Monthly Archives: December 2012

League of Legends: Vi Some More!

League of Legends: Vi Some More!

By Jason Harper (Hhean), OnRPG League Reporter

 

Vi is such a misfit, always ready to brawl. It’s like her business roughing up your friends as the law.

 

 

Er… ah. I may have been listening to her login music one too many times. Let’s try that again.

 

Vi is a burst damage bruiser with a focus on pasting key targets across the floor. Her kit has plenty of mobility, but lacks any real defensive power. Possibly one of the more technical characters in the game, you need a good eye to predict enemy movements long ahead of time, while also having excellent mechanical control to keep up with all the animation cancelling needed to make her damage combos effective. Surmounting the sheer mountain face that is her learning curve will reward you with a character able to play in both solo lanes, and in the jungle.

 

Credit to PedoVoliBear

 

Pros:

Two gap closers
Two abilities based on health percentages
Non-existent mana costs
Extremely strong late game duellist
Eats the large monsters (Baron & Dragon) for breakfast
Can fit a number of roles

 

 

Cons:

Has some really awful lane match ups
Weak early game
No sustain
Her ultimate has some serious issues
Little crowd control
Hard to stick to targets
Unreliable escape

 

Ability Summary


Blast Shield [Passive]: When active, this passive gives Vi a damage shield when she uses an ability. Always a good idea to check if it’s up before entering into a damage trade, and is usually a better reason not to use her abilities than any notion of conserving mana.

 


Vault Breaker [Q]: Gap closer that functions in the same way as Varus’ Piercing Arrow. Charging the ability increases its range and damage. Upon hitting an enemy champion, Vi will immediately stop and knock them back. When hitting minions, she knocks them behind her, and groups them together. All targets hit, both minions and champions, have a stack of Denting Blows applied to them. Her most damaging ability outside of her ultimate.

 

While this ability can be used as an escape it, well, has some issues. The chief among them is that when snared, it will break the charge on her punch, rather than simply prevent her from using the punch itself. A snare should always prevent movement, so stopping the ability from being triggered does exactly that, but outright cancelling the ability makes a snare function as a secondary silence, which is against Riot’s philosophy of avoiding counter intuitive mechanics.  Another annoying nitpick I have on the ability is that unlike Varus, if you choose to not use the ability, you get no reduced cooldown. It’s a minor thing, but it annoys me that when there’s no safety net when you realize the fight you were about to charge into just turned sour, and you’d rather just hold potion (under a tower, for example) rather than charge off somewhere.

 


Denting Blows [W]: After hitting the same enemy three times, Denting Blows will deal a percentage of an enemy’s maximum health, grants an armour debuff and an attack speed buff to herself. A simply insane amount of free stuff. The rest of her kit is built around trying to apply Denting Blows as quickly as possible, and it doesn’t lose effectiveness when used as a one point wonder.

 


Excessive Force [E]: Enhances Vi’s next auto attack to deal damage in a cone behind the original target. Can be used twice in a very short period. Can be used to reset her attack animation, and also can be move cancelled to reduce recovery times. This can make her default attack patterns very fiddly, requiring quick reflexes and a good sense of timing. Attack, E, move, Attack, move, E, move, attack, move is a hell of a lot more complicated than simply bashing the enemy, but will result in a very fast series of attacks, without the need to build attack speed. On its own, the ability can be used as a weird ranged harass, but the damage is so poor you’re better off just waiting for a good moment to get a hard engage with her Vault Breaker.

 


Assault and Battery [R]: A targeted gap closer that knocks her targets airborne. While charging she is immune to crowd control, while also knocking aside and dealing a high portion of her ultimate’s damage to anything she hits. The travel time on this is horribly slow. What should be a jet fuelled freight train of murderous devastation feels instead like a geriatric turtle slowly approaching the nearest lettuce leaf and giving a gentle head massage. So not only do your enemies get plenty of time to move, often placing you horribly out of position with a single flash, but they can also drop as much damage onto Vi as they like. While she’s immune to crowd control, she isn’t immune to say, getting buckshot in the face by Graves before she gets in range.

