Competitive League of Legends will be getting a new Mid-Season Invitational (MSI) event which pits teams from the five major regions against one another. Teams from elsewhere in the world will be getting a separate multi-region event in which to duke it out.
The Mid-Season Invitational will take place in the period between each global region’s spring and summer split. If you’re not familiar with the terminology, splits are periods of weeks over which a number of matches are played between regional teams. It’s kind of like a football season and there are similar opportunities for promotion into the league from the Challenger series, relegation and player transfers.
Part of a miscellany of serious thoughts, animal gifs, and anecdotage from the realm of MOBAs/hero brawlers/lane-pushers/ARTS/tactical wizard-em-ups. One day Pip might even tell you the story of how she bumped into Na Vi s Dendi at a dessert buffet cart.>
For about as long as I’ve been playing MOBAs I’ve been aware of how monsters are portrayed in their game art. I love a good monster, just as I really like playing characters which fit different moods so when games seem to be holding back or skewing one particular direction I try to work out why and how I would change that. Here’s one of my ideas, plus some context.
Idea:
A Discworld MOBA would be a great idea, especially in terms of introducing more varied body types under the pronoun “she”. The point is not about losing busty ladies, but adding more diversity.
Article by James Chen
Another year, another preseason, and another storm of utter chaos as player-poaching, rules changes and hostile takeovers sweep the international scene. A couple years ago, just three teams doing player swaps would've caused consternation, but nowadays the frequency of trade almost makes one wish for a formal draft system so at least everything happens all at once instead of via piecemeal and rumor mills.
Well, that's not happening anytime soon. So here's what to expect in the coming year, where-ever you might want to expect it.
Oh, MakNooN. There was so much hype for Team Fusion, and they're still one of my favorites of the NA Challenger circuit, but they just couldn't hold it together under pressure. Sure, their players are individually great—you have no idea how happy I am that "Nientakill" Nientonsoh's back as AD Carry, where he should've stayed, or that we get to see "Do Dive" Maknoob chase nerds down with Poppy. That in North America? Yes please. I'll not just watch but actually cheer during the games.
If only they made it in.
Sadly, we live in a world where sheer charisma and top-lane style points don't win you nothin . You gotta actually beat teams to get in, and Fusion's got a choking problem when things get serious. Instead... well, CLG might have clinched 2nd at the last IEM, but it was a hollow achievement in light of both western circuits' massive roster disruptions, Dignitas is a full-blown mess, Coast can't stop embarrassing themselves with petty dramas, and nobody has the slightest faith in Team 8.
Are we stuck with another year of C9 vs TSM for top honors? Curse and Curse Academy (pending a name change and new sponsor) are potential spoilers, which any long-term North American fan knows is code for "will take 4th place again," though at least Quas, Piglet and Xpecial on Curse represents a core of talent strong enough to take seriously. And absolutely nobody has any idea what's going on with Team Impulse, other than that they were formerly LMQ. Though I did promise AD Carry Apollo not to make fun of TiP for until the end of the first week of the NA LCS now that he's sporting his awesome actual name instead of the nigh-unpronounceable WizFujiiN.
Maybe it's time to give the Challenger Series our fullest attention. Not only does the new circuit look like a promising way to foster talent, but Team Roar also recently returned from bootcamping in China, with the express intent of not pulling a CLG after all their efforts in learning the gung-ho ways of Chinese League of Legends. Roar vs Fusion? Hell yeah, that's watchable. Pass the popcorn.
Ryu in Millenium? Seriously? The guy that fought Faker to the most exciting best-of-five ever played on Summoner's Rift (OGN Champions Summer 2013, Grand Finals), and nobody in the usual top tier teams wanted him? In fact, the most remarkable thing about the EU LCS spring split is how hard it is to care about it. Rekkles on Alliance is a nominal upgrade sure (though I think Tabzz is unjustifiably mistreated by the public at-large in the exchange), but Alliance's gain triggered a cascading loss for Fnatic as their roster was outright gutted. Gone, too, is Gambit Gaming, with their recent IEM Cologne win less a demonstration of strength than it is a spotlight on just how badly shaken the western scene is after all these changes.
