Yearly Archives: 2011

Spaniard Blend Releases First Development Diary of Anmynor

Spaniard Blend Releases First Development Diary of Anmynor

Spaniard Blend presented today the first Developer Diary of Anmynor, its first title, that will be launched the next spring.

The command of an indivisible unit of 5 golems and the possibility of combining the different parts of the golems (head, torso, arms and legs) with the 5 elements of the runes (water, air, earth , fire and darkness) will be two of the main features of the game.

The player will be able to customize their golems completely, since the game will offer more than 62,000 different ways of combination.

Spaniard Blend will present Anmynor the forthcoming week at the GDC (Games Developers Conference), that is going to take place in San Francisco.

OnRPG Exclusive: Grand Chase’s New Character “Zero” Revealed!

OnRPG Exclusive: Grand Chase’s New Character “Zero” Revealed!

By Michael Sagoe (mikedot), OnRPG Journalist

 

SG Interactive is keeping the world of Grand Chase fresh and exciting by revealing a brand new character, and OnRPG has all the details in this exclusive interview!

 

Many years ago while the Ancient Demons battled, a swordsman mysteriously appeared. Wielding a strange magical blade, he joined the fight and turned the tide of battle. As time went on, his lust for destruction grew and he went into a frenzy. In the end, the Ancient Demons were destroyed and the swordsman nowhere to be found.

 

Now a wanderer has appeared. He carries with him a strange sword that seems to have a life of its own… He goes by the name of Zero.

 

OnRPG: What is the story behind Zero and his living sword?

SG :  He definitely has a mysterious background doesn’t he? Well… Zero is a demon, found to be the only soul strong enough to best the ghost in the blade, an ego strong enough to bring Ancients down to their knees. Impressive, right?

 

Bloody Zero Reveal

OnRPG: How does Zero handle in terms of learning curve? Will he be easy to learn, yet hard to master?

SG: Basically! Much like our other characters, anyone can pick up and play as Zero without difficulty; but if a player is willing to invest more time they’ll find hidden depths. With the dual stances and AP attack powers, Zero has many avenues to victory. With his multiple strategies, Zero can be very unpredictable in the endgame.

 

OnRPG: Now Zero does not use mana like most of the other Grand Chase heroes. Instead, he uses AP, like Dio, one of the more recent characters.  Any differences between how Zero uses AP compared to Dio?

SG: Zero’s AP regenerates much like Dio’s; while they have different skills and abilities, the basic use of AP remains similar. The major difference between the two characters is that Zero can switch stances, which changes what skills are available.  How the character plays when using the Sword or Defense techniques varies drastically. 

 

Bloody Zero Reveal

 

OnRPG: Would you say that performing skills with Zero will be similar to Dio in terms of execution, or will they be completely different?

SG: Because Zero is unique with the two stances, he will play differently – in the hands of the right player, that is. You can bring in some strategies from Dio but don’t expect him to flourish if you do! Zero is unique and has his own strengths that can be harnessed.

 

OnRPG: How will this new character stack up in PvP? Will he become a character that all the pro players would want to main?

SG: If you want a diverse, interesting character that has his unique fighting style and variable game play standards, then of course. But then again, it depends on what the player is looking for. In terms of popularity, the players are already clamoring about the “new character”, but like other variable-stance characters, the pros will have to take a step outside of their comfort zone to truly master Zero’s tricks.

 

OnRPG: Lastly: When will Zero become playable?

SG: Zero goes on Presale March 1st with a limited bundle which includes bonus items. Expect him to be playable March 8th!

 

OnRPG: Thank you for your time!

SG: It’s always a pleasure!

Be sure to check out the exclusive reveal trailer below!

Zero Trailer


For more information on Grand Chase, check out our Grand Chase profile page!

DC Universe Online February Update – The Cat that got the Cream

DC Universe Online February Update – The Cat that got the Cream

By Stephen Boyd, OnRPG Journalist.

It was hard to go into work this morning. Not because I had to get up at six in the morning and walk the dog first, but because I knew that the *ahem* Valentine’s Day update for DC Universe was finally coming.

One fidgety work day later and I was on my way home. I raced through the door and checked the PC. Yes, update complete!! Excited, I logged in and instantly noticed things were different. Logging in took about 10 seconds and my communicator had tasty new missions to run.

