The preseason is live, and with it the changes to the marksman itemization. So far the role has been much more enjoyable compared to season 5, where even popular marksman streamers such as Gosu avoided playing this role at times.
But is the role any more powerful since the rework?
First, the facts – most of the AD Carry items have been nerfed in stats. Examples include Infinity Edge (80 attack damage taken down to 65), Phantom Dancer (55% attack speed to 40%) and statikk shiv (proc damage went down from 100 to 30 – 100 depending on level). On top of that, item prices went up by 100-200 gold. In other words, it now takes longer for marksmen to become relevant in the game.
On the other hand, the summoner spell “teleport” has also been nerfed, having its cooldown increased from four minutes to five when used on towers, causing players to opt for “ignite” rather than teleport, effectively leaving marksmen alone with their supports to battle for lane dominance. No longer are they taken by surprise in a 5v2 fight.
The marksmen have also received new items and a few item reworks. The Rapid Fire Cannon is a great tool for short range carries, as it gives them extra range on their attacks. The Essence Reaver not only provides mana, but now also grants cooldown reduction equal to the amount of critical strike (now halved in patch 5.24). This is a welcome rework in the eyes of caster marksmen mains, who will enjoy using their abilities much more often – we’re already seeing Lucian a lot more often on the rift, than we did in season 5 when he was just a niche pick.
Overall, it looks like bottom lane will now be more dependent on player skill and mechanics, rather than map awareness, as you no longer need to watch out for people with teleport. The item changes allow some of the long forgotten marksmen, such as Ezreal or Lucian to see some light again.
As a marksman player, I definitely think that, although we do not have as much power as we did in season 2, the preseason changes are a step in the right direction, minus the decrease in stats on our items.
#5 Fnatic vs Invictus Gaming – The “Opener”
The very first game to be played at WGS. Fans expected the game to go either way, as both teams are more or less equal in skill. However, the match quickly snowballed in favour Fnatic, and eventually Invictus Gaming surrendered 20 minutes into the game. The pace at which this match played out was refreshing, as most regions are used to a passive playstyle where not much happens in the first 15 minutes. In short, for a week opener, the match between Fnatic and Invictus Gaming undoubtedly delivered.
#4 Counter Logic Gaming vs Flash Wolves – The “Guessing Game”
Given CLG’s performance in the second half of the NA LCS Summer split, most people predicted a quick win for CLG. However, due to Zion’s and Aphromoo’s underperformance early in the game, the match dragged on for just over 41 minutes. Flash wolves gained a lead 10 minutes into the game by camping ZionSpartan, and then proceeded to advance themselves through a series of CLG’s misplays and outrotations, as seen 32 mins into the game where FW claim baron and proceed to push midlane.
Everything looked bad for Counter Logic Gaming… Until their team composition kicked in.
By combining a late game carry (Jinx) with a beefy frontline (Gnar, Alistar) and Pobelter’s (Lulu) ultimate, CLG managed to turn the tables in their favour and close out the game –In an unexpected way, to say the least, as Flash Wolves’ AD Carry Kkramer (Tristana) got caught by Xmithie’s (Elise) cocoon, despite having both summoner spells up as well as Rocket Jump. Although CLG were steadily claiming control over the game’s momentum, it was Kkramer’s death that made FW lose.
I’m putting this match on the 4th place is because it was pretty much a guessing game. No one at the time could tell if CLG would come back or not, particularly the way Kkramer got caught out of position.
#3 SKT Telecom T1 vs Edward Gaming – “It’s all Marin”
It could be said that EDG were giving their fans hope thanks to early dragons, which made it look like they’re quickly gaining advantage. However, a quick look at both teams’ compositions shows that the hope was false, because it is obvious that EDG’s main focus was surviving until late game, while SKT were looking to teamfight as soon as possible.
While EDG’s plan wasn’t exactly bad, they did fail to meet certain criteria in order to pull off their team comp – that criteria being the vision control.
The one thing that EDG wanted to avoid were the teamfights; here, SKT clearly outmatches them with their champion picks, featuring Sivir, Ryze, Renekton and Braum, who provide massive AOE damage and mobility. To do that, EDG needed a lot of wards (which they were lacking) as well as sweepers (SKT had roughly 12 wards on the map at all times, which was enough to catch them offguard). Had EDG controlled the vision, they would have easily been able to outrotate SKT and reach their nexus. Instead, they were forced to contest objectives – and that led to teamfights, which ended up being EDG’s downfall.
Overall, EDG had the potential to win the game by simply outrotating SKT, but because they tilted and lost control of the vision around the map, they became easy pickings for SK Telecom T1 – Marin in particular, who ended up with a 10/0 score by the end of the game.
#2 Origen vs LGD Gaming – “xSoaz!”
Most people on Reddit are amazed with xPeke’s performance in this game, but let’s be honest – who the heck expected SoaZ to backdoor the enemy nexus with Vladimir?!
Honestly, this game was one big roller coaster. For the first 30 minutes of the game, LGD Gaming have been steadily building up their advantage. Nicely fed Imp? Check. Early towers and dragons? Check. KDA Advantage? Check.
