Tuesday, July 15, 2014

Reaction Time : What Is It...And How Can You Improve It?



by Jodi "PunkLit" McClure

An enemy jungler jumps out at you from the bushes unexpected. You activate your shield and hit him with a stun a split second later, before backing under your turret. Reaction time, that tiny interval between stimulus and response, needs to be extremely fast in pro gamers. Your brain has to make a nearly instantaneous assessment so you can act accordingly. It differs a bit from reflexes, which are involuntary or instinctive movements you make without conscious thought. With reaction time, you need to have a high capacity for strategic thinking.

For visual based stimuli, it's possible to decrease your reaction time with three weeks of practice, and the effects of practice last for at least three weeks, so continual practice should keep your reaction time at its trainable best. In fact, there are plenty of gaming sites online (like Aim400kg) with programs specifically made to help you hone your aim, speed and accuracy.     

Gamers (and everyone else) tend to react more quickly to auditory queues than visual ones, because an auditory stimulus only takes 10 msec to reach the brain, but a visual stimulus takes 20-40 msec. You probably don't even realize how much you rely on auditory clues in League until you play the game with no sound.  Then, you're stuck watching out for things you normally listened for, like the sound of Varus drawing back his bow or Zac preparing to jump.   

Training alone won't help you with speed, though. Age and sex are both strong factors in how quickly you react, both instinctively and intentionally. While most people tend to believe it is teens who have the fastest reaction time, repeated studies have found the optimal age for reaction time is in your mid to late twenties. Ditto with reflexes. It's also interesting to note that men have slightly faster reaction times than women, a disadvantage not reduced by practice or training. Perhaps this in part explains why natural-born female gamers haven't breached the highest levels of pro-dom.

Another important factor affecting reaction time is 'arousal,' or your state of attention, including muscular readiness. Reaction time is fastest with an intermediate level of arousal, and lessens when the player is too relaxed or tense. A good night's rest is essential to performance, as is the experienced calm of a confident player. Plus, in the cool air of the LCS studios, the hand warmers we see players gripping before their games helps to both stimulate and loosen the finger muscles for maximum flexibility. Visual fatigue also plays a part, although the jury is still out on the effectiveness of Gunnars and other gaming glasses.


Despite most of us not worrying about our own execution on a scientific scale, video game players in general still have faster reaction times than their peers (up to 25% faster.) Gaming also improves a players perception, attention and probabilistic inference (aka decision making), and can enhance the players skills and performance both in and out of game - a fact the US Military (and Sci-fi writers) take full advantage of. (Ender's Game, anyone?)     

If you want to be a pro gamer, training to improve your reaction time and reflexes could be vital to your success, and good old-fashioned practice really does help in this regard. Try out online training games to improve your click speed / aim, and make sure you are playing at your awake, attentive and confident best. Don't play when you're tired or tense, or when you've just woken up and your body isn't functioning yet. (And remember to fine tune your computer settings, because latency is the one reaction time killer you can't do much else about.)  

Ref: 
A Literature Review on Reaction Times by Robert J. Kosinski Clemson University
Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games  by C. Shawn Green, Alexandre Pouget and Daphne Bavelier





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Sunday, July 13, 2014

Is the Generation Gap Slowing eSports Development ?



by Louis "Guichex" Lemeillet

“Hey son, shouldn't you go find some activity or join a sports club while you're searching for a job ? I know it's not your kind of thing but you could meet new people there !” “Dad, I'm already meeting new people quite often with my online games, and I have many friends I play with regularly” “Yeah, but that's not the same”. I bet I'm not the only one who went through a similar discussion with his parents. And in my opinion that last phrase is one of the best highlight of what is going on when you talk about “gap generation.” Our parents are having trouble figuring out what's going on within the digital age - where their children spend a lot of time playing video games or using social medias, because they don't understand where we're finding our fulfillment doing or watching such things.

For explaining this, the intelligentsia often refers to the introduction of “digital technology” and separates people born during or after the 2000s from those born before. Of course, it's not that strict and most generally includes people who grew up surrounded by those technologies. These generations are called the digital natives - versus the non-digital natives.
           

        A digi-what ?


            A digital native is a person “born during or after the general introduction of digital technologies”. It concerns every person who grew up with the technology, so every one between their late teens and early 30s. And to be even more clear : it is a person who can intuitively use any kind of digital device like smartphones, tablets, motion-control or such. Our parents don't know, at least intuitively, how to use such things; and they have to learn through a different process as they didn't grew up surrounded by this technology. For them, a similar situation would have been the introduction of the television, versus our grandparents who didn't knew that technology.


            Our parents had a similar way of life, except that it was not in front of the same technological device. They ate in front of their TV like we eat in front of our computers, they discover a new way to inform themselves, so did we. They saw the introduction of tape recorders, the all-new possibility to record and see something later, as we saw the introduction of the Cloud where you don't even have to record to see something you wanted to see. Both generations had their newfangled technology but they didn't grew up with the same, forever creating a gap between their behavior.

