Hi humans. I was having some Internet problems while streaming yesterday. This highlight clip is a nice half-minute summary of what it was like. (Linked image not working? Try the direct URL. http://www.twitch.tv/parkzer/c/3333247) Yes, it does in fact say that I am still level 1, and have 767/300 mana.
Hi humans. Today’s stream highlight is from Taiki and me testing out the new preseason four changes, specifically the Relic Shield and Targon’s Brace. The laning sustainability and gold accumulation it provides is extremely strong right now, so both Taiki and I bought the item. I ended up upgrading mine to a Face of the Mountain, which is an item that drains the user’s health to give a shield to the targeted ally. The item saved Taiki’s life twice, both times allowing him to survive with a sliver of health. This is the first time it happened: (Linked image not working? Try the direct URL. http://www.twitch.tv/parkzer/c/3287615) And the second time, two minutes later: (Linked image not working? Try the direct URL. http://www.twitch.tv/parkzer/c/3287627)
Hi humans. This is a clip from a game I played over a week ago with Ed and Taiki that I finally got around to highlighting. (Linked image not working? Try the direct URL. http://www.twitch.tv/parkzer/c/3252181) Attempt to assassinate Miss Fortune, waste Zed and Lulu’s time and cooldowns, farm a minion, Smite Dragon, and finish off Zed? Now that’s what I call multitasking.
Hi humans. The patch notes for 3.13 recently came out, and one of the champions changed was Zyra. Being a Zyra main, a bunch of people asked me about my opinions on her changes. I am personally fine with the changes, and feel like Zyra somewhat deserved them, but this is coming from a middle laner. Someone who mains Zyra as a support will probably say that she was significantly nerfed. In the middle lane, the first and most significant change to Zyra is her ability to dominate melee champions in early levels. Zyra’s Deadly Bloom (Q) + plant combo was so powerful that after hitting it twice, most early-level melee champions wouldn’t have enough health to go anywhere near Zyra to harass her. If they did go in to harass her anyway and fail to kill her, they would continue to get poked to death by plants and auto attacks as they’re retreating. To reduce her power, Riot reduced the range on Deadly Bloom and reduced the early-level base damage on her plants. According to the current numbers, her plant damage is the same as pre-patch at level 6, and has increased damage after level 6. This allows melee champions to have more counterplay to Zyra – the amount of poke damage will be slightly reduced during levels 1-5, and Zyra needs to get a tiny bit closer to harass. The damage at level 6 is the same as before, but this is acceptable as, by that time, the melee champions will have their ultimate abilities and be able to fight back. The next noticeable change is that Zyra can now safely initiate with Stranglethorns (R) and not have to worry about losing the attack speed bonus to plants. This is because Stranglethorns was changed such that plants spawned inside the area while it is active will still get enraged. This allows Zyra to better chain her crowd control upon a catch, as she doesn’t need to wait until her plants spawn to place her ultimate on top of them. The biggest changes to Zyra come with playing her as a support. The base damage on her Deadly Bloom was reduced, but her ability power ratio was increased. In order for Deadly Bloom (at rank 5) to deal the same amount of damage as prior to the patch, a Zyra must have 500 AP. Zyra with more than 500 AP will deal more damage with her Deadly Bloom compared to before the patch. One of the reasons support Zyra was so powerful was because of the very high base damages on her abilities. Normally when I play Zyra as a support, I usually deal significantly more damage than my AD carry due to the initial burst, then the constant pummeling of the plants. This change ensures that if Zyra players want to continue dealing heavy damage, they must itemize to do so.
Hi humans. Earlier today, I got promoted to Platinum V in solo/duo queue ranked in League of Legends. I was in Silver IV and Silver III for the longest time, so people assumed that that’s where I belonged. I decided to take League of Legends a little bit more seriously lately to demonstrate that I could very easily get myself into Platinum whenever I wanted. It took me about a week to get from Silver IV to Gold V. This happened before my laptop broke. After I got a replacement laptop, I spent another six days playing ranked to get myself from Gold V to Platinum V. During the process, I skipped Gold IV and Gold II because the rating system thought my skill was far higher than my ranking. Overall, out of days played, it took about two weeks for me to get from Silver IV to Platinum V by playing anywhere between 1-5 games per day. So, what’s my secret? I’ll share.
- I stopped giving up in the middle of the game. When things weren’t going my way, I was patient and kept trying my best, rather than randomly walking around the map doing nothing.
- I stopped playing purely to have fun, and started playing to win. When I wanted to do something exciting and crazy, but knew it would hurt my chances of winning the game, I refrained from doing it.
- I stopped raging at my allies. When they did things that made me unhappy, I did not express my discontent.