The first? Oracle had news that Catwoman had been spotted in Gotham and Willy the Snitch had the lowdown on her movements. And so the game was afoot. My first task was to track down the Feline Fatale herself; apparently Willy had heard she was seen in the Otisburg district of Gotham.

So off I flew to Otisburg and suddenly, my minimap lit up with dozens of green diamonds, signifying the presence of a vast battalion of heroes all searching for Ms Selina Kyle.

While it was fantastic to see the zone so busy with players, the only drawback was every time I got within a whisker of Catwoman, she had already spoken to a hero and then disappeared. After a few close calls, I managed to corner her and progress to the next stage of the mission.

 

DCUO Cat Woman

Catwoman then tells you that the Gotham Museum has taken possession of some rare Egyptian Gems. Rare Egyptian Cat themed Gems at that. What is a girl to do? She promptly vanishes into the Gotham night and you are left to track her to the Museum and attempt to retrieve these cursed gems and rescue the hapless curators and guards that have been transformed by the artefacts.

These four gems have to be restored to the statues they belong to in order to break the curse and lift the spell. Queue four miniboss encounters and an army of Jaguar Warriors, Tiger Lords and Cheetah Ladies. Each of the bosses has their own gimmick; one releasing a vicious stun/knockdown, one with a nasty area of effect blast, and so on. One cute little touch was upon battling the Lion bestiamorphs you free a pack of Lion Cubs that then follow you around and assist as much as they can. If the adult cat people are guards and curators, I can only assume that there was a school field trip visiting the museum that got changed into the cubs. I certainly hope the parents red the waiver they signed to go on that field trip!

These fights do not really deviate much from the norm in DC Universe Online and I found them fairly easy to run through solo. Once you have defeated the bosses and restored the gems, Catwoman becomes possessed by the Cat spirits and, in a nice little touch, you must defeat her nine times to complete the encounter.

Finishing the battle and releasing Gotham’s premier cat-burglar from the thrall of the cat demons nets you a couple of Marks of Allegiance to purchase your Tier One armour and a few nice loot drops along the way.

There are also two new Collections to complete during this mission. One is an audio log from Catwoman describing some of the finest ‘trinkets’ she has purloined in the past. The other is by the Museum Director describing the history of the cursed gems. Completing both of these Collections nets you enough Feat reward points to get you well on the way to an additional Skill Point for your character.

Along with new content, two new armour types are also available for players. While I did not see any of this new armour drop in the missions and instances I ran today, I did hear from a League member (Guildy for you old school MMOers out there) That he had received to parts of the Cat Burglar outfit while roaming Gotham. While two new armour sets may not be a lot, all new clothing items are great to see and will help to add a little more personalisation and individuality to the populous of Dc Universe Online.

Cat Burgler Gear Set

While the new content is more than welcome, I would have liked to see some more group specific missions added in this update. As I mentioned in one of my earlier features on DCUO, once you reach level 30, all the missions you have run previously in the game open up with higher level enemies and thus a ramped up difficulty curve. These level 30 missions are solo only and can be quite testing. Allowing groups to enter them would perhaps have given the game a little more of an MMO flavour, something DC Universe is still lacking, in my opinion.

There have been a few multiplayer additions in the February Issue of Content.
Booster Gold, that lovable rogue and the voice of the exploration missions early in the game, has fallen for the embodiment of love herself, the goddess Aphrodite.

He implores you to travel to The Temple of Aphrodite and involve yourself and three teammates in the battle between two avatars of Aphrodite; Scorn and Devotion.

Here you must collect hearts and defeat the enemy cherubs that will try to stop you. And for little fat guys in nappies, they are kinda tough.

Along with this four player mission a new Duo has been introduced as you and your sidekick take on the Venom enhanced monster that broke the Batman’s back, Bane.

Along with content, this update carried with it a hefty patch that has resolved many of the issues that plagued the heroes and villains battling it out on the streets of Gotham and Metropolis.

While the game certainly seemed to be running better after patching, I think I will withhold judgement on the effectiveness of the fixes until I have been in a few more successful instances.

RIFT: The Melting Pot MMO

RIFT: The Melting Pot MMO

By Nic van ‘t Schip, OnRPG Admin

 

 

A couple of weeks ago our very own Bryan spoke to Simon Ffinch, Design Director at Trion Worlds about RIFT. It’s a very informative interview with some solid information and I highly recommend you read it all but there is one particular topic I want to focus on in this preview:

 

OnRPG: As I’m sure your team is aware, some gamers are drawing upon similarities between your games and some of the other P2P MMOs out there, sometimes in a positive fashion, and sometimes not. Would you like to address these?