 

 

What’s far more frustrating though is she seems to have some unusual interactions as she delivers her knock up. Some champions, like Tristana, can simply use an escape to get away during the ultimate’s punch, meaning that Vi will be stuck finishing her dunking animation while the infuriating yordle just walks away. I’ve also been flipped by a Singed part way through hitting him as well, so I assume that while she’s immune to crowd control during the dash, she isn’t immune at the exact moment of the punch.

[page]

 

Combos & Shenanigans

Vi’s standard wombo combo is to perform some Assault and Battery on the enemy (preferably a squishy enemy at the back of the group, so you can hit everyone as you go forward), then bash them backwards with her Vault Breaker. With your enemy now (hopefully) cut off, make use of her cancel combo to deliver Denting Blows onto the enemy, then keep punching until one of you dies. In the unlikely event that one of you is alive, consider using her Vault Breaker over a wall to escape. It’s not so great to use in open ground unless you’re trying to avoid a skillshot, since the movement speed lost while charging means you probably could have just walked off to safety, especially in the late game when everyone has aura enhanced boots.

 

You were expecting anything more? She hits things. Hit things more.

 

Conclusions

I like her personality. She’s got a good number of stuff that Riot have stuffed into her, being a punk rock loose cannon cop with a love for smashing things with giant fists. She says a variety of funny lines that also act as in-jokes to wider LoL community (My personal favourite being how she refers to Caitlyn as ‘Cupcake’). She’s strong and confident, and doesn’t have “I’m a sexy lady!” be her defining characteristic. Hopefully Vi is a signal that Riot have realized that repeatedly slapping the same personality on their women is a really, really bad idea. Hopefully.

 

 

I really want to like her mechanically too, but she can be extremely frustrating to play. I’ve warmed to her as I’ve played her more, and begun to understand some of the obscure ways you have to make her function, but she’s still got a lot of things in her kit that just outright make me angry.

 

 

She may be better suited to Twisted Treeline and Dominion, where she can engage in smaller scale fights and rely on her strength as a late game duellist. On Summoner’s Rift this part of her rarely gets to shine, since the late game of SR is typically dominated by team fights. When playing SR though, I think she’s better suited to the jungle than the lane, where her early weakness isn’t so much of a problem. The issue with this tactic though is that she won’t get the items she needs as quickly as if she’d been in the lane, so while it covers for some of her weaknesses, it also dampens her strengths.

 

 

Final Verdict

In this first week, I’ve not seen Vi be very successful when playing with her, as her or against her. I’ve seen her do well in the odd game, but never completely dominate, even when fed. That said, I think she may wind up being another Jayce. As people become practiced with her mechanical quirks, she seems like she has the potential to be one of the scarier characters around. For now though, I’m not too impressed with her.

 

 

To discuss Vi yourselves, post in the massive League of Legends thread in the free to play MMOs section, or post in the comments section below. If you haven’t tried League of Legends yet, you’re missing out.

SMITE Teams with Child’s Play Charity for 24 Hour Post-Apocalypse Charity

SMITE Teams with Child’s Play Charity for 24 Hour Post-Apocalypse Charity

 

 

Hey guys just making a quick note that I’ll be hopping on HiRez’s livestream momentarily to play some SMITE for a 24 hour charity event going on to help out Childsplay provide gifts to kids stuck in the hospital over Christmas. If you’re feeling charitable feel free to pitch in HERE and check us out live on their Twitch.TV’s Livestream!

AlphaBeta Soup 12/21: Year End Edition

Welcome to the last soup of the year! No, it isn’t because the world is ending. I’ll be taking the rest of the year off. But that doesn’t mean there aren’t things coming up. In the distant future we will be getting Asian MMO The Aurora World coming to North America. But that is a while off. If you’re looking for something to keep you occupied until then we have giveaways for City of Steam and LinkRealms. Plus several betas beginning soon. Upcoming Scifi MMO Defiance has also started sign ups for closed beta which is due to begin next month. I hope you all have a productive and fun end of the year. See you in 2013!

As ever any new additions are highlighted below in orange.

OnRPG Giveaways

These are all the beta giveaways currently running on OnRPG. There’s no guarantee that we won’t run out so grab them quick.