- I complimented my allies. When I noticed my allies did something well, I pointed it out so they knew I noticed all the hard work they’re putting into the team. This ultimately motivated them to keep performing well.
- When I didn’t get the lane I wanted (middle), I negotiated. Before, I would just pick a random champion and go to whatever lane was open, then feed and give up after ten minutes. Instead, I asked the higher-pick person who wanted to go to middle lane if there were any other lanes (s)he was able to play, and tried to negotiate to see if I could get my main role.
- I asked my allies for help. If I still wasn’t able to get middle lane, I asked my allies for advice as to what I should be doing in the other roles with which I was unfamiliar, rather than doing whatever I wanted, feeding, and giving up after ten minutes.
Hi humans. I set up streaming software on my new laptop today, and decided to stream for a little bit to test my settings and see if everything was working. During my testing, I played a bot game with Simon, and a 1v2 handicap match against Ed and Simon. Normally I don’t post raw clips like this onto my website, and only post highlights, but because I haven’t streamed in such a long time, I decided to put this up here anyway. We only ended up playing one game because Ed was so disappointed in Simon after the first game, so once I Alt+F4 out of the first game, that’s the end of anything worth watching. (Linked image not working? Try the direct link. http://www.twitch.tv/parkzer/b/473502370)
Hi humans. Being a Zyra main, a lot of people asked me if I was excited for the new Zyra skin due to be released with the Harrowing patch. Although my answer might surprise you, I actually don’t like Haunted Zyra. So many people have asked me why that I decided just to write a post about it. To me, Zyra is a champion who appears harmless, but holds deadly power. Before she captured the body of the sorceress (according to her lore) and was just a plant, there was no apparent danger when approaching her jungle. Animals ventured in numerous times, and would eventually get killed by Zyra in a place where they thought they were in a regular natural habitat. Even after injecting her powers into a body and becoming mobile, she has an attractive and flowerly appearance, but when an enemy gets in range, she traps them in place and kills them instantly without giving them a chance of escape. Haunted Zyra seems to have an innate evil to herself. She’s surrounded by death, and spawns creatures you would presumably find in a graveyard. Upon her death, she herself turns into a hideous creature. This conflicts with what I think Zyra is, or at the very least, what I want her to be. Instead of being innocent to lure in prey, she clearly advertises how terrorizing she is. I dislike the Wildfire Zyra skin for similar reasons – it doesn’t seem like she fits in well with randomly setting forest fires when she herself is supposed to represent nature. I think a better skin for Zyra would be Death Blossom Zyra, similar to the Elise skin. I think that series is fitting for Zyra, and if it is ever made, I would definitely get it.
This is a guide I made for my buddy Simon, who is just beginning to learn how to support with Sona. These recommendations are only for Summoner’s Rift. Items are up to date as of patch 3.9, and will not be updated in the future. Summoner Spells Take Flash/Exhaust in most situations. Flash/Heal is also a viable option, and can be effective against champions like Karthus. Flash/Ignite can be effective if you plan on playing an aggressive lane, and your ADC took Barrier instead of Ignite. (Advanced) Taking Flash/Clairvoyance is good if the enemy has a jungler with very strong ganks (like Hecarim or Maokai), so you can follow his movement and be more prepared. It is also effective if you have a Lux or Ezreal as an ally to help them hit their ultimates. (Advanced) If you plan on going all-in once reaching level 2, Exhaust/Ignite will significantly improve your chances of success. However, if this is your plan, you should probably not be playing Sona. Late game, you must be extremely careful not to be caught out of position, and might be forced to purchase Boots of Mobility to compensate for the lack of Flash + ult initiation. Items A standard opening purchase includes the Biscuit of Rejuvenation and Explorer’s Ward from Utility Masteries, a Faerie Charm, one Vision Ward, two Sight Wards, and two Health Potions. Core support items you should be getting every game are Philosopher’s Stone, Kage’s Lucky Pick, and Ruby Sightstone. You should also get Aegis of the Legion, and upgrade it to Runic Bulwark, if nobody else on your team is already doing so. Sona will generally upgrade her boots to Ionian Boots of Lucidity for cooldown reduction. However, if these boots will bring you over the 40% CDR cap, consider getting Sorcerer’s Shoes instead. If you are up against Fiddlesticks or a team with lots of crowd control, Mercury’s Treads’ passive tenacity may reduce crowd control duration to make the difference between life or death. (Advanced) If you are doing extremely well in lane and are a safe player, getting Mejai’s Soulstealer is a high-risk high-reward option. Support items that Sona generally builds past mid-game can include Chalice of Harmony (which can be upgraded to Athene’s Unholy Grail later if your team needs more damage), Shard of True Ice, Locket of the Iron Solari, Shurelya’s Reverie, Mikael’s Crucible, and Randuin’s Omen. If you have a double AP composition (meaning, both your mid laner and top laner are based off ability power), Will of the Ancients and Abyssal Scepter are two great ability power aura items that will make both your solo laners noticeably more powerful. If your team needs more damage, getting Rylai’s Crystal Scepter, Lich Bane, and/or Rabadon’s Deathcap are all acceptable options. Getting Liandry’s Torment is good if the opponents are stacking health. If the opponents are stacking magic resist, Void Staff may be effective. If the enemy team has a champion who relies heavily on healing, such as Swain or Vladimir, getting Morellonomicon will reduce their healing and make them significantly weaker (just remember to use a damaging ability on them once they dip below 40% for the passive to take effect).