            Nevertheless, our parents perfectly understood the introduction of video games. They bought for us (well not all of us, some always see virtual games as “the devil”) Nintendos, Ataris, Playstations, etc. They understood it was something we liked and enjoyed as it was something completely new and dreamy. They even got into it at some point to share some time with their children. In the end, it was only like a board game that you were playing on your TV with “some technological device.” Where they lost us is with the introduction of the Internet and the possibility to interact with millions of people instantly and all over the world.


            They understood why we would play with our friends in our living room, but they couldn't understand why we would play with our friends each in our respective houses. Not seeing each other while we are playing is something totally abstract to a lot of our parents, but absolutely normal for us. This subject is extremely wide though and a lot of other things are coming in the way to explain this phenomenon like the birth and development of virtual identities, etc. If you wanted my point of view, here it is in its simplified version: Internet allows us to be whoever we want online and we can loosen up a lot more than our parents in real life. We're being more and more honest in our real lives because we can express all our bad sides on the “virtual” one, and we so create a generation gap.

        Digital Natives Rule eSports

            Now, let's look at the eSports stats we are beginning to harvest. Worldwide viewership for professional games tournaments exploded from 8.4 million in 2010 to over 70 million last year, with the lion's share made up of a demographic of men between their late teens to early thirties. Men over thirty are not a really big demographic in eSports; and you see here a real first difference regarding eSports audience. Viewers are digital natives & non-viewers are non-digital natives. Pretty manichean.      
           
            If we compare the audience of eSports, and what we discussed before about the digital natives, we can see a clear similitude between the two. eSports fans are digital natives who grew up surrounded by video games and Internet. It feels quite logical that people fond of virtual sports would be familiar with new technologies, even if they're not addict to it, but it also proves that non-digital natives wouldn't understand what we're seeing in all this. Somewhere along the road we lost our parents, the non-digital natives, and they can't come back now that we're becoming more and more connected by live, real life events, team bonding, sportsmanship or other values they could understand.

            Where I am going with this is: People playing and more importantly, watching video games are mostly between 12 & 30 years-old, people running eSports companies are also quite in their early 30's top. But the executive heads in charge of big mainstream industries are much older than that and belong to the non-digital natives generations.

        Are eSports Really Mainstream ?


            As much as they pretend to understand youngsters by showing how they love their smartphones or their Macbook (yes Dad, I'm looking at you), our parents generation won't see immediately what eSports is all about, how does it works, why do people enjoy that and most importantly where are the perks of all that. They can't see as easily as youngsters where can profit be made because they didn't grew up surrounded by digital technologies, Internet and its inter-connectivity, and don't understand as fast as us what are the perks, what are the drawbacks.
            And, naturally, if you don't see clearly where you can benefit from all this, then you won't take risks by investing in such a new industry. If you can't understand it, you'll fear it. Not like “Oh my god, nerds are taking over the world !” but more like “This is just a trend, it'll not last, no point in investing for a bunch of young utopists”.

            Of course, experienced strategists in huge companies will always see some potential in new industries, and will help their companies make a move towards eSports like Coca-cola did. But one believing in something won't make it popular, we need many. We can see that we're still far from the “mainstream” when you're looking at medias talking about eSports : even if its slightly changing with time, every report I saw was like a report on “wild life” where a specific kind of “humans” were enjoying watching other people playing video games. Ever saw that little smile and nod of a journalist listening to a report on eSports? It will necessarily change when it'll become mainstream, but for now we can just wait and believe that someday you'll smile and nod in front of this journalist like he did when he's forced to acknowledge eSports.


        Better Safe Than Sorry


            But we are also facing something more : because you are a digital native doesn't mean you understand eSports. In my opinion, you'll be more able to understand why it's working and how you create something which will result in profits for everyone ; but that is all. If you truly want to understand eSports, you have to drown yourself into it and live the thing : eSport is truly a subculture on his own. It means non-digital natives would have to understand a culture where people are using technologies they're not familiar with and share something that is not “real” to them. And by “real” I mean that we share something “virtual,” as a video game is taking place in a “virtual world.” Non-digital natives are really facing trouble deeply understanding that. It's not that they can't understand, it's that you'll never have the same approach towards it if you were raised surrounded by “virtuality”.
           