The European scene is now one where xPeke and Amazing are Challenger circuit players, and Darien doesn't get to make ridiculous hype videos anymore. How the hell is that fair?
But worry not. There is one reason to keep paying attention to the European circuit, and they are the Unicorns of Love! Are they the best team to ever grace the European circuit? Probably not (Moscow 5 might always hold those honors). Are they by far the most entertaining? Certainly for the spring split! Their unpredictable and dynamic gameplay, at sharp contrast to the low-risk approach of their regional peers, was rumored to have attracted even Team Liquid's attention, even despite the organization's apathetic history with League of Legends. Thankfully, to everyone s delight, they decided that the UoL moniker was too good not to go indie with.
Thank you, Unicorns. Fight on, Unicorns! Please keep Europe weird.
2014 saw the single most ruthless act of international rivalry ever witnessed in e-sports history, and the impact of it will be felt this year. China's wholesale purchase of Korean talent was impossible to miss—the scions of CCP billionaires saw two years of Star Horn Royal Club taking second against the Koreans and decided enough was enough. If they couldn't outright beat South Korea at a DOTA-esque game, where China's traditionally been the powerhouse region, they'll just neuter the lot of them. So out went the eyewateringly high, six-figure USD contracts, and in came almost literally the entire South Korean scene! Kakao, Rookie, Flame, and even their coaches—a wholesale purchase of the people that defined a world-class esports infrastructure.
Of course, whether it was also the single most expensive act of a cargo cult's left to be seen, because few if any of these high-profile talents speak a word of Mandarin. Now would be an excellent and profitable time to be a Chinese-Korean interpreter, but such a position surely wouldn't actually be allowed to take up space in a gaming booth at any tournament. The Chinese teams were beaten for top honors twice in a row due to fundamental differences in team play and strategy, not because of individual talents—the mass exodus of Samsung coaches might help, but the spring split's going to be full of bloopers in the meantime.
There's also the specter of seediness that has an unfortunate habit of trailing money of such magnitude. Rumors persist of cheated players, bait-and-switch contracts, and conflicts of interests over ownership. I got into e-sports in the first place because it was a delightful engine of narrative drama, and the LPL's got all the hallmarks of a crazy political thriller.
Thus began the second coming of Faker, long may he win. Amid the turmoil of the Chinese buyouts, SKT had been quietly making out-of-game plays of their own, cleaning house and currying favors. Though it was a shock to lose Impact, who had been a solid top laner even during the Season 3 World Champions' ignoble decline, Kkoma's continued trust in jungler Bengi proved much wiser than his critics (and, admittedly, myself) given his breakout performance during the preseason games (what a Lee Sin!). And with both PawN and Rookie gone for greener pastures, there is literally nobody left in mid lane that can hold a candle to Faker—certainly not as consistently.
So SKT's sitting pretty, though at the cost of some of what made the Champions such a great circuit for the avid enthusiast to watch. But the long-term prospects for the region might actually be better than it was before. Much of the China buyout was entirely the fault of stingy chaebol purse-strings: the Korean e-Sports Association primarily represents the corporate interests of the region's pseudo-monopolies, and could have probably matched China bid for bid per player, but instead allowed themselves to get egged in the face as it came to light just how little they were paying even their esports superstars.
Now, the negotiating powers are on the other side, with Korean Challenger players more enabled to enact terms to these corporate teams. Furthermore, with Riot now providing a baseline wage per player, the KeSPA stranglehold's got a very interesting crack in its defenses. The HUYA Tigers, hilariously a continuation of Chinese money taking over Korean esports, are actually a case study in Western esports methodology, where the baseline wage system now in place makes it feasible for them to attempt full-time play without depending on chaebol backing, and the ability to court non-endemic sponsors on their own terms.
If they're even partially successful at pulling a TSM on Korean soil, then the summer split is going to be very interesting indeed. The circuit is scheduled to expand then, allowing in more teams past the seeded KeSPA ones. Is it possible to go indie in Korean sports? The clock starts ticking for these ex-Najin players to prove it as the spring split approaches.
