it a bit easier to ping out exactly what you mean. Check it out here. It looks like the new pings should be pretty quick to use. If they aren’t, I could see them not being utilized too much. The good news is that the old pings will still function as they used to, so I doubt there will be too many complaints about the new system.
New health bars: How champ health is being displayed could be changing. I’ve posted a picture of the new bars below, and more info can be found here.
Restricted Chat: I want to go into more depth on this subject, so please expect a full blog post sometime soon. In the meantime, take a look at Riot Lyte’s post to get an idea of how this will work. Basically, bad players will have their ability to use chat reduced. Stay tuned for how I feel about this. Hint: Pretty ok!
I could write a whole other post to get you caught up on how the LCS is going, but matthewchanyy has done a much better job of this than I could ever hope to do. So please, check out his blog for all of your LCS updates. His most recent post can be found here.
My apologies for the length of this post and my only briefly touching on a lot of the game play changes. I believe you’ll find the articles at surrender@20 to give a great job of showcasing those changes. I have a feeling that we will still see a lot of changes, and changes to the changes, before the next patch hits us. Until then, hopefully this will allow you to get yourself ready and make peace with the more OP versions of your current champs. I for one will not be out dunking with my Lord Darius. Instead, I think I will go grant some allies a flat armor bonus with my favorite support.
The recent rise in the popularity of professional League of Legends has been great for the game. Tournaments are watched by thousands, pros are able to make a living streaming their games online. It’s great that so many people are so into this game. What this increased visibility has done, however, is created a new class of LoL rager – The Pro Imitator.
I recently had a game where things were going pretty good. Our jungler was solid, our lanes were winning and we had just dominated in a few teamfights. We had all kinds of confidence moving forward, except for our dear top lane Cho Gath. Dear Cho decided that we hadn’t taken nearly enough towers or pushed lanes nearly enough. To remedy this, he decided that he was going to split push come hell or high water. Didn’t matter if the enemy team was diving mid, doing dragon, or taking Baron. This Cho was going to be on the other side of the map slowly whittling down turrets.
As the teamfight losses started to pile up, our team asked the Cho Gath why he wouldn’t join us in fights. He responded by informing us that we needed to push out more and if we wanted him in the fights we would have to join him. Uh, ok. Well, not wanting to sacrifice our base and dragon, we didn’t do that, and Cho, informing us that split pushing is always the right play, continued to stay away. I know that when someone split pushes it can work well if you simply hold fast and stall the other team. Problem was, the other team had so many hard engagers there was no way we could simply sit back.
Finally Cho decided to start joining us. By then, we had given up Baron, our inner turret and our significant early game lead. Our first fight with him present almost worked except, and I swear he did this to add insult to injury, our Cho decided his time would be best spent chasing the other team’s Taric around. This is a silver elo Cho who apparently watches enough LoL to at least think he knows how to split push, and now he won’t even peal for our fed ADC? I was beside myself.
I have decided to call this new brand of player “The Pro Imitator.” He thinks he’s good, he has a strategy that he has seen pros use to win games, but he has no clue how to actually execute it. If you’re going to split push, pick someone who can destroy turrets a bit faster than Cho. Pick someone with a few more escapes than Cho. And if you are swearing so hard by this strategy maybe, I don’t know, take teleport so you can actually join fights like the pros do.
This isn’t the first time I’ve seen this kind of behavior. People who think that things should be done exactly as the pros do them. The problem with this is usually one of several things. A) The player themselves is not aware or talented enough to execute the strategy or combo (as was the case with our Cho). B) The player’s team is not aware or talented enough to do what this Pro Imitator thinks they should be doing and C) The pros are able to execute a lot of things that you can’t do in solo que because of their great communication.
This same kind of thing goes for picks and bans as well. Yes, if the pros are banning someone there’s probably a good reason for doing so. With that said, if you and your friends know there’s a certain champion you can’t deal with feel free to take him out. “Well the pros don’t ban him.” We aren’t the pros. If Shacos have been wrecking your team then I say ban him out!
If you should happen to meet one of these individuals in your game, be aware that Pro Imitators often cannot be reasoned with. They see things happen at the pro level and don’t understand why those same things can’t be reproduced at a lower elo of play. So prepare yourself for a lot of begging, a lot of pleading, and hopefully your Pro Imitator will actually listen to reason and just work with the talent he’s got. Ours sure didn’t, and thanks to this HotShotGG wannabe, I am now down 16 LP and a lot of patience.
Let me know if you’ve ever run into someone like this and what they expected your team to do. Did they actually listen to reason and help you out? Or did they ensure your whole team suffered for their crazy expectations?
Quinn and Valor have flown on to the PBE, and I am making it my goal to give you my quick thoughts on her while hitting you with as many bird related puns as my tired brain can think of. Let’s do it.