City of Steam Closed Beta Giveaway
LinkRealms Closed Beta Key

Dates Announced:

Below are the MMOs who have announced upcoming beta events that haven’t started yet.

WorldAlpha: Closed Beta December 20-23
Absolute Force Open Beta December 19
Ragnarok 2 Open Beta December 27
ArcheAge Korean Open Beta starts January 2
Wizardry Online Launch January 16, 2013
Defiance: Closed Beta January 17
Path of Exile: Open Beta January 23, 2013
ArcheAge Chinese Beta starting May 2013
Age of Wulin: EU Closed Beta 2013
The Aurora World: North American Closed Beta First Quarter 2013

Alpha:

These games are currently in Alpha. Signups are available via the link.

Dragon Nest EU
Final Fantasy XIV A Realm Reborn
The Repopulation
Xulu

Closed Beta:

MMOs which are in closed beta require application and often require approval before access can be gained.

Absolute Force Online
Age of Wulin(EU, Asia) EU in Early 2013
Age of Wushu(US) Round 2 Begins December 20th
Ascension: Arenas of War 
Black Prophecy Tactics: Nexus Conflict
Born To Fire
Bounty Hounds Online
Chrono Tales
City of Steam December 14-18, December 23-28
CosmicBreak EU
DK Online
Dust 514
Firefall
Forge
Grimlands
GUNS and ROBOTS
JollyGrim
Legend of Edda Vengeance
Marvel Heroes
Patterns
Pirate101
RF Online EU
Salem
SMITE
Strategoria
Transformers Universe Now accepting applications.
UFO Online
The War Z
World of Warplanes

Open Beta:

Games in open beta require an application but often it is little more than signing up for an account.

BoomSky
Cyber Monster
End of Nations Open Beta delayed until further notice, refunds have been issued.
Hawken
Kings and Legends
MechWarrior Online
Oversoul
SmashMuck Champions
S.T.A.L.K.E.R. Online (Russian)
Universal Monsters Online
World of Dragons (Russian)

Expansions:

These are the beta events for games which are already live. These are for new content which is going to be added to the game at a later date. Access is limited to the current playerbase and often requires special permissions to take part.

Lord of the Rings Online Mac
Dungeons and Dragons Online Mac

Guns and Robots Pre-OB Interview

Guns and Robots Pre-OB Interview

By Bryan (Bryan), OnRPG Journalist

Answered by Orlin Doutskinov, Guns and Robots’ Project Team Leader

 

 

ROBOTS….

ARE YOU READY TO RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRUMBLE!!!??????

Guns and Robots is a free to play third person shooter being published and developed by Masthead Studios. Players will choose from a slew of weapons, customize their robots with parts, and move across free-roaming environments unleashing hell on their opponents! Today, I got to speak with Orlin of Masthead Studios about their upcoming title, Guns and Robots.

 

 

OnRPG: Hello! Introduce yourself to readers.

 

Orlin: Hello, my name is Orlin Doutskinov and I’m Guns And Robots project team leader.

 

 

OnRPG: What’s the story behind Guns and Robots?

 

Orlin: The idea for Guns and Robots was born in 2011 when we participated in internal competition for a game concept. Everyone liked the game prototype and we started development immediately. We wanted to make a fun free to play game, which will appeal to the crowds with high degree of character customization and many different battle environments.

 

Unity engine was chosen for the project due to the easy learning curve, proven technology and possibility for cross platform development.

 

The first arena – The Old West was just the beginning. We made concepts for many different arenas, which will be seen in 2013 as the game is being updated.

 

 

OnRPG: How does character customization affect gameplay?

 

Orlin: Character customization, or more accurate robot creation affects gameplay in many aspects.

 

Players build up their robots from the ground, choosing carefully different parts and creating unique modules to fit their gameplay style.

 

If a player likes “Tanks”, he can create heavy modules with more durability and weapons with more firepower, which will make his robot move slower, with a slower weapon fire rate, but the damage it inflicts will be devastating. Vice versa, light robots are fast, relying on speed and weapons accuracy. And most of all, the current “robot creation system” we developed, gives the players literally unlimited combinations of parts and modules, so that every player can create his own unique killing machine that fits exactly to his own gameplay style.