            These facts created invisible barriers which are hard to break for a lot of people, and eSports will have to take its time to become something “mainstream” and acknowledged by everyone. We have already forced it a lot, and it would be “delicate” to go further without taking others in consideration. But times are changing and Nintendo, for example, is now dedicating part of its efforts towards eSports while they tried to deny the EVO's crew to stream their Super Smash Bros Melee tournament just last year.
            Coca-cola invested this year into the Challenger Series of League of Legends with their brand Coke Zero : an ultimate proof that, despite companies are starting to understand the potential of eSports, they're just dipping their toes. Some companies could have gone all-in but many prefer to see where this is going; mainly because it's a whole new world they can't understand fast enough.
            Nevertheless, it's also a proof that mainstream companies are starting to see what is going on, and will seek advice towards the young generations to understand this new “thing”. Knowledge and feelings will be shared between eSports and mainstream companies to create something big and profitable for both parts. I often think that this cautiousness might be a good thing. For once, rushing things and injecting tons of money will not happen, and will not ruin our beloved virtual sport.


Thursday, July 10, 2014

League of Legends' Fan Art : Almost as Popular as the Game

League of Legends' fan page on deviantArt boosts over 12,000 members, 14,000 watchers, and just topped One Million page views - and that's just one of about forty League groups that occupy the well-known internet art site. There are pages just for League cosplay, wallpapers and crafts, and one devoted solely to yordles. Because League is filled with over a hundred unique and interesting champions...it's a enormous magnet for artists.

Searching the top viewed League pictures there, you'll find a who's who of fan favorites. There's Sona, Ahri, Ashe, and this incredibly dramatic portrayal of Garen by artist David Rapoza.  

Garen by DavidRapozaArt 

League drawings spread across a vast spectrum, from the immensely popular anime styles to more traditional paintings. There's adorable chibis, funny cartoons and gorgeous interpretative art.  

Riven and Talon by LeeKosi

Couples are a common theme on deviantArt. Fans love to pair off champions. There's a lot of dA romance going on. Lulu cuddles up to Veigar and Ezreal is hot for Lux:  

Ezreal and Lux by justduet

And only in art will you find  sworn enemies discovering forbidden love: 

Garen and Kat by eliskalti

There's also a lot of unusual pairings like Riven and Zac, Volibear and Sejuani, Amumu and Annie. In fact, you could probably enter any two champion names together and find a couple picture of them somewhere.   

Rengar and Nidalee by LionKinEn
   
Which brings us to Rule 34, and the sure knowledge that every possible sexual pairing in league has been explored. Perhaps not all on deviantArt, but one can easily do a search online and find their favorite champions nude and in bed.  

Katarina and Ashe by sharrm
       
League fans don't just stick to two dimensional art. They create their beloved champions in papercraft and sculpt them in polymar clay. Poros, Teemo mushrooms and Cait's cupcakes grace everything from earrings to charm bracelets. Champions are knitted into amigurumi and sewn into plushies. Even sneakers become canvas.

Cho-Gath by nataliarey

Comics are another popular art form that League has influenced. Besides Skyen's popular Caster Comix, there are some wonderfully innovative comics and graphic novels found on deviantArt's pages. I would especially recommend  The Bounty Hunter by Andrea Leon and Night's Aegis by ShiNaa. 

Night's Aegis by ShiNaa

Custom skin ideas show-off these artists amazing creativity. Some of them are based on current in-game themes, and some are completely over the top, but they are nearly all good enough to make us pull out our wallets if Riot ever implemented them. Who wouldn't want to play with this glorious Sakura Maokai?  

 Sakura Maokai by Uriak 

Videos and streams that show the artist at work are incredible to watch, especially when they give you instructions on how to do it yourself. Also fun is TravagGames, who puts up videos of his friend Rob drawing League champions he's never seen before off verbal descriptions alone. 

If you'd like to become a member of deviantArt's most popular League of Legends group, head on over to http://leagueoflegends.deviantart.com/ and join up!


*Art used with permission from artist. If you like their work, please be sure to visit their pages and leave them a nice note. :) 

Friday, July 4, 2014

When is the right time to challenge Baron?


by Reece "Sabrewolf" Dos-Santos

Baron Nashor, a global buff and the strongest buff in the game. It is capable of turning lost games into wins, winning games into losses and sometimes doesn't make a difference at all. Regardless, every league player will become entangled in the infamous Baron dance in almost all of their games so what is needed is clarity and awareness of when and how to perform your baron dance perfectly.

In the Super Week match-up of Alliance vs Supa Hot Crew in Week Seven, Impaler was within one shot range with basically no support, trying to make a steal with Elise. Granted, Elise is a brilliant champion to make steals with, but not under circumstances like that. The play ended with Impaler dead and a baron that led to Supa Hot Crew’s one defeat that week. But this is far from a trend that stays in the professional scene; the threat of giving away a “free baron” compels junglers of all skill levels to throw themselves into certain danger on the whim of a miracle steal. 