So then, why did LGD, who were supposedly one of the most menacing looking (performance wise) teams out there, lose to Origen? I’m looking at the highlights of the game on Youtube, and I see a certain pattern in this match – as soon as the game reaches a 30 minute mark, LGD become complacent, confident of their ability to win the game. And that’s why they begin to misposition as well as hesitate in their decision making, as evidenced by a well executed xPeke’s (Orianna) ult, and LGD Gaming dancing between dragon and baron, deciding on whether to defend one or take the other. At this point I assume LGD lost momentum, and had such a hard time focusing on the game, that they hardly saw SoaZ approach their nexus from botlane, because they were so busy contesting baron. All of the above allowed an easy backdoor on LGD’s base, and eventually their defeat.
On a side note, I would also agree with what Saintvicious said about the pick and ban phase – Acorn (LGD) picking up Malphite looked good on paper, but in reality this champ’s playstyle is too linear and predictable to pull out on an international tournament.
#1 Cloud 9 vs Fnatic – “EU vs NA!”
Let me just tell you straight away that this game is probably the most difficult to talk about. It was clear from the beginning that FNC are better at rotating than C9, as seen by LemonNation dying in… unusual places, including the tier 3 top tower, right at the core of the enemy base. It was also clear that Lemon wasn’t exactly playing at his best. His Morgana pick was the key to success, and although C9 did win in the end, their early game looked underwhelming due to Lemon getting caught in various places or shielding the wrong targets.
The baron fights were also key; I found it bizarre that Cloud 9 tried to take down the baron when it was clearly warded by Fnatic – heck, they could see it right next to their pink ward, and yet they didn’t take it out. Hence the baron got stolen by FNC, giving them a huge lead.
However, the tables turned when the exact same situation happened a little later in the game, except it was Fnatic taking down the baron, and Hai managed to steal it. Thanks to that, Cloud 9 managed to kill the dragon for extra bonuses, force a teamfight (in which Balls scored a pentakill) and effectively finish the game. A huge comeback from Cloud 9 turned the game into the most entertaining game to watch in week 1, thus the first place.
We conducted a survey to find out what people’s main role in League of Legends is.
According to statistics shown on Forbes, sixty eight million people play League of Legends per month as of 2014. Chances are, most of these people have their preferred role. But which of them is most frequently chosen? Which gets the least love?
There’s a total of 234 votes, according to the survey we conducted on Reddit.com/r/leagueoflegends. The results are as follows:
- 61 people (26%) voted support as their main role.
- 43 people (18%) voted marksman as their main role.
- 38 people (16%) voted top lane as their main role.
- The same amount of people voted jungle as their main role.
- 35 people (15%) voted mid lane as their main role.
- Only 19 people (8%) said they would rather fill and have no real preference as to what they like to play in League of Legends.
Those who voted support say that “Support is by far the best role in the game. Every other role has a specific task that needs to be accomplished and a rather narrow method to get there. As support your job is the win the game by any means possible. This might mean building a locket or a banner. A Zeke’s maybe. After Sightstone and your gold item, you have so many options. Every game as support is different. You rarely have the same build path. And you have a unique impact on the game since you don’t usually do a lot of damage. And you don’t get focused in fights so you have the freedom to make impact plays without worrying because if they blow 3 important cooldowns on the member with the least gold, you’ll probably win the fight.”
Those who voted marksman say “I want to be babysat to go full lategame!”
Those who voted jungle say “jungle master race reporting in.”
Those who voted mid say “it’s just easiest to carry 1v9 when you play some poky TF mage”
Those who voted top say “I like top lane since there are not that many people that are playing and I love jumping in fights just not giving a single damn, and just stand there getting focused.”
We conducted a survey to find out for what purpose people play ranked in League of Legends.
According to statistics shown on Forbes, sixty eight million people play League of Legends per month as of 2014. A good portion of that takes part in League of Legends’ ranked ladder. But what is it exactly that people play ranked for instead of normal?
There’s a total of eight hundred and ninety eight votes, according to the survey we conducted on Reddit.com/r/leagueoflegends. The results are as follows:
- To climb as high as I can (42%, 381 votes)
- For fun (35%, 313 votes)
- To become a pro (14%, 126 votes)
- Other (5%, 48 votes)
- To become a coach (3%, 30 votes)
Those who voted “To climb as high as I can” say that they “want to be the best”, “get to Master tier, because that’s when I can rest in peace saying I am good at this game” and “want to feel a sense of achievement and progression”.
Those who voted “For fun” had similar answers, saying “I just want to have fun and get better” “To get laid” “For me, it’s the same mentality you’d have on an after work volleyball club.”
Those who voted “To become a pro” say “To be another Faker” (For those who don’t know, he won the League of Legends wold championship twice, in season 3 and season 5), and “to reach Challenger/LCS”.
Those who voted “Other” say that they “want to get good enough to play with popular streamers and perhaps duo with them”, “I would love to work for Riot as a developer, and climbing would also be a resume booster for any QA positions I will apply for in the future” and “to make money off of it, whatever method works”.
And finally, those who voted “to become a coach” say “I wish I could apply for a coach position one day, the way I understand it you have to be at least diamond and have some kind of experience so…”
It appears that the competitive aspect of League of Legends tends to draw people in the most, but does it compromise the fun part about the game? The answer is no.