Here reigns the Taipei Assassins yet again, still kings even in a crueler kingdom. Though the return of former world champions Toyz and Stanley to the forefront of the region's competitive scene turned a few heads, with them now fighting under the Hong Kong Esports banner, they are most definitely the underdogs once again. Their former team's turned from five scrappy players into a formalized fighting engine recruiting Chawy, Winds and Lupin was very much a cold-blooded business transaction, and one that's paid off in the form of as-yet unmatched competitive excellence.
At least at home. Even Chawy couldn't help but publicly express disappointment when Morning was selected to start over him last Worlds, where his passive performance unsurprisingly led to Chawy taking over the slot soon after. Finding a winning formula in Southeast Asia: easy, and even traditional for the team. Finding one for the world: well, now, isn't that the multimillion dollar World Championship winning question? And excepting that lucky break in 2012, they've consistently failed to find an approach, much less an answer.
But maybe the answer is in having a decent rivalry—and not just with AHQ's incredibly talented Westdoor and Greentea, but an entire region and entire season's worth of rivals that forces them to fight without slack. They might get to fool around against teams like the Manila Eagles, Insidious Gaming, or other Southeast Asian names, but Maple and SwordArt of the Yoe Flash Wolves will flay them alive if they don't keep up a minimum level of respect.
Bold prediction: for the first time in their three-year history, the Bangkok Titans will actually do well. The long-suffering Thai team is nigh-unrecognizable from even just a year ago: mid laner G4 and AD carry Lloyd have established something that actually resembles high-level teamplay. A first for the team, and a promise that the circuit might be worth the occasional gander even after the Taiwanese powerhouses have gone off to do their own thing.
Doing well isn't the same thing as winning, though, as the Taiwanese teams are pretty much outright replaced by the Vietnamese contenders. The roster shakeups have disrupted some of the carefully designed synergies in the Jokers as cultivated under coach Lee In-cheol, though that doesn't necessarily mean that they'll suddenly be losing to Indonesian and Malaysian rivals.
It also, sadly, doesn't mean that the "new" GPL structure's going to earn any more respect. The region's in for a rough year—as far as the international scene is concerned, they don't rightly exist. May they prove us otherwise.
Watch out for the Brazilians and Australians. If 2015 is to be defined by anything, it'll be by their ascending stars. While it'll take most of the year for them to settle into a groove, their communities are champing at the bit for international recognition. CBLoL is already producing some amazing rivalries, while the upcoming Oceanic circuit has put their pride on the line, and nobody messes around with an Aussie's honor. Turkey, too, is getting their acts together to make a serious go of things.
Is a year with a regular circuit enough to take them from dismissed Wildcard region to an actual part of the international discussion? They're eager to find out, and even more eager for the opportunity to do so. Most importantly, they'll have the chance to do so, if rumors of an increased international events schedule hold to be true. Was IEM Cologne, and the upcoming IEM Taipei, a precursor for more inter-regional skirmishes? Now that the LPL and OGN schedules are synched up with the LCS, there are these weeks-long blocs in the regular season where regions can meet up and hash out whose approach to the 2015 metagame's actually correct.
That would be a really great way to build up rivalries for Worlds next October. Rumor or not, this should absolutely happen.
It could be because I'm getting old, but academic institutions rewarding students for playing video games still feels like a concept torn straight from Back to the Future. But it's happening: the University of Pikeville in Kentucky will offer 20 scholarships for high level League of Legends players when the semester commences in Autumn.
Pikeville isn't the first college to do so, with Chicago's Robert Morris University introducing a similar scholarship last year. While plenty of colleges and universities compete every year as part of the Collegiate StarLeague, few actually offer scholarships based on League of Legends performance.
"It will be a regime a lot like athletics," the college's New Media Director Bruce Parsons told WYMT TV. "They'll have to have a certain GPA (grade point average). We'll look at them like student athletes. There will be practice time and video time when they have to study other teams for upcoming competitions."
The move is part of the mainstream's ongoing embrace of eSports and, in particular, MOBAs. ESPN broadcasted last year's Dota 2 International tournament, which was popular enough for one source to claim that the network intends to "double down" on its eSports coverage.
Making the internet a friendlier place for League of Legends may be Riot's most ambitious project for the week, but it's not the only thing the studio is getting up to. It's also announced that it will award a "classic Mystery Gift" to anyone who managed to get through 2014 without being a jerk.