Rift is a fantasy MMO so comparisons are inevitable. Some of the designs we came up with are specifically tailored to be familiar to anyone who has played any number of MMOs out there. There are a lot of systems that players expect to see in MMOs these days, many of which are not particularly innovative but are required, a Bank, an Auction House and Vendors to name just a few. I know that I as a player, who has played a lot of MMOs in the past, appreciate it if when I need to interact with one of these systems I do not have to spend time learning a whole new method of interacting. I just want to do my business and move on to exploring the systems that are new and unique. Why make the player learn a whole new keyboard layout for well established functions for example. Sure we could have made it so you use T,F,G and H to move but we went with W,A,S,D. Why? Because it works and it works well, sure when you do this sort of thing players will make comparison and this is no surprise. But we think we have achieved a solid balance between the familiar and the unfamiliar. Using tried and true designs that go back a very long way for some of the more standard systems, polishing and improving a little if we felt it needed it. But keeping the main focus of our energies on what was new, the soul systems and the planar invasions.

 

RIFT Melting Pot MMO

 

After having played the Beta extensively over the past couple of days I can only agree wholeheartedly with mister Ffinch. Not only did they make the bold design decision to go with WASD for movement but they went a lot, and I do mean A LOT, further than that.

RIFT:  The Melting Pot MMO

Game options, in game windows such as tech trees, abilities, and in a sense the entire interface and the way you can configure it are all carbon copies from games like WoW, WAR and a ton of other games making it a melting pot of features. Want to drag a spell or ability to another spot on your quickbar? Hold shift and drag it. Want to find where the mailbox or your class trainer is hiding on the minimap? Use the very familiar tracker to display them. You get the point right?

 

In fact the macro system in RIFT goes a step further. As you would expect you type /macro and you’ll be presented with a very familiar interface that works exactly like the one in WoW. However the syntax of the macro scripting language is not entirely similar to that of World of Warcraft it will recognize the syntax and translate it to the proper one RIFT uses. So in other words: the game is so unapologetic about how similar it is to WoW that it will accept, and translate, your macros on the fly.

 

“Imitation is the sincerest of flattery” But improving is better!

The result of all this is after playing the game for a couple of hours and running into all of these familiar interfaces I realized I simply came to expect that other things would be familiar as well. At some point I decided to turn on auto-looting. Rather than wonder IF the game had such an option and where it would be I navigated through the options menu and flawlessly found the auto loot option exactly where I expected it to be.

 

RIFT

But then something magical happened. After successfully fending off a ganking attempt by a couple of monsters I right clicked one of the corpses and instantly looted ALL the bodies at once. While borrowing these standard conventions from other MMOs Trion managed to not just blindly copy them, but vastly improve them on them in the process. Having to right click on a bunch of corpses after killing them to grab their loot is boring and RIFT lets me spend more time killing stuff, and less time clicking them after they died. Awesome!

 

Public Que… I mean RIFTS

The same can be said for the namesakes of the game, the RIFTS. Warhammer Online invented this particular wheel and called it Public Quests. We all remember them: quests that are shared with everyone in the same area that require a group to beat. While very clever and innovative there were a lot of issues with them in WAR. It turned out that you always had way too many people for them, making it so only a small part of the contributors would benefit from the rewards, or you didn’t have enough people for it, in which case no-one benefited.

 

RIFTs and the Planar Invasions are different: They only seem to appear if there are enough people in the area to beat them. And because everyone gets rewarded for beating them they are much more attractive to join up for. Trion saw what was good about Public Quests, and then improved upon them in every single way.

 

RIFT Melting Pot MMO

Originality is overrated

It’s a bold move by Trion. In an environment where innovation has been heralded as the only way to beat World of Warcraft they have dared to create a solid game with very little true innovation. Instead of trying to re-invent the wheel they picked the best wheels that the industry has created in the last couple of years and make them… eh… rounder.

 

What does this mean for the industry at large? WAR was bold, it wanted to take on WoW by doing things dramatically different and we all know how that worked out for them. The Old Republic seems to be on the same “We’re going to do things different” path and the same can certainly be said for Guild Wars 2.

 

RIFT Melting Pot MMO

RIFT isn’t different because Trion knows an MMO doesn’t need to be different to be successful. It needs to be good and polished. And let me tell you, RIFT is very good… and extremely polished!