If you are playing a champion like Elise, the steal attempt is a valid one, assuming you used your rappel correctly. However, once the timing for rappel has been botched, you should consider your steal attempt over as well, since flashing into the pit will leave you faced with overwhelmingly bad odds and certain death (especially if your team isn't already diving in to help you secure the objective). Junglers like Elise, Lee sin and Jarvan have the liberty of being able to jump into the pit and still have flash available for exit, but sometimes even that safety isn't enough to warrant a steal attempt. Hanging around the wall of the baron pit waiting is almost as bad as walking face first through the entrance. It leaves you open and vulnerable in a fixed position. Many junglers and even other players make the mistake of hovering around the baron back wall alone expecting to make something other than their death happen. 

One of the biggest reasons why teams make botched Baron decisions is due to fear of being behind. Through the eyes of many, the baron buff on an already ahead team is the mark of certain loss and thus, supports wander out of position to place a ward, Junglers hang around despite having lost members and other players waste valuable ultimates to try and steal the buff.  All these examples can be easily avoided with the employment of a calm mind-set and remembrance of the following things: 

Blue Trinket is powerful:

When Baron is un-warded and you need to get vision of the pit, the Scrying orb should be the first thing any player reaches for to ensure that the dark areas of their route aren't hiding an ambush, or simply to get a look at the pit itself without putting yourself in harm’s way. In the later stages of the game, losing your support to a baron face check is not worth the vision you get from the ward they died for. Assuming they get to place it in the first place, all you’ll be doing is watching the enemy team finish the baron before they siege your base 4v5. A carefully used Blue Trinket can allow you to gain vision from a safe distance and properly assess your route as well as the decision to move towards the pit in the first place. A noticeable user of the Scrying Orb is MrRallez of SHC, who himself is usually impeccable in his positioning when it comes to big objective skirmishes. 

Your ultimates are valuable:

Often when a jungler is killed or if a team is out of position, players will resort to using abilities like Ziggs’s Mega Inferno Bomb and Jinx’s Super Mega Death Rocket to try and make a steal or simply deal damage. In the long run, this is never a good thing to do unless there are members of the enemy team that are killable with those ultimates. Especially at a higher level of play, it’s almost absurd to expect that the enemy jungler will be out-smited by your ranged ultimate. This then leaves you without important high damage spells for when the enemy team make a charge on your base with the buff. Also, the damage that may have been done to them will be regenerated by the buff or simply by going back, healing up and then moving on - which means it’s a complete waste of an ability in every instance that doesn't lead to a kill. These abilities could still prove to be helpful in the siege that comes after the enemy team secure the buff. 

Play around your team comp: 

This sounds basic but if you have a poke comp, you should poke. Most people, when faced with the adrenaline of baron dancing, tend to make miss-steps with how to play their champion match-ups. Trying to engage or getting within engage range of a heavy engage comp doing baron is suicide, while not dynamically engaging on such comps when watching a baron be done is equally as wasteful. Hai, in Week Three of the NA LCS, showed exactly what can happen once you let adrenaline get the best of you when he chose to pounce into three low hp members of CLG as Nidalee rather than finish one or two of them off with the spears he had been using to great effect up until that point. What could have been a quadra kill and even a baron ended up as merely the one kill upon Aphromoo’s Morgana. 

There are more things you could do besides contest:

One of the biggest misconceptions made everywhere is that when a team is doing Baron, you must contest and you cannot let them just have it. While Baron is a powerful objective, it isn't the main objective. If you've lost members and you can’t contest the Baron, don’t. Use your time to secure the dragon, place wards in key areas or even push a lane and take down turrets/inhibiters. Walking three vs five into the Baron pit or simply loitering around the jungle entrances is a waste of your time. Baron is a commitment that can be punished if you can’t challenge for it. A well-timed push can prove to nullify the effect of the buff or even stop the enemy team from securing it altogether. 

Baron fights have proved time and time again that one moment can change everything in a game. Don’t let a Baron fight be the moment where your game changes for the worst.



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A Quick List of Early Game Tips for Each Role.

(.... that Can Sometimes Decide Your Lane!)

by Evil_Toaster 



Top Laners:

If you take teleport, don't just take it because you see LCS players always take it. Use it the same way. If you take teleport and your enemy team doesn't have teleport, invade at level 1 with your team, you can always just teleport back to your lane to be there on time. There's no way your top laner can be in the bottom jungle because they will get to lane late if they try. Just invade the bottom jungle with your team and teleport to lane after. Everyone gets ahead. Additionally, communicate to your team you need wards to teleport to. Teleport is only as useful as how much you can utilize it. Ignite gives you kill pressure in lane, Teleport gives you split push pressure in late game.

Alternatively, if you do decide to take Ignite, make sure your level 2 all-in combo potential with Ignite can kill. I don't care if you have to do the math on the damage and armor and everything to know, just know. If your opponent needs to be at 367 health for two of your abilities, three auto attacks, and ignite to kill, then try to get them to that range before you go for it. You can even make an unfavorable trade if it means getting them in lethal range as long as you stay out of their lethal range. If you hit level 2 first, this is even easier, as they'll have lower health than you when they're still level 1. If your opponent also doesn't have teleport, you can even go for an all in knowing it won't kill, since you will force the enemy out of lane and they can't teleport back after recalling. Just make sure their ensuing Ignite combo won't kill you in the process.

