Vladimir got his legendary skin, announced with a trailer. Finally a decent Vladimir skin that will please the players. Personally, I don't prefer playing with Vladimir, but he's often a serious challenge (or a total feeder, it depends). The skin looks great, anyway.
iGoMid
A blog, mostly, about League of Legends
Wednesday, November 23, 2011
Blood Lord Vladimir Unleashed
Vladimir got his legendary skin, announced with a trailer. Finally a decent Vladimir skin that will please the players. Personally, I don't prefer playing with Vladimir, but he's often a serious challenge (or a total feeder, it depends). The skin looks great, anyway.
Upcoming champion: Volibear, the Thunder's Roar
Friday, November 18, 2011
League of Legends hits 32 Million Players
Torchlight 2 next year?
Yesterday, the release date was postponed again, probably sometime in 2012. Read the official announcement from Travis Baldree:
"So... where is Torchlight 2? Didn't you guys say that you were planning to try to release this year?"
Well, yeah. We did - and we made a good run at that. We've come to the realization, however, that getting a game of this scope up to the quality and polish level we want to achieve is going to take a little longer; especially since we want to run a small beta before release to ensure that our launch is smooth.
The first Torchlight was released in record time, but it had plenty of issues that a little more development could have resolved. We didn't have the resources at the time to give Torchlight that treatment. Right at this moment though, we do have those resources for the sequel, and we feel strongly that we should apply them to make this the best game we can make and hopefully one that you'll enjoy and continue to want to play in the future. We've probably had 18 months of full development time on it so far - not excessively long yet, as far as that goes. The amount of time we need to take it the rest of the way is relatively small.
We feel pretty safe in saying that if you enjoyed Torchlight at all, this sequel is superior in every respect. Right now our job is to ensure that the quality level is consistent all the way to the end.
Besides, you're all playing Skyrim right now anyway, aren't you? Or Battlefield 3? Or Uncharted 3? Or Saints Row 3? Or Arkham City? Or Skyward Sword? Or Minecraft? Or Modern Warfare 3? Or Dark Souls? Or Assassin's Creed Revelations?
Those are awesome games. When Torchlight 2 goes live, we want it to be awesome too - all the way through.
I kinda hoped that I would be able to play Torchlight 2 this year.Thursday, November 17, 2011
How To Win A Dominion Match
The main strategy for winning a Dominion match is of course, capturing the points. There are five capture points on map. The more you control, the fast you will win the match. Let me give you some very, very basics tips on How to win a Dominion match.
- In order to win, you need to capture points. At least three. So, one of the basic goals is, of course, to control even one more capture point, than the enemy team.
- A good practice, or a standard formation is this next thing now. One player captures the bottom point and holds the lane, while the four other players are rushing top. The middle point is captured by one player as well, who will join the other three at the top capture point. The fight is usually going on at the top at early game, so 4v4 team fight is better than 3v4.
- Map awareness. This one is a must. Even though you will run across the map more often, always keep an eye on what your team already captured and what might need a defense. Try to respond to the pings and don't go 3v1 in an already won lane/capture point, while you're losing what you already have.
- Use the Speed Shrines. They've put them there for a reason and sometimes you will need to move faster.
- The Greater Relic also needs to be captured at some point of the game. Sometimes, someone else will need it more than you do. Perhaps a tank who might be the last chance to save a capture point. Don't be selfish and if you don't really need it, give it to someone else. Also, don't be selfish capturing the Health Relics, as well.
- Quests are also beneficial things to do in Dominion. When your team gets a quest, try to focus that quests, but don't forget about your other capture points. Games are lost when the team is concentrating only on their quest.
- Don't count kill. The main idea of Dominion is capturing points that will win your match. Don't just run around killing enemies without a purpose. Teamwork here is even more important than the classic game.
Tuesday, November 15, 2011
Masteries in Season Two + Summoner Spells
The Summoner Spells are also getting some changes and nerfs. See the full list below:
- Clairvoyance
- Cooldown increased to 70 seconds from 55
- Improved Clairvoyance increases duration by 2 seconds, down from 4 and no longer reduces the cooldown
- Cleanse
- Now cleanses summoner spell debuffs such as Exhaust's movement speed and damage reduction and Ignite's damage over time
- Cooldown increased to 210 seconds from 150 seconds
- Improved Cleanse no longer reduces cooldown, but now extends the secondary disable reduction buff by 1 second
- Exhaust
- Duration reduced to 2.5 seconds from 3 seconds
- Improved Exhaust no longer increases the duration
- Flash
- Cooldown increased to 265 seconds from 255 seconds
- Range reduced to 400 from 450
- Fortify
- Removed
- Garrison
- Now usable at Summoner Level 1, down from Summoner Level 4
- Ghost
- Now improved in the Offense Mastery tree instead of Utility
- Heal
- Heal amount per level increased to 25 from 20
- Improved Heal no longer reduces the cooldown but now increases the amount healed by 15%
- Promote
- Added to Summoner's Rift
- Promotes the nearest allied siege minion, increasing its attack range, health, armor, and magic resist. 180 second cooldown base.
- Improved in the Utility tree - Improved Promote increases the defensive bonus stats of promoted minions by 15%
- Now usable at Summoner Level 8 (on both the Crystal Scar and Summoner's Rift), up from Summoner Level 1
- Rally
- Removed
- Revive
- Health bonus upon reviving is now innate to the spell (as opposed to requiring Improved Revive)
- Improved Revive now grants a 125% movement speed increase upon revival (Improved Revive no longer grants a 225% movement speed increase)
- Smite
- Now improved in the Defense tree instead of Offense
- Improved Smite no longer reduces cooldown but the gold gained on cast is increased to 10 from 5
- Cooldown reduced to 70 seconds from 75 seconds
- Surge *New*
- Empowers your champion, increasing ability power by 10-78 (depending on level) and attack speed by 35% for 12 seconds (220 second cooldown)
- Improved Surge increases the attack speed bonus to 40% and ability power gained by 10%
- Usable at summoner level 1
- Teleport
- Summoner's Insight no longer reduces cooldown