Harrier (Passive): Every four to five seconds (by my count) Valor swoops in and marks a target as “vulnerable.” The first attack against a vulnerable target does bonus physical damage. The baseline for this is around 200 damage at level 18 and it does scale slightly off of AD. I was very impressed with this computer controlled bird’s ability to select relevant champions and minions as targets. In a strange way, it made me feel comfortable, like I had someone else looking out for me. Sentimental nonsense aside, the bonus damage is nice and the idea, itself, is quite cool.
Blinding Assault (Q): Relatively long range skill shot that sends Valor in a straight line at your opponents. When it hits a target, Valor damages and blinds all of the enemies around the first target hit for 1.5 seconds. The ability scales off of AD and scales the best out of all of Quinn’s abilities. Leveling it up increases the damage and decreases the cooldown but does not increase the duration of the blind. Good for a nice bit of AoE damage. A 1.5 second blind at level one should be a very interesting thing down in bot lane. Ends up with a six second cooldown (when maxed) with no CDR.
As Valor, this ability reacts the same but is no longer a skill shot. Instead, it effects enemies around Valor.
Heightened Senses (W): Passive: Grants Quinn a decent amount of bonus attack speed for three seconds after she attacks a vulnerable target. Active: Reveals a large area around Quinn for two seconds. I would say it’s probably triple the area revealed by Ashe’s Hawkshot. Not sure if it reveals stealthed champions and traps, but based on what some Rioters have been saying, I would not be surprised if it did. Leveling up this ability increases the attack speed bonus for both Quinn and Valor (but not the bonus duration for Quinn). The cooldown on the active is quite lengthy, as makes sense for an ability of this power. There is no mana cost for using it.
As Valor, leveling up this ability gives Valor a significant increase in attack speed, without having to attack vulnerable targets (when he’s on the field there’s no one to mark targets as vulnerable, I guess)
Vault (E): A pretty cool ability. Think of it as being like a no skill required Vayne tumble with an applied slow. When you select a target with this ability, Quinn dashes to the target, kicks it, applies a 70% slow (that decreases over two seconds as is the new fad on champs), marks the champ as vulnerable and dashes away to almost her max auto attack range. As with her Q, the max slow is applied at level one. Leveling up this ability will decrease the cooldown (down to around six seconds at level 18 without CDR) and increases the damage. The value of this ability will be in its ability to get Quinn out of trouble or deal out a quick amount of burst damage by making the target vulnerable. It’s own natural damage is not that significant.
As Valor the ability functions the same as Quinn except Valor does not dash away once dashing to the target.
Tag Team (R): What’s with Riot and their love of champions that can transform? Or i guess in this case switch places. Unlike previous champs who can switch for infinite amounts of time, Quinn can only switch places with Valor for a maximum of 20 seconds at a time once the ult is cast for the first time. At this point Valor arrives on the field. Valor is a melee champion but does gain an 80% movement speed boost (while in combat) that will slowly decrease down to 20%. At any point during the ult, it can be cast a second time to summon Quinn back to the field. She will arrive as part of Skystrike, a hail of arrows that do a range of damage around where Valor was last standing based on how much health the opponent is missing.
As you might expect, Tag Team combined with Skystrike is excellent for tracking down and finishing off low health opponents. The increased attack speed given to Valor from W is enough to allow Valor to deal out some serious damage, but you will need to move into melee range to do it – making it easier for opposing bruisers to hit you back.
What does Quinn feel like? I would say she currently feels a bit like Vayne. Her hand mounted crossbow is similar, her movement and art is similar, I would say she has roughly the same auto attack range and she also has the ability to tag opponents for bonus damage. Her auto attacks feel very smooth and responsive, proving that Riot is definitely making it easier for us to last hit. If that wasn’t enough for you, her passive virtually ensures that you kill at least one creep every four seconds.
How would you level her? This is kind of tricky. Almost all of her abilities provide their maximum effect at level one. The only ability that really gives you a better effect once you level it up is the increased attack speed generated by her W, and we all know how valuable natural attack speed buffs are. Her Q does the most damage, but leveling up her E allows you to frequently slow and make vulnerable your opponents. In fights, I believe her main source of damage will be to make use of her passive as often as possible, and her E allows you to quickly utilize her passive, possibly for a second time in close succession.
So far, most people in the PBE have been maxing her Q first and W second. I would agree with this for the AoE blind and poke that Q offers. Leveling up Q allows you to make use of that much more often. With that said, I could also see a scenario in which you would max W first (for the attack speed) and E second to continually apply her passive and make use of all that attack speed (which is generated off of her passive). This might be the way to go in a situation where the ability to constantly poke at the opponent is not as important as winning prolonged trades.