If you force your opponent out of lane, you can shove your lane and put pressure on the enemy jungle. Putting in a deep ward can save you from a gank, clear other laners to play aggressive, open up counter jungling opportunities for your jungler, and sometimes you can catch their jungler with low health and steal a buff, especially if you're on blue side. You can also spend this time farming Wight or Golems.

Junglers:



Plan your first gank from the loading screen and optimize your clear path accordingly. Look at the lane match-ups, predict how the lanes will look like at 3 minutes. If you see like fuckin' Shen vs. Mordekaiser in top lane, you can probably assume by the time you clear your jungle, that Shen could use a gank. Start at the bottom side jungle buff, clear a small camp, clear second buff, gank.

Don't take wolves and wraiths if you're going to gank at level 3. I still see junglers go blue->wolves->wraiths->red->gank when only one small camp is needed to reach level 3. Some junglers can delay their second buff if it means getting level 4 before the first gank, but it depends on the jungler and your plans.

If you have ANY form of health regeneration/lifesteal/damage reduction/whatever, measure how many health potions you actually need to clear the jungle with little assistance or interruption, and add one for safety. Some junglers can get by the jungle with one or no health potions, and some need exactly 2 or 3. Take 4 (max with new machete start) if you need them, but if you can skip out on a few, you can effectively speed up your first buy by saving the gold. I see a lot of junglers end up with several potions at the end of their clear that they end up never using, that could be money spent elsewhere. Do keep in mind, however, that in the case of an invade or anything out of the ordinary, you might need the potion, which is why I say take one extra. If you end up with enough extra gold left, you could stand to take an early ward.

If you want to be super nice to your side laners, leave Wight and double Golems alone. Their base stats are determined at the time they spawn. Your blue side bot laners, after 5 minutes of laning, can shove their lane and fall back to farm a quick and easy level 1 golem camp that will take them no time, or they can do it on their way back to lane after a recall. If you don't have ungodly clear speeds and can get as much as you can just farming the buffs, wolves and wraiths while ganking, you can sometimes leave low level camps up so your side laners can take them without crippling themselves. Once your side laners have a decent amount of life steal or defensive stats, you can take the camps when you're around and leave them for the laners when you're not. Just be sure to communicate this strategy to them or else it's for nothing.

Mid Laners:



You can literally win your lane by taking advantage of your level up timings. The moment you hit level 2, immediately upgrade your second ability and zone your opponent out of the minions that would cause them to reach level 2. If you push the first wave faster and exploit this, you can effectively zone your opponent out of the XP required to level up, and then they will level up later than you for the rest of the lane. Every time you level up, immediately upgrade an ability and chunk them. You'll have more damage, they'll have less HP, that's just all because you're a level above them, even if it's only for a few seconds. Look at your XP bar, count the minions you need to level up, and always be in position to take advantage of your power spike.

Stop warding the side river brushes in your lane when you have time to ward better. If your minions are shoved slightly past the middle, you can ward over the ledge from the river leading to wraiths. If your minions are shoved into their tower, you can also ward into wraiths which can give a lot of information on the jungler's position even if they're not there. If you have even more free time, you can run out to ward the circle bushes in the middle of the river (and clear any possible pink wards) or ward even deeper in the jungle if you know their position and won't intercept them.

Occasionally farm Wraiths and Wolves if your champion is capable of doing so.


ADC's

Always shove the first minion wave as fast as possible. Just like I said for mid laners in the last tip, it's even more important for you and your support to shove down the first wave and hit level 2 before the opponents. An AD and a support at level 2 can cripple a level 1 AD with a full combo. It's four abilities against two. There's absolutely no way they can out trade you, especially considering your base stats will be higher. Shove the first wave as fast as possible, be in position for when you level up to damage your opponent, immediately level up your ability when the minion required to level up dies, and either zone them out of minion XP or just chunk them if they're in range. If you do this right, you can easily win lane off this exchange alone, especially if you force them to recall. But seriously, just get used to hitting control+ability the very moment the minion you need to level up dies.

Stop rushing Bloodthirster. When behind in lane, if you're rushing IE (not rushing BotRK) and you're forced to recall before 1550 gold, you can get away with buying another Doran's Blade and a Pickaxe. If the opponent comes back to lane with a BF Sword, the extra health from the Doran's Blade can eat one and a half auto's worth of damage from the BF Sword, you're only behind 18 damage (which is considerable, but not the end of the lane,) and your life steal is higher, all meaning even an auto-for-auto trade will be closer to even because you have more health and have higher life steal. Tack on the health potion you should be buying and things are almost even. The main disadvantage is you've slightly stunted your build path since the enemy can get to IE sooner than you.

