Thứ Sáu, 15 tháng 8, 2014

Posted Posted by Frank Luu Comments No comments

Kill dudes, buy boots. Turrets hit harder and ramp up faster. Lane minion experience range has been increased.
When we talk about 'snowballing' in League of Legends, we're mainly talking about teams rolling into victories through a single skirmish Doublelift Vayne - LoL or unlucky fight without having to earn their win through multiple displays of skill. Like we've mentioned in our design values dev blog about mastery, we want to ensure there are systems in place that reward the consistently skilled team who can continually make intelligent choices - even when they're behind - to win the game.

Along that line of thought, back at the start of the 2014 season we made some 'anti-snowball' changes to First Blood mechanics so that it would still give rewards but not so much as to derail a game through one unsuccessful jungle invade. Doublelift Vayne We still want to make sure League has exciting potential - even after first blood - but we felt we could spice up the incentives for successful early aggression.

As for the Turret and experience range changes, we wanted to make sure that Turrets remain a safe(ish) place to be in early levels and that players in 'lost' lanes (like 2v1 lanes or completely blown out matchups), can still function later in the game. While these upgrades are aimed specifically at competitive, they also affect other levels of play as players who fall behind in lane have virtually no safe place to hide. Finally, if the enemy team has a dive-heavy jungler (ie: Pantheon, Elise, Lee Sin, etc), Doublelift weak turrets can skew champion diversity such that players can only choose champions who don't rely on turrets for protection (this is particularly true for solo lanes like top and mid).

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