 

The only thing that can go wrong with it at this stage is the endgame. As with all MMOs this is where us players will end up spending most of our time.

 

We’ll have a review of RIFT up shortly after it goes live next week.

RIFT Announces Its Server List: 30 Servers At Launch

RIFT Announces Its Server List: 30 Servers At Launch

 

Trion has just announced the names and types of the RIFT servers that will go live (for the headstart) on the 24th of February.

 

US Servers

– Lotham – PvP
– Faeblight – RP
– Sunrest – PvP-RP
– Belmont – PvE
– Spitescar – PvP
– Seastone – PvP
– Keenblade – PvE
– Deepstrike – PvP
– Greybriar – PvE
– Shatterbone – PvE
– Reclaimer – PvP
– Byriel – PvE
– Snarebrush – PvP
– Gnarlwood – PvE
– Briarcliff – PvP
– Wolfsbane – PvE
– Shadefallen – RP

 
European Servers

– Blightweald – EN PvP
– Cloudeborne – EN PvP
– Steampike – EN PvE
– Icewatch – EN PvE
– Argent – EN RP
– Firesand – EN PvP RP
– Whitefall – EN PvP
– Brutwacht – DE PvP
– Trübkopf – DE PvP
– Akala – DE RP
– Brisesol – FR PvE
– Rubicon – FR PvP

 

It’s interesting to note that there will be 18 US servers and only 12 European. 7 of the European servers will be English, 3 will be German and only 2 will be in French. The current list has two German PvP servers on it, this could be a typo but it could also be that Germans really like to gank each other. Go figure!

 

RIFT Server List Announced

 

Pockie Ninja

Pockie Ninja is a cute anime-style browser game that features “One character, multi classes” which changes the traditional notion that one character can only play one class. This is done by hiding difficult to unlock armor sets throughout the gaming world that literally transform one’s avatar into a brand new character upon doning them. Feel like being Ichigo one day and Naruto the next? Not a problem if you put in the effort to unlock these rare suits.

Taking inspiration from the fan favorite animes, Bleach and Naruto, Pockie Ninja will focus on the unique life and journey of a ninja entrusted with defeating the world’s most evil and destructive warrior corporations.

Featuring beautiful graphics, slick interfaces, hundreds of characters and a huge world to explore, Pockie Ninja is set to take browser-based MMO gaming to the next level. With unprecedented freedom and a plethora of customisation options, NGames are ensuring that “the way of the ninja” is done “your way”.

This game essentially takes the formula used so often in limited moves per time based browser games and takes it into the next generation with unparalleled freedom. With pvp, questing, adventuring, lucky draws, an auction house, and even betting involving the world tournament, Pockie Ninja will never leave players lacking options to explore. It is ideal for casual gamers and fans of Bleach and Naruto alike, while still providing enough strategic value and random fun to be appealing to core MMO fans seeking to kill time on the side.

Role Play Worlds

Role Play Worlds is a free to play, massive multiplayer online role play game. Built by the people of the community who are also the role players, and led and directed by the RPW Core in order to keep the organization and themes in line and for future expansion.

RPW Residents, is a term used to identify the active users that make use of the virtual world, they usually explore the lands on their own or join groups defined by a specific role depending on the theme, for example: Example City Warrior, where the role is to protect the city against other group attacks or make use of the weapons into a political dispute.

The world is divided by themes, called Realms, to suit the residents interest, so if a group decide to start an American Wild West theme, for example, they can purchase a virtual land (See Virtual Lands) and build over it, while other users can get another plot of land and place it near it and expand it and so on. This way each theme is self-developed by the same community. At this moment, the most active theme is the Gorean one (from the books of John Norman) a General Fantasy one and emerging futuristic themes like Star Trek.

Role Play Worlds makes use of an “in game” economy system based on PayPal. Each resident avatar is linked to a user specified email address that’s used for the PayPal transaction. Any user can create an object inside the game, or design it on a professional 3D modeling software like Maya, etc, and sell it inside the game for other users to use it. Basically the system works as a shopping cart, when the buyer buys from the creator, the system reads the creator’s email and sends the buyer to PayPal to place a payment to the creator’s avatar email address for that article, and once the payment is done, Paypal sends a message back to the game with the success or failed information, and the system delivers the item to the buyer if successful.