Don't leave the shop without consumables. Don't recall if you only have just enough for whatever you plan on buying. Here are my general rules of thumb for consumable buying as ADC

1. At least one health potion, two is preferable, one is practically required. It's 35 gold for up to 400 gold worth of effective health in a fight.
2. One mana potion preferable. If a fight goes down you could end up with no mana. Also, if you get shoved under tower, you might need the mana to CS the wave properly, which will make the potion pay for itself.
3. One ward. Just take a ward. Even if you don't plan on warding, having a ward is important if you plan to fight someone anywhere near a brush, because you can pop a ward in the brush to give vision which means you can actually use your auto attack on them, and that can mean the difference in winning a fight.
4. Red Elixir if a dragon fight will be happening soon and you have the gold to spare. It's 350 gold for more than two Doran's Blades worth of stats, minus the lifesteal.
With this in mind, if you're waiting on recalling to pick up a BF Sword, try to stick around for another 100-200 gold to pick up consumables. Having more consumables than your opponent can easily give you a huge advantage. If you do end up at the shop with just enough for an item, wait for a health potion. It's a ruby crystal in a jar.


Supports

Help your AD shove the first wave. If you can draw aggro from the minions and into yourself, the opponent's wave will then shove slower, meaning you're more likely to hit level 2 faster than them. You naturally have more health and armor than your ADC due to standard runes and masteries, and having more health potions, so it's okay for you to take a few auto attacks or minion damage if it can give you an advantage. Any auto attack you take from the opponent is an auto attack not going to your minions or the ADC.

Landing an auto attack on an enemy champion will cause all enemy minions in range to stop attacking your minions and focus you instead. This simultaneously harasses the opponent, and causes their lane to shove slower. If you do this near the side bushes, you can walk into them to break the aggro, walk out, attack again, and repeat the process. Doing this can also cause the enemy minions to walk closer to your side of the lane, making it easier for your ADC to CS, while forcing your opponents closer to have meat shield protection from minions. (This tip mostly applies to ranged supports.)

When the lane is shoved, an enemy has recalled, or you otherwise have free time, ward up the river. By leaving lane your ADC can get solo XP, giving them a level advantage you don't really need as much, and by putting wards in the tri brush, the path to blue buff, and the circle brush in the middle of the river, you have complete control and can play as aggressive as you need to be in lane. No jungler will cross to your side without you knowing (unless they can jump to the side river bush from their jungle if they're on purple side, in which case, ward that too.)

Also, general rule, always try to recall with your ADC. If you stay in lane, you'll be behind and you'll have to recall eventually, which will then force your ADC to be alone against both opponents, which can cause him to lose a lot of health, and by the time you get back, the ADC may have to recall again already because he got bullied. Even if not, the ADC can get zoned out of minions and be behind in XP even though he's getting solo lane XP. There's a lot to recall timing, but just try to recall together.

So yeah that's all I got related to early game stuff. Feel free to expand/include/correct on anything said or whatever.

(*These tips are made for lower ELO players. Things can and will be different at higher levels.) 

Wednesday, July 2, 2014

Reworked and Remastered - Skarner Edition



by Jerrod "Thousand Eyes" Steis

            I’ve already gone over Nidalee and her rework, so now it’s time to take a look at Skarner. Skarner is a bit more straight forward and his kit didn’t receive as many changes as Nidalee. I feel more comfortable with Skarner, as he’s the first champ I ever put time into learning and for a long time I only played him. I’ve written guides for him and have spent a lot of time with all three of his different eras. So while Nidalee was more of a general look at what was changed, this will be a more in-depth analysis on how to play Skarner.


            Skarner is a champ that’s been around a long time. He was actually released a few weeks before I started playing the game in August of 2011. When he came out, he was immediately a strong pick. He had easily the fastest jungle clear in the game, along with a devastating gank pressure once he hit level 6. The trade off was that it was nearly impossible to gank someone before you had your ultimate. His Q (Crystal Slash) was a slow instead of a speed boost, and his E (Fracture) was a completely different ability. In short, the Skarner we know now, and the Skarner that was released, are extremely different champs.

           There were a lot of design issues with the original Skarner’s kit. First of all, the idea of his perma slow. As Skarner’s enemy, you basically were either stuck or not. There was no in-between or escape chance, especially during his release time when very few champions had dashes or jumps. It was a crippling slow, and not only that but it meant he was in range, meaning you could auto attack and lower the CD. Skarner could easily bring his Q down to a 1 sec CD and never let his opponent leave.

