History VideoGame / LeagueofLegends

27th Jul '16 9:00:40 AM Running_Gag
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[[caption-width-right:350:Welcome, Summoner!]]

-->'''''Welcome to Summoner's Rift!'''''

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[[caption-width-right:350:Welcome, Summoner!]]

-->'''''Welcome
[[caption-width-right:350:Welcome to Summoner's Rift!'''''
Rift!]]
23rd Jul '16 4:35:03 PM number9robotic
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* PowerCreep: In a constantly-updating game with an already [[LoadsAndLoadsOfCharacters staggering roster of playable champions]] with the design intention to make [[CastOfSnowflakes each one play and feel unique from each other]], newer champions are given new mechanics that may seem scary to introduce simply to their mechanical value in the form of utility that may counter a few existing characters (such as Cassiopeia and Poppy being able to block dashes or Yasuo being able to block projectiles), or be designed to be a counterpick to a vast amount of what the current {{Metagame}} suggests (such as Talon and Zed being AD melee assassins [[MageKiller in the midlane typically occupied by AP caster mages]]). This trope has always been kept in mind during champion development as to prevent unstable balance (hence Riot's tendency to nerf strong champions rather than buff weaker champions), but typically when a champion with meta-challenging mechanics are introduced, they will almost assuredly not be considered adequately balanced until the next patch ''at the very least''.

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* PowerCreep: In a constantly-updating game with an already [[LoadsAndLoadsOfCharacters staggering roster of playable champions]] with the design intention to make [[CastOfSnowflakes each one play and feel unique from each other]], newer champions are usually given new mechanics that can help distinguish them from others, but may also seem scary to introduce simply due to their mechanical value in the form of utility that may counter a few existing characters (such as Cassiopeia and Poppy being able to block dashes or Yasuo being able to block projectiles), or be designed their design to be a counterpick to a vast amount of what the current {{Metagame}} suggests (such as Talon and Zed being AD melee assassins [[MageKiller in the midlane typically occupied by AP caster mages]]). This trope has always been kept in mind during champion development as to prevent unstable balance (hence Riot's tendency to nerf strong champions rather than buff weaker champions), but typically when a champion with meta-challenging mechanics are introduced, they will almost assuredly not be considered adequately balanced until the next patch ''at the very least''.
23rd Jul '16 4:28:29 PM number9robotic
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** Perhaps the most notable case of this was the balance controversy of Irelia, who was designed to be a [[LightningBruiser mobile assassin-bruiser,]] which during the time of her creation, when most champions were either straight tanks or burst mages, was something risky to design for, but necessary for the game to evolve. Riot's solution was to overload her kit with an absurd amount of elements which would be considered excessive even by today's standards (Innate tenacity and lifesteal, an easily-to-reset gapcloser/damage nuke, true damage and point-and-click crowd control), which not only ended up frustrating players having to play against her due to how initially overpowered she was (as she could easily build into a tanky DPS who dealt massive damage and was unkillable), but also frustrated the balance team due to her kit now being a numbers nightmare. She wasn't considered balanced until a plethora of nerfs during Season 1 (hence the [[Memes/LeagueOfLegends "better nerf Irelia" meme]], and she now exists as a reminder to as to never design such an innately overloaded champion again.

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** Perhaps the most notable case of this was the balance controversy of Irelia, who was designed to be a [[LightningBruiser mobile assassin-bruiser,]] which during the time of her creation, when most champions were either straight tanks or burst mages, was something risky to design for, but necessary for the game to evolve. Riot's solution was to overload her kit with an absurd amount of elements which would be considered excessive even by today's standards (Innate tenacity and lifesteal, an easily-to-reset gapcloser/damage nuke, true damage and point-and-click crowd control), which not only ended up frustrating players having to play against her due to how initially overpowered she was (as she could easily build into a tanky DPS who dealt massive damage and was unkillable), but also frustrated the balance team due to her kit now being a numbers nightmare. She wasn't considered balanced until a plethora of nerfs during Season 1 (hence the [[Memes/LeagueOfLegends "better nerf Irelia" meme]], meme]]), and she now exists as a reminder to as to never design such an innately overloaded champion again.
23rd Jul '16 4:26:10 PM number9robotic
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Added DiffLines:

** Perhaps the most notable case of this was the balance controversy of Irelia, who was designed to be a [[LightningBruiser mobile assassin-bruiser,]] which during the time of her creation, when most champions were either straight tanks or burst mages, was something risky to design for, but necessary for the game to evolve. Riot's solution was to overload her kit with an absurd amount of elements which would be considered excessive even by today's standards (Innate tenacity and lifesteal, an easily-to-reset gapcloser/damage nuke, true damage and point-and-click crowd control), which not only ended up frustrating players having to play against her due to how initially overpowered she was (as she could easily build into a tanky DPS who dealt massive damage and was unkillable), but also frustrated the balance team due to her kit now being a numbers nightmare. She wasn't considered balanced until a plethora of nerfs during Season 1 (hence the [[Memes/LeagueOfLegends "better nerf Irelia" meme]], and she now exists as a reminder to as to never design such an innately overloaded champion again.
23rd Jul '16 4:08:03 PM number9robotic
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Added DiffLines:

* PowerCreep: In a constantly-updating game with an already [[LoadsAndLoadsOfCharacters staggering roster of playable champions]] with the design intention to make [[CastOfSnowflakes each one play and feel unique from each other]], newer champions are given new mechanics that may seem scary to introduce simply to their mechanical value in the form of utility that may counter a few existing characters (such as Cassiopeia and Poppy being able to block dashes or Yasuo being able to block projectiles), or be designed to be a counterpick to a vast amount of what the current {{Metagame}} suggests (such as Talon and Zed being AD melee assassins [[MageKiller in the midlane typically occupied by AP caster mages]]). This trope has always been kept in mind during champion development as to prevent unstable balance (hence Riot's tendency to nerf strong champions rather than buff weaker champions), but typically when a champion with meta-challenging mechanics are introduced, they will almost assuredly not be considered adequately balanced until the next patch ''at the very least''.
21st Jul '16 7:55:40 AM Morgenthaler
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** The DangerouslyGenreSavvy player would probably advocate filling an entire team with carries. This is less of a good idea than it sounds. A carry is ''hideously'' vulnerable to interference during the early game, and requires at least one ally to MightyGlacier for him while he level-grinds in peace. Additionally, the other team is just as GenreSavvy and will target him--even the ''bots'' do this--because they know that they can force him to be TheLoad instead.

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** The DangerouslyGenreSavvy GenreSavvy player would probably advocate filling an entire team with carries. This is less of a good idea than it sounds. A carry is ''hideously'' vulnerable to interference during the early game, and requires at least one ally to MightyGlacier for him while he level-grinds in peace. Additionally, the other team is just as GenreSavvy and will target him--even the ''bots'' do this--because they know that they can force him to be TheLoad instead.
21st Jul '16 6:54:36 AM Redkun
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* '''Nexus Siege''': A time-attack competition where the Attacking team attempts to destroy the Nexus of the Defending team as quickly as possible. The two teams then switch sides, and whoever gets the best time wins. Both teams can buy special Siege Equipment to help their side, such as tower-destroying cannon placements for the Attackers and tower-buffing super-lasers for the Defenders.
16th Jul '16 2:38:54 PM racnor
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* VideoGameCrueltyPotential: Some champions are allies with each other or at the least on friendly terms in the lore. And of course if they're on opposite sides you can force them to kill each other over and over again. Go out of your way as Lux to have her kill her beloved brother Garen? Go ahead. YouBastard.
** That particular example might not work because their relationship is pretty cold. Those two didn't talk to one another in years.

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* VideoGameCrueltyPotential: Some champions are allies with each other or at the least on friendly terms in the lore. And of course if they're on opposite sides you can force them to kill each other over and over again. Go out of your way as Lux Shyvana to have her kill her beloved brother Garen? first friend Jarvan? Go ahead. YouBastard.
** That particular example might not work because Though some champions, like [[BloodKnight Vi]], have dialogue that suggests they enjoy the chance to have a good all out fight with their relationship is pretty cold. Those two didn't talk to one another in years. friends without the risk of consequences.
3rd Jul '16 5:56:17 PM number9robotic
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** However you need the IP boosts if you want to quickly get IP at an early level. Once you get past level 10 you no longer have IP bonuses.

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** However you need the IP boosts if you want to quickly get IP at an early level. Once you get past level 10 you no longer A semi-indirect version within gameplay exists with certain cosmetic skins. Many newer skins have IP bonuses.unique particle effects, but sometimes they can end up blending into the environment, be hard to immediately notice, or are sometimes just plain distracting, which can give an unintended buff to the skin owner. Some skins such as Arclight Varus and Steel Legion Lux are flat-out banned in competitive play, and others such as Underworld Twisted Fate and Forecast Janna had their particle effects altered due to their lack of clarity.



** Trinity Force. It has 3 ingredients directly in its construction, raises 3 stats mainly (attack damage, speed, and crit chance), and if you have all components it costs 3 gold, its description is three words: "Tons of damage".

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** Trinity Force. It has 3 ingredients directly in its construction, raises 3 stats mainly (attack damage, attack speed, and crit chance), cooldown reduction), and if you have all components it costs 3 gold, its description is three words: "Tons of damage".
21st Jun '16 7:36:49 PM number9robotic
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** Three-hit passives have become something of a RunningGag in League of Legends' champion design, where a champion has an on-hit passive that triggers after 3 consecutive strikes. This is Champion Designer Riot Gypsylord's CreatorThumbprint, and appears on all his champions (though for Jhin it's a 4-hit passive) but this has also appeared on champions such as Jax, Xin Zhao, Vayne, Kennen, Jax, [[LongList Ekko, Yasuo...]]

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** Three-hit passives have become something of a RunningGag in League of Legends' champion design, where a champion has an on-hit passive that triggers after 3 consecutive strikes. This is Champion Designer Riot Gypsylord's CreatorThumbprint, and appears on all his champions (though for Jhin it's a 4-hit passive) but this has also appeared on champions such as Jax, Xin Zhao, Vayne, Kennen, Jax, [[LongList Ekko, Yasuo...]]
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