Did you manage to get through all of last year without a chat restriction, ranked restriction, 14-day ban, or permanent ban? Then you, my friend, are eligible for the reward. "Don't be a dick" is a pretty low bar as these things go, but luckily it's not an indication that League of Legends is some festering hate-pit of inhumanity: In fact, as of November 2014, 95 percent of players had never been punished for any sort of bad behavior.
There is one other catch however: You'll have to be level five or higher, and there must be a minimum of ten skins you don't own. If that's you, then you're in—and if you're not in, maybe you should think about making some new resolutions for 2015.
In an effort to address network issues, particularly ping issues on the East Coast of the US, Riot is in the process of building a dedicated direct network for League of Legends players.
The work is already underway and is something Riot has been talking about for a while but it’s come back on our radar now as Riot brand strategist Charlie Hauser did a little forum Q&A to explain more about how the process is going and the current timeline.
The first part of the North American server overhaul process involved setting up new NA server infrastructure for the end of November 2014. The current project is all about optimising the connection players have to this network and means working directly with ISPs in the US and Canada. The final part would be finding a new location for the servers.
The great thing about the internet is that I just have to plug in a couple of cables and it works without any need to understand why it works. That is, unless it stops working, in which case I can pace angrily across the room until it starts again. It's pretty magical.
But some people not only understand how the internet works, but want it to work better. Based on Riot's latest announcement, you can count them in this latter category. They've got a plan to make League of Legends faster and more stable for its players—in the US and Canada, at least.
"Currently, ISPs focus primarily on moving large volumes of data in seconds or minutes," explains Riot's 'Ahab' on the LoL forum, "which is good for buffered applications like YouTube or Netflix but not so good for real-time games, which need to move very small amounts of data in milliseconds."
In addition, ISPs can bounce around the country, rather than running directly to its intended destination—raising the user's ping even if they're in relatively close physical proximity.
The solution? Rather ambitious. "We re in the process of creating our own direct network for League traffic and working with ISPs across the US and Canada to connect players to this network."
According to Riot, that network could be ready as early as March. After that, it will be a case of getting the agreements in place with ISPs.
Should it work, Riot expects to see "less ping time, less network packet loss, and more stable connections." For more, you can see the full forum post and subsequent Q&A session here.
James Chen writes about the competitive and casual sides of League of Legends each week in Rift Remarks.
Article by James Chen
At times, the name of a genre can be a debacle all unto itself. It was obvious why Riot Games went with the MOBA moniker for League of Legends—even as "Multiplayer Online Battle Arena" is a mouthful of generic and nondescriptive marketing crap, at least it didn't outright advertise its competitors like "DOTAlike" or "DOTA-esque" would've done. True, the histories of either games and all of its kind are clearly traced back to the original Warcraft 3 mod (itself tied back to StarCraft's Aeons of Strife), but the stupidest thing a company can do is give free publicity to its erstwhile rivals, and Riot's genre rebranding's largely done the intended job.
There's an alternative term that's getting increasingly slung around, though, that might be a much better description of what this genre's fundamental gameplay actually is. The term "battle arena" implies that the genre's centered around combat mechanics, and the name "Defense of the Ancients" implies a passive win condition and gameplay focused around efficiently weathering attack.
Both give newcomers a false impression. You don't win by fighting all the time—not directly, anyhow. You don't win by sitting back and reacting to the opponent. You win by pushing the lane, stomping your muddy boots all over the map, and hammering your steel-shod toes against the enemy base. This is a Lane-Pushing Game, and the proof of it is hard-baked into its design.
In League of Legends case, the 2015 update was explicitly tuned with this in mind. The new and updated items are all deliberately or implicitly designed for map control. In fact, it's hard to be more obvious than by looking at the new Elixirs.
Elixir of Fortitude and Elixir of Brilliance have been replaced by a set of mid/late game consumables:
Traditionally, elixirs have been a late-game afterthought—their relatively high cost and impermanence might win you the next immediate fight, but at the cost of setting players behind opponents who ve saved up for permanent items instead. The new elixirs are even more expensive, unfortunately, and cannot be stacked on top of each other—yet the relevance of at least half of them will likely determine the quality and strategies of next year's competitions. And that is because their intended purpose largely mitigates the disadvantages of their predecessors.