            Next in line is Fracture. Skarner’s E ability was widely known to be his weakest and most Skarner players didn’t even put levels into it until they were forced to. Essentially, he was a three ability champion. His Fracture used to mark enemies and heal Skarner when he auto-attacked them, consuming the mark. It just didn’t have a use when compared to putting more points in shield. Why would you pick something to heal you when you can get more speed and effective health from another ability?

Finally, there were the bugs with his ultimate. Skarner’s ult was known for pulling people who had gotten away. He would grab people who would flash or jump just before the grab and even midway through they would get pulled, usually wasting an important CD on their flash or escape. Actually, the reasoning behind this was an interesting little blip in the code design.

You see, Skarner’s ultimate, when cast, sends a small almost invisible projectile that - when it hits the opponent - will encase them and pull them to Skarner. However, the ability is targeted, meaning it can’t miss. So because there was a travel and cast time, there was a small time where the enemy could jump away before the projectile actually connected with them. Once it hit though, you were snared and pulled, no matter what the distance at the time, leading to a bunch of strange interactions. (I.E. Janna’s flying with Skarner after Monsoon, Trist being grabbed mid jump, anyone blowing flash but still stung.)

Riot put a small fix in for Skarner’s ultimate making it so that if the enemy got out of cast range before that projectile hit, the ultimate would not connect and would go on CD. It ruined most ultimates Skarner tried to get, effectively ending Skarner’s reign and putting him where he was until just recently.

Insert patch 4.2.

·         Q -- Loses slow, and gains attack speed stacks instead

·         W -- Small buffs, Movement speed ramps up now

·         E -- Now longer and slimmer, slows instead of mark/heal

·         R -- Now roots before ult, making it more consistent

           
4.2 was ultimately a failure. People felt like Skarner just didn’t have a niche anymore. His kit didn’t mesh well anymore, and all in all he just felt wrong. A lot of clamoring about how Skarner needed a re-rework and Riot put some time into it and put out a new new Skarner in 4.10, which is what I’m going to talk about today.


                                                         Patch 4.10

I’ll be the first to say that I was not looking forward to most of the changes happening this patch. The biggest thing for me was losing the original passive Skarner had. I understood it was to make him a more "lockdown dive the enemy" champ, but I loved being able to “farm” my ultimate back up, especially considering how important Skarner’s ultimate was to who he is as a champion.

Crystallizing Sting


·         CRYSTAL VENOM----Skarner's damaging spells apply a 'Crystal Venom' debuff to enemy Champions and large monsters for 5 seconds
·         UTILITY----If Skarner lands a basic attack on a target with 3 stacks of 'Crystal Venom', he will deal an additional 20-105 magic damage and stun the target for 0.5/0.75/1 second
·         CRYSTAL VENOM----After being stunned, targets cannot be debuffed by Crystal Venom for 6 seconds

            Skarner got a brand new passive that’s completely unrelated to his old one. His passive now revolves around hitting spells on the enemy. After three spells connect, Skarner can stun them with an auto. It’s a really cool passive that plays up to his theme of being a scorpion; encasing his enemies in crystal. It also cements him into a champ who specializes in locking people down.

            It has a lot of uses, the most obvious being stunning a target to kill them. Keep in mind of all the other possibilities though. For instance, this actually makes Skarner a very deceptive duelist in the jungle. Not only will his damage increase over time through more attack speed, but he can stop you from doing anything mid fight. Leading to sometimes surprising wins.


Crystal Slash

           
·         UTILITY-----Basic attacks reduce Crystal Slash's cooldown by 0.5 seconds (doubled against Champions)
·         CRYSTAL ENERGY----Crystal Energy now additionally grants +2/3/4/5/6% movement speed per stack (up to 3 stacks)
·         BASE PHYSICAL DAMAGE----25/40/55/70/85 (+0.8 attack damage) 18/28/38/48/58 (+0.4 attack damage)
·         BONUS MAGIC DAMAGE-----24/36/48/60/72 (+0.4 ability power) 18/28/38/48/58 (+0.2 ability power)

            Skarner kept his old passive as a passive on his Q, which was necessary for his ability to pump out damage, proc his new stun and jungle clear. It may not seem like much, but if you try to continuously use Q without basic attacking, you’ll notice a difference. It will also help his sticking power, which I’ll get into later.

            The old Q used to slow the enemy and this was what kept Skarner in his all important melee range. When he originally got reworked he had no way to stay in range. He had a slow, but it was on a long CD and didn’t let him stay in range. His newest Q basically has the opposite effect of what his old one did. He now has his old stickiness by speeding himself up instead of slowing the enemy. Great design change. They kept the fun sticky part of Skarner, but made it rewarding for him and not displeasing for the other player. It was also great to keep it on his Q because it’s his pivotal skill. As some have put it, it’s the “heartbeat” to playing Skarner.