What will her role be? Quinn is definitely looking like she will be an ADC. Because of her decent mobility, I would expect to also see her pop up in mid or top lane. She would definitely be a decent counter to Teemo, if her W reveals shrooms.
Having written this through, I realize I have included almost no bird related puns. I blame this due to exhaustion and my desire to get the flock to bed. What I hope I have left you with is some idea of what to expect from Quinn. I would say that my favorite things about her are her passive and W. With both of these abilities, Riot has again broken the mold and introduced something we have not seen before. If you are a fan of things that are new and unique, Quinn will definitely not disappoint you. If nothing else, her jokes and speaking lines should have you soaring on winds of laughter in ways that my bird puns never could, or should.
Your League of Legends match has just ended. Your GG’s have been said, and you quickly glance through the post-game stats before closing out of the game. Suddenly, you notice a little pop-up at the top of your screen informing you that you have received some honor – and you felt awesome. Or at least that’s how you used to feel, when honor was still a popular commodity. With honor giving on the down slide, Riot recently announced a few changes that they hope will see a resurgence in the power of honor.
Without giving out too many specifics, and you can understand why when you think of how quick this community can be to exploit any kind of achievements, Riot announced that they were making it easier for players to pick up the Great Leader and Great Teammate badges. On the flip side, they have made it more difficult to pick up the Honorable Opponent badge. The logic behind this was that around 16% of players have picked up the Honorable Opponent badge, but only 1% hold the other two.
Riot believes that there is a benefit to having more badge carrying Great Teammates (GT) and Leaders (GL) on the Fields of Valor. The stats that they produced suggest that if you are playing with a GL or GT there is a 70-80% chance that you will have a positive game experience. I would be somewhat skeptical of this stat, but two things convinced me it just might be true. Firstly, all of the folks I have played with that have been GL’s or GT’s have been genuinely amazing people. Some have been ridiculously friendly, while others have done a great job keeping the team focused despite any set backs. Throw in the second reason, the fact that these people are very very rare (1%), and I firmly believe that they do make a difference.
If GL’s and GT’s are such a positive force, will increasing their numbers actually improve the game experience? To me, this looks like a question of how GL’s and GT’s make the game better. Riot Lyte, Riot’s head of social systems, broke this question down into two possible explanations for me (via twitter). On the one hand, it might be that GL’s and GT’s are the kinds of players who are great at holding teams together and keeping everyone happy. On the other hand, just seeing a GL or GT in the game might encourage people to communicate positively and treat each other better. As Lyte himself states, “These are difficult to prove!”
I believe that Riot is, at least somewhat, banking on the latter explanation, that people behave better around GL’s and GT’s. By putting more of them out there, Riot hopes that the overall game experience will improve and people will again give out honor if they believe it will actually result in badges being given out. Making it easier to become a GL or GT, then, becomes a perfect first step.
Personally, I am somewhat worried that it might have the opposite effect on our game experience. I believe that it is the GL’s and GT’s themselves that make the difference. I have seen players misbehave in front of Riot employees, and I am not convinced that the presence of a badge alone makes everyone nicer. What I do know is that the 1% of people who are currently GL’s and GT’s are the kinds of people capable of making the game better.
But what if that number increases to 10 or 15% ? I have definitely played with Honorable Opponents who have been less than honorable, and when I see one in my game I do not immediately give him the same respect and support I do a GL or GT. This could have a negative effect on the integrity of those badges if people stop respecting them as much and come to view them as they do Honorable Opponents – not always honorable.
I want honor to continue to play a big role in this game. I like the concept, I like being given it, I like the badges and I liked the fact that it identifies those players who are likely to improve my gaming experience. I hope that Riot balances the awarding of the badges so that the crop of new GL’s and GT’s are just as amazing as the first bunch, and those badges don’t become as cheap and meaningless as Honorable Opponents can be.
Oh, and I hope the changes actually put the honor back into Honorable Opponents. If this move plays out as Riot hopes, all of the badges will be that much more meaningful. I just hope they don’t go crazy and make us all GL’s and GT’s in the hopes that this will make the game better. Either way, increasing the number of GL’s and GT’s should allow Riot to see if it’s the people or the badges that make games better.
So if you gain a GL or GT badge I hope you try, at least a little bit, to be worthy of the title. Hopefully this won’t be too much of a stretch for you! If you lose your Honorable Opponent title, Riot has suggested that it shouldn’t be too hard to get it back. If you just keep on being a positive force, you should be honorable again in no time. I will be very interested to see the results of this change. Even if they are negative, I do have to give Lyte and his team a tonne of credit for sticking with the honor system and for trying their best to make sure we have a positive game experience.