What's a team going to do when their entire front line of turrets are down? Not a whole lot. When we talk about map control in lane-pushing games, we're talking about where a team and player can safely operate—at least at the start, the enemy team isn't going to encroach upon your half of the map too often, as the static turrets on your side will make mincemeat of them if they press the issue too far. Turrets don't regenerate or respawn, at least not in most games of the genre (Dawngate, now defunct, is the lone exception I know of), making their demolition of the highest priority: once a turret's down, the surrounding area of the map's at best a no-man's-hand now, with a ganker around every corner and an ambush in every bush.
Thus, the new elixirs directly write the 2015 playbooks: statistical gain is less of a priority than territorial loss. The bonus turret damage from Ruin and Sorcery makes up for the delay on finished items—as does the global increase to base stats gain—and a team that's put on its back foot isn't going to keep you from farming off the deficit anyhow.
In fact, it's hard to pinpoint any categorical changes that weren't intended to throw an almost obnoxiously bright spotlight and emphasis on lane-pushing strategies. In the case of respawning objectives: both Baron Nashor and Dragon's been changed to emphasize damage on turrets and increase in minion DPS. In the case of the jungle revamp: the vision control granted by killing large jungle creeps heavily encourages invasive play so as to further deny territorial control to the enemy team.
Even in the case of the inbound jungler items: contextualizing them with the jungle changes makes it clear that they, too, are focused on territorial control. They're either designed to set vision control in a hurry, by demolishing the Scuttle Crab or Wolf camps on your side as soon as possible, or wrest control away by Smiting off the enemy side camps while the opposition is busy elsewhere. There are also "dueling" versions that help a bit with ganks, but given the overwhelming mechanical influence on territorial control, I see them being used much more often as means in which to fight back the opposing jungler's impertinence.
Now, that's fine for the professional-tier players, coaches and analysts, who have had an interesting time revamping their playbooks and approaches, but what does it mean for us humble grunts in the solo queue trenches? Does it benefit us at all?
Well, hopefully. It's written on the walls, scribbled into the tooltips, and highlighted repeatedly by the game's design: gold is fine, kills are dandy, but the only way you're gonna win this game is if you push the lane. Newcomers to the game in the 2015 season, and especially those reaching account level 30 for the first time, will at least have all these new tools on hand that beat them over the head with the true nature of this game. This isn't a "battle arena"—the purpose of the game isn't go hunting for elusive pentakills. You can die a dozen times and all mistakes are forgiven if you're the one that sneaks into the enemy base and puts that last hit on their nexus.
It's a good lesson to teach. We'll see how effectively it's been taught when the ladder resets in a couple months.
League of Legends' huge prize pool haul for its 2014 World Championships has been surpassed, with Hi Rez Studios' Smite bringing in more crowdsourced dollars for its own World Championship.
At the time of writing the prize money sits at $2.14 million, the third highest tournament reward in eSports history, but it'll certainly be higher than that by the time the Smite World Championship rolls around.
Admittedly while Smite has smote League of Legends' record haul ($2.13 million), it's still a ways off Dota 2's The International fund, which this past year hit a frankly absurd $10 million.
The Smite World Championship takes place January 9-11 in Atlanta, Georgia and will see the world's best eight Smite teams face off.
First place takes home 50% of the pool, second takes 20%, third 15%, fourth 10% and fifth to eighth all get 1.25% apiece. So regardless of where a team finishes, they're getting at least $26k. Sweet.
You can still make that prize pool go even higher by contributing - otherwise known as 'by purchasing Odyssey items for exclusive rewards'.
Or you can just sit back, slack-jawed at the amount of money on offer. I'm probably going to do that.
As part of its winter Snowdown event, League of Legends has introduced new game mode The Legend Of The Poro King for a limited time.
Legend Of The Poro King takes place on The Howling Abyss single lane map (as you’d expect given that’s the poros’ natural habitat). The twist is that each player now has two poro accompanying them into battle. Poro in case you were wondering are those tribble-y looking balls of fluff and horns bounding about.