            They also lowered both the base damage and scaling damage of the ability in exchange for this. Riot did this to push Skarner more towards the CC oriented tank role over damage dealing duelist role. Surprisingly though, this doesn’t hurt his clear time much.


Crystalline Exoskeleton


·         COOLDOWN16 seconds at all ranks 13/12.5/12/11.5/11 seconds

           
            A welcome buff to the shield/speed boost. It’s good to note that this was secretly buffed by adding movespeed to Crystal Slash as well. Move speed grows multiplicatively, which means when you add more you get a lot more. Basically, if you have full stacks on your Q and pop your shield you will fly towards people, and if they don’t have a jump or dash, you will be all over them. Outside of that, there really isn’t much to say about changes. Do remember to use this a little before you want to engage so you get full speed by the time you charge in.


Fracture


·         MAGIC DAMAGE80/120/160/200/240 (+0.7 ability power) 40/60/80/100/120 (+0.4 ability power)
·         COOLDOWN14 seconds at all ranks 12 seconds at all ranks

            In actuality, this is a straight nerf. You can’t even really claim that the CD buff is worth anything, because you easily get it lower with Skarner’s old passive. AP Skarner was pretty much ruined with this change, and even though I never tried it, I’m kind of sad about that. One thing I love about this game is how many different ways there are to play it. Any different build path is really interesting and the possibilities are un-ending in some cases.

            I’m pretty ok with this in the grand scheme of things though. It’s a small nerf to an ability that was a one point wonder in most cases, and everything that was gained in return was very much worth it. The slow wasn’t even touched, which is what the skill is used for anyway. Fracture’s come a long way from its original ability, but it feels at home now.


Impale

           
·         IMPALEMENT----Impale consumes all stacks of Crystal Venom and deals 50/75/100 magic damage per stack consumed
·         COOLDOWN----130/120/110 seconds 110/100/90 seconds

Skarner’s ult now has a really interesting interaction with his passive, but I’ll get back to that in a second. Let’s look at the CD reduction. Overall it’s great, but doesn’t help much. This is really more just to make up for the loss of the old passive. One of the things that I loved about the old Skarner was getting to level 6, using my ult, and then going back into the jungle and farming as hard as I could until it came back up. You can’t do that anymore, and it also makes Wriggle’s Lantern a much less viable buy. You’ll still get decent use out of it, but nowhere near as much as before.

Now for the interesting change. Skarner’s new passive has a different interaction with this spell. You can choose how to spend the stacks, either for a stun before/after the ult for more lockdown potential, or more damage.

It may not be obvious at first glance, but this is a huge decision to make. Let’s take it a bit deeper by looking at examples.

Say you’re ganking a lane:

·         In scenario A, your laner is a champion with good CC like Jax, Nasus, Renekton etc. Stack your passive up and before you stun them, use your ult. By level 16 you’ll get an extra 300 damage out of it. Even early on you get 150, which is a lot at level 6.

·         In scenario B, we’ll say your laner is someone like Teemo or Tryndamere. Essentially someone with no CC and especially on someone with no items or building tank, you’ll want to proc your stun before you use the ultimate, or in a perfect world, use your ult before hitting a spell. These champs need more help keeping people in range and generally have more than enough damage to take people down.

            Once again I really love this design idea and it let’s the player make choices that can impact how they involve themselves in the game. You can do more damage or stun. Plus, it rewards smart play with the damage by making sure you get 3 full stacks and then using ult. It gives you the ability to be what’s needed at the time, while not making Skarner overly powerful.


Conclusion


            So wrapping it all up, what’s been changed? Skarner was a sticky fast jungler before, and the first rework he received pushed him more towards a duelist with fast clear speeds and a kit that was wonky when put together. He got his slow moved to a longer CD ability and his trademark stickiness was lost in the crossfire. However, the attack speed move to his Q was great for his clear and damage.
            4.10 brought a new passive that enhanced his CC and lockdown ability, which more fits his theme. His clear was still held as fast, and now with two abilities that can speed him up, his stickiness was brought back by reversing his original Q ability.

            Skarner’s back! He’s not as damage heavy as he used to be, but he is a lockdown king and his ganks are scarier than ever. Your early gank pressure is now viable and you’ll still clear just as fast as you did before. Plus 4.11 is out and he was barely touched. My impression is that Skarner is here to stay.

Also, if you’re interested in learning Skarner and want to know how to play and/or build him, I’ve made a guide. It’s not perfect, and I’m not amazing player, but I love Skarner and I want to teach people more about how to play and dominate with him.

Skarner Guide


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Tuesday, July 1, 2014

NA LCS Puzzle Time!


*Stumped? Scroll down for the answers!




















Our bespectacled players are:
1. Quas
2. Seraph
3. Imaqtpie
4. Meteos
5. XaoiWeiXaoi
6. Hai
7. Dyrus
8. LemonNation
9. Sneaky

10. WildTurtle