 

 

OnRPG: What other interesting features are players able to experience that differs Guns and Robots from other games?

 

Orlin: GAR is still a work in progress, and there is much to be done. However, our focus is over the weapons and devices.

 

Every weapon combination will be unique and funny, with its perks and drawbacks.

 

I’ll give you a little secret…there is an elephant gun in our to-do list, that will shoot…elephants. There are many weird and extremely funny weapons in GAR. Same counts for the devices. Devices in GAR will be like unique abilities in other games, but they will give the robots, funny and at the same time deadly abilities not seen in other games.

 

 

OnRPG: What’s the difference between someone who spends money in the cash shop and someone who doesn’t?

 

Orlin: We are trying to make a fine balance in GAR, a balance where players will count on their own skills just as much as on their robot builds. But I think I know what the point of this question is… 🙂 and the answer is no, the game will NOT be “pay to win” type. Every part in the shop will be available just for in-game currency (credits) and players will win credits while fighting, so a good fight will bring a player more credits that he can spend in the shop and buy any item he wants.

 

OnRPG: What modes and mini-games are in Guns and Robots?

 

Orlin: GAR will start with one classic mode “team death match”. And soon we will add other modes such as “capture the flag”, “race”, “free for all death match”.

 

Mini-games in GAR will be part of the garage experience that players build over time. Like an upgrade, players will be able to buy different 80’s style game consoles from the shop, each containing a couple of old classic mini-games.

 

Also there will be short but extremely funny single player missions.

 

 

OnRPG: What type of graphic style will be used? Is there anything special about the art style? Is there any styles or games that your team gained inspiration from?

 

Orlin: We are trying to make the game look as funny and weird as possible, leaning more towards a cartoonish look rather than realism..

 

There are many movies that inspire us – ALF, Wall-E, The Book of Eli, Il buono, il brutto, il cattivo, Pale Rider and so on. Some of the games we looked to for inspiration are CounterStrike, Quake, Robot Odyssey, The Incredible Machines, Robot Arena and so on.

 

 

OnRPG: What major changes in development has the game seen from the beginning of development until now?

 

Orlin: Well…the game evolves constantly while we develop it.

 

Actually in the beginning GAR was more like a strategy game. Robot Creation was the interaction part and fighting was more like programming the robot to fight in different ways and watch the results on screen. We decided that this may be a bit boring and added the more dynamic shooter style battles.

 

 

OnRPG: How has the Unity Engine helped your team create the game?

 

Orlin: Unity is a simple and yet powerful engine that well deserves its reputation. Its well made editor and interface helps the artists focus on their actual work instead of fighting with the software environment.

 

In the past we had a bitter experience with other engines, so we learned our lesson.

 

 

OnRPG: What type of events will be available in-game past release?

 

Orlin: Organized tournaments, holiday events and new map presentations are just some of the events that will be organized by us. Our focus will be on the community and we would like to keep people engaged in the evolving world of Guns and Robots.

 

 

OnRPG: Guns and Robots is currently in testing stages. What valuable feedback has the community provided so far?

 

Orlin: The community feedback during our closed beta has been very valuable to us. Most of the issues have been fixed and many suggestions for improving the gameplay were taken into account. We would like to work with our community the same way in the future like it was during the beta stages. The Guns and Robots future development will be a process, which will evolve the community to a great extent.

 

 

OnRPG: What future expansions/major updates can we see in the future?

 

Orlin: Lots and lots of new and unique robot parts, which means many new weapons and robots combinations, also new arenas are coming very soon. Different game modes, an interactive tutorial, single player missions…and tons of funny stuff. We will also work on a browser version of the game.

 

 

OnRPG: When can we expect to see the game launch officially?

 

Orlin: The question is easy – when the game is ready. We have announced a release by the end of this year, which will be an open beta release with working cash shop. Accounts and items will be protected and will stay in the game for all future versions.

 

 

OnRPG: Is there anything else you would like to add?