Turbine Celebrates The Fifth Anniversary of Dungeons & Dragons Online: Eberron Unlimited

Turbine Celebrates The Fifth Anniversary of Dungeons & Dragons Online: Eberron Unlimited

 

Turbine launched the latest content update to celebrate the fifth anniversary of Dungeons & Dragons Online: Eberron Unlimited.  DDO Unlimited’s newest update introduces a special two-part in-game event, new cosmetic items and a special gift for all players.

DDO’s 5th Anniversary Event:
To Celebrate DDOs 5th year in service, all players will be invited to travel back to the first port visited by early travelers of Stormreach – Smuggler’s Rest – and assist Euphonia in a treasure map hunt. Successful server wide completion of the first phase will unlock passage to Crystal Cove for a limited time.

 

DDO is 5 years old.


– Smugglers Rest (All Levels)

Players from years past will recognize some of this besieged harbor, now overrun with eager pirates searching for pieces to a strewn pirate map. Adventurers can barter with Euphonia for rewards and access to the treasure of Crystal Cove – but they must all work together to open passage there. Players will explore the region, fight various Pirate-type monsters and collect dropped treasure. On occasion, a treasure map will appear revealing a hidden chest …but beware of nearby pirates.

– Crystal Cove (All Levels)
Crystal Cove is a hidden mine full of crystals for the taking. Players, solo or party, will protect and manage a team of Kobold miners that will collect the valuable minerals for you. Players will manage resources such as barrels, torches and a team of kobolds while protecting them from invading pirates. Most resources will cost crystals or can be purchased in the DDO Store. Once the crystal collection quota is met, everything else will be distributed as profit to the player party and can be traded with Euphonia for powerful goods. Crystal Cove will offer players to select from levels 1 to 25 to set their party difficulty and scale rewards appropriately.

Special Player Gift
Players who visit Sailor Calatin in the Harbor and sail to Smuggler’s Rest will receive a new pirate hat that provides players with better luck playing DDO including the special 5th Anniversary event in Smugglers Rest & Crystal Cove.  Pirate hats will be distributed based on amount of time played and relative accomplishments, based on character.  Players will also receive free Traveler Tokens and Blessings of the Traveler to join in the Marketplace Scavenger Hunt live event.

League of Legends: Make Like A Tree…

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League of Legends: Make Like A Tree…

Patch v1.0.0.111, Maokai, EXP/IP changes and welcoming our robot overlords
By Jason (Hhean) Harper, OnRPG Journalist

 

Greetings fellow summoners! This is the patch v1.0.0.111 article for League of Legends, the game in which cases of electric shocks are on the Ryze (Okay, that was bad). This patch includes a rework to Ryze, the inclusion of the much anticipated co-op mode, reworks to how EXP and IP are gained from matches and Maokai, The Twisted Treant.

 

League of Legends Original Maokai

Maokai is a magical tank, designed around hunting mages, and punishing area of effect spam. If you’re familiar with characters like Malphite, Cho’Gath or Galio, you should feel right at home with him. He’s a more conventional champion than some of the ones released recently, with both an ultimate that is gained at level 6, and a fully functioning mana bar.

 

His passive, Sap Magic, empowers Maokai after five spells are cast near him, allowing his next attack to regain a percentage of his health. This allows him to keep his health topped up in the early game (this is especially true if you are partnered with a spam happy champion like Ryze or Ezreal) and also allows him to regain some surprisingly large amounts of health during team fights.

 

Arcane Smash [Q], is a short range skill shot that slows and damages everything it passes though, while also knocking any enemies next to Maokai airborne. This ability can be used for farming, though its better used for chasing people down using the slow or using the knock airborne effect to shut down an enemy mage or carry. This ability is fairly useless on its own, so you should only max it out after you have finished with levelling Twisted Advance. This will usually make it either your second or last pick in levelling order. Grab a level of it at level 4.

 

League of Legends

Twisted Advance [W], is a targeted ability that allows Maokai to be moved next to an enemy before dealing a bit of damage and rooting them in place. This is a great ability when used in conjunction with Arcane Smash, rooting vulnerable targets on the spot before knocking them into the air. Pick this up ate level two, and max it second. In some very select cases this can be levelled first, usually if you think team fights will begin very early in the game, or if you are under heavy pressure under your tower, and think the extra root time will help rack up some more damage by binding enemies inside its range.