Hi humans. This is a stream recording of a game I played where I went AP Amumu mid against Lux. The reason I selected Amumu to play this game was because the enemy team’s first and second picks selected Blitzcrank and Thresh. My strength usually lies during laning phase, but this game, I underperformed against Lux. However, due to the extreme ganking and team fighting potential of Amumu, I was able to turn the game around after Rammus finally succeeded in ganking Lux and giving me a kill to snowball me into mid-game. The best part about this game is that Lux got overconfident after successfully forcing me to die three times. She went as far as to state in all-chat that mid-lane Amumu was a joke. Unfortunately for her, things started going downhill as the game went on. (Embedded player not working? Try the direct link. http://youtu.be/oM3sT-qvnDk)
Hi humans. I recently read the patch notes regarding changes to Draven’s passive that will be coming up in patch 3.9. I usually don’t voice my opinion on balance changes because I feel as if I am underqualified to make such statements. However, Draven’s new passive is so blatantly bad that I feel as if balance expertise is not needed to point out its negative aspects. For those of you unfamiliar with the passives, here are the old and new passives: Wicked Blades: Draven’s critical strikes deal 30 + (4 × level) bonus physical damage over 4 seconds. Spinning Axe also causes this effect even if it does not critically strike. If Wicked Blades is re-applied to a target, its duration is reset to 4 seconds and any damage not yet dealt is carried forward, increasing the amount of each tick of damage. League of Draven: When Draven catches a Spinning Axe, or kills a minion or monster, he gains one stack of Adoration. When Draven kills an enemy champion, he consumes half of his Adoration stacks and gains 3 gold per stack consumed. Draven loses half of his Adoration stacks upon death. I’m going to cover three of the biggest points from three diverse perspectives – why the passive is mechanically bad, why Riot’s justification of not fixing the old passive is bad, and why the passive is unfitting to Draven’s character. — Winners keep winning and losers keep losing If you’ve known me for a long time, you might know that I was a diamond-level player on the old Twisted Treeline, before they revamped the map and added altars. Since then, I stopped playing the new Twisted Treeline because I don’t like it for many reasons. One of the biggest reasons I dislike it is because the map is oriented towards helping winners keep winning and losers keep losing. The same concept applies to Draven’s new passive. If he is winning and getting kills, he gets rewarded even more by his passive. However, if he is losing and he is never getting kills, his passive never goes into effect. If he is losing even harder and keeps dying, his passive becomes even more useless – the amount of gold he is never going to get becomes lower. This is a bad gameplay mechanic for both scenarios. If Draven gets more gold for getting kills, he becomes unfun to play against, because he snowballs out of control and gets exponentially stronger. On the other hand, if Draven never gets anything out of his passive because he is doing poorly, it becomes discouraging for the Draven player. Do-nothing early-game passives don’t make them invalid One of the reasons Riot gave for remaking Draven’s passive instead of adjusting and balancing the old one is that, if they were to balance it, the passive would become nearly useless during very early levels. They say that as if it is a problem, even though, in the past, they have demonstrated that there are balanced champions who fall under this category. For example, Tristana’s passive has no effect at level 1, and kicks in at level 2. Syndra’s passive has no effect at level 1, and continues to have no effect until level 9. Where is this money coming from? Finally, the concept of the passive conflicts with Draven’s lore and character. Previously, he was one of two blood brothers, and Draven’s passive made his enemies bleed, just like Darius’. Now, he randomly gets gold out of nowhere. Twisted Fate is able to use the concept of gaining money because it fits his character – he is a gambler and has close ties with casino games. One could argue that bounty hunters could use the concept of money, but Draven isn’t a bounty hunter, he’s an executioner. Overall, it creates a disconnect and breaks continuity with how the lore and character development was originally made. — Is Riot going to change Draven’s passive? I don’t think so, because a lot of people complained about it with valid arguments when it was released on the public beta environment, and Riot still chose to release it as-is. However, now that it’s about to be released to millions, I think the potential for Riot to reconsider the passive more seriously, due to the imminent public disappointment, will increase.