 

Orlin: We would like to thank our fans for the tremendous support that we have received during the Closed Beta. We will do our best to add the features that our community wants and make GUNS and ROBOTS a fun and enjoyable experience for the fans of online shooters!

 

OnRPG: Thank you so much for your time, Orlin!

Guns and Robots Online

Guns and Robots is a third-person shooter that involves, you guessed it, guns and robots. You can create a robot using over 150 different kinds of parts, and select from an arsenal of various weapons. This allows a massive amount of customization, and will let each robot be individual and unique. Arenas are fast paced and free-roaming, meaning you can find the best spots to take out your opponents.

 

 

Features

 

Fully Customizable: Over 150 parts to choose from, and a wide variety of weapons to select. Each choice you make will be different than anyone else, so feel free to create your own metal monstrosity.

 

Dynamic Gameplay: Each robot you face off against will be different, ensuring that you will have to adjust and show off your skills to take them down. Literally blast your way through all challengers!

 

Custom Arena: Know it before you play it! Test the look, movement, and weapons of your robot before entering battles to make sure it’s capable of doing what you want.

 

Team-based Gameplay: Join your friends and prove who has the better robots: them, or you!

 

OnRPG Shotgun News 12/21: Defiance and Runescape

OnRPG Shotgun News 12/21: Defiance and Runescape

By Shannon Doyle (Leliah), OnRPG Elder Scribe

 

 

Defiance Beta Sign Ups Begin

Von Bach Industries is looking for a few good men (and women). Never heard of them? Don’t worry I hadn’t either. They’re looking for Ark Hunters for upcoming Trion MMO Defiance. What does that mean in English? Beta sign ups!!! The countdown on the site gives 27 days until the next mission launch, I mean beta launch. So, go to the site, it is amazingly well put together and can keep you busy for quite some time. http://vonbachindustries.com

 

 

RuneScape Offers Limited Time Memberships

For a limited time players can get premiere membership to RuneScape. There are three packages to pick from with gold being the best offering: 22% off monthly subscription, 10% discount in Solomon’s General Store, An extra daily spin on Squeal of Fortune, Priority access to betas, armor, 2,000 runecoins, a newsletter, and finally an entry into a drawing for an all expense paid trip for two to Jagex HQ in Cambridge, UK. It is only available until the end of January.

The Secret World Remains B2P Post “Apocalypse”

The Secret World Remains B2P Post “Apocalypse”

 

For everyone who has been following Joel’s decent into madness this December – prophesying the end times through interviews, tweets and videos – it is probably not surprising to hear that today, after 11:11 UTC has come and gone on December 21st, he is a very happy man.

 

In his third and final ‘End of Days’ video log we follow him into the bunker where he does one or two things that probably warrants a ‘viewer discretion’ advisory, before learning from Funcom’s CEO that the world is still standing and that everything he believed in was all a hoax.

 

Ouch. That must be awkward.

 

 

Still, Joel is a very happy man. Despite being a nail-biting month for him, it sure has been an incredibly exciting one as well. The Secret World opened up for a bigger audience by removing the subscription requirement, the fifth major content update for The Secret World was released chock full of amazing content, and tens of thousands of gamers from all over the world has been taking part in Funcom’s unique ‘End of Days’ alternate reality game.

 

You can catch him live right on on Funcom’s Twitch.tv channel streaming to answer player questions and simply rejoice that the end has come and gone and The Secret World remains.

SMITE Introduces Mayan God, Reworked 1:1 Mode, and Balance Changes

SMITE Introduces Mayan God, Reworked 1:1 Mode, and Balance Changes

 

SMITE: Xbalanque

 

Hi-Rez has prepared for the end of the world today with a new update to SMITE. The Mayan god Xbalanque, the Hidden Jaguar Sun, arrives today, ready to bring destruction and light upon the world. The 1v1 Joust mode earned a visual makeover and brand new map, and now also allows individual queues in addition to party queues.

 

 

A “Match of the Day” feature is also being introduced, with a special themed match every day. Several other balance adjustments have been made based on community feedback and competitive play. Finally, for all those who like a little bit of Christmas spirit in-game, Hi-Rez offers the special Holiday skins – “Jingle Hel” and “Father Chrishmash” Bacchus.