 

Sapling Toss [E], really does what it says on the tin. Maokai throws a little gibbering sapling to a location of his choosing, causing damage on impact. The little guy then gets up and runs to the nearest enemy before exploding. This is, hands down, the most comical ability in the game, and I giggle a little every time I see a sapling running around, squealing as it goes. This is an incredibly versatile ability, in addition to being Maokai’s (second) most damaging attack.
This is a great farming and harassing tool, even more so due to the fact you can force the enemy into choosing to be hurt by it, or giving you gold. Most champions will try to position themselves just behind or inside the caster minion wave during the laning phase. This is great for Maokai, as you can throw the sapling between the enemy champion and the minions, either forcing them away from experience (allowing the resulting explosion to gain you gold) or let them stay still, and take significant amount of damage.

The Sapling gives Maokai line of sight, which can allow you to target his Twisted Advance through walls, or into bushes when you need to. It also hangs around for some time, allowing Maokai to scout ahead of himself as he advances, or check lane entrances to be aware of incoming ganks.
The only real drawback to this ability its high mana cost, so be conservative with it earlier on while mana is still an issue.

Pick it up at level 1, max it first.

 

League of Legends In Game Maokai

His ultimate, Vengeful Maelstrom [R], is a great anti-ultimate. When a team fight is about to kick off, drop this baby down and everyone in the area will take reduced damage while you have it up. If you tap the R key again, every enemy in the blast will take damage equal to the amount absorbed. This heavily punishes large, area of effect ultimates, and teams that don’t correctly focus single targets.

This ultimate can be a game changer, and is the main reason Moakai should be on any team. Using him to counter pick against stun locking, AoE teams that are clearly intending to focus on team fights is going to be an important addition to any draft mode pre-game strategy. This ability also goes very well with a lot of soft crowd control, snares and slows especially, as they keep the enemy able to attack while still keeping them stuck in the area for as long as possible.
A note for those on a team against a Maokai. Do not fight inside this ultimate! This might sound obvious, but I’ve been seeing so many people leaping into the Maelstrom after its already up. Pull back and force the Maokai to either pop it early or waste a large chunk of his mana. The moment it comes on cooldown, attack without remorse. You have roughly 15 to 20 seconds before it comes up again, which is more than enough time for a team fight.

 

Start out with a Sapphire Crystal, a health potion and a mana potion. Build this into a Catalyst at the first opportunity, preferably picking up your level 1 boots in the process. This is the core of his early game.

From there, you can go three ways depending on how the match is going. If the enemy are heavy on physical or magical damage pick up either a Sunfire Cape or Banshee’s Veil respectively. The Veil is almost always a good choice as a later item, even if you choose not to rush it. If you’re doing well, and you want to press the attack, build to a Rod of Ages. That should be the first and last mage item Maokai should have on him though, as any more and his tankiness suffers greatly. Your items should emphasize resistances and health, though steer clear of Warmog’s on him. Unless you concentrate wholly on using Sapling toss for farming, he simply won’t get enough minion kills to make that item worthwhile early enough in the game for it to be useful. Rylai’s is a good late game item on him, giving his Sapling a slow, allowing him to be even more of a crowd controlling monster, and also giving him a nice health boost on the side.

 

Maokai is a very solid, well rounded champion. He’s the only champion since I’ve been writing these articles that feels like a character that will be seen often in games over the long term once people start to realise how insanely useful his Maelstrom and Saplings really are. I have a feeling he’s going to see some nerfs in the upcoming patch though, simply because he appears very powerful to teams who don’t understand how he works and who make poor decisions around his abilities.

 

League of Legends Fire Maokai

The new EXP and IP gain changes are a net boon to the playerbase. There is now actually a reason to not just surrender at 25 minutes (Or, due to the changes on the surrender timer, at 20 minutes) when you’re trying to max out your IP gain. I can only see this as a win/win for Riot, since players get more IP to play with, and Riot get less IP farms hurting their server stability, which in turn means less screaming loonies on their forums.

 

At the time of writing, unfortunately the new co-op mode isn’t in yet. It looks like a fun playground to test out new builds though, great for putting theory crafted builds a test run before putting them ‘into the wild’. It will also act as another stepping stone for new players to use to get comfortable with the game before getting stomped down on by (only slightly more) experienced players in the usual matchmaker.

 

To discuss some of the changes yourselves, visit the League of Legends section of our forums, or post in the massive League of Legends thread in the free to play MMOs section. If you haven’t tried League of Legends yet. Now is the perfect time.