Too Long; Didn't Play: Daikatana
Posted by Articles [HTML][XML][PERM][FULL] on 29 August 2014, 6:16 am

Sponsored by: Danopian

Play Time (official Steam log): 98 minutes

TL;DR Review

Superfly Johnson appears to have crushed his skull in a door. You fail at life.

Full Review

Author's note: I'm writing this under the influence of cold medicine, which some might argue is the best possible way to review Daikatana. Please bear with me.

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Ethical game journalism requires the journalist not to play games
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 29 August 2014, 4:41 am
I tend to see the world not in black & white, but in scales of grey. So I can't give you a clear yes or no answer on the question whether I consider myself as a game journalist. Obviously my activity, writing opinions about games on my blog, resembles game journalism. I once ran around a Blizzard convention with a press pass around my neck. On the other hand that is not my job, but just a hobby. So it is somewhere in a grey area where I am in part a game journalist, and in part I am not. So the part of me that is somewhat a game journalist is interested in the issues of game journalism, and the ethics thereof. For example I do have a strict disclosure policy, where I disclose if the product I am reviewing was a free review copy.

Lately the ethical questions about game journalism got somewhat reversed: Before the question was usually whether a game company gave money or things of value to a game journalist. Today the question is in the other direction: Does the game journalist give money to the game designer? Because if he does, he could be said to have a special interest in the success of that game designer, and thus not be objective. This sort of consideration caused Kotaku to post a new policy prohibiting their game journalists from supporting game designers on Patreon.

Now people point out that Patreon is just a single platform on which a game journalist could financially support a game designer. What about other platforms, like Kickstarter, or Steam Early Access? And ultimately, what about a game journalist buying a game, in which case part of his money also goes to the game designer?

So if you are a game journalist and you get a game for free, you can't be objective. And if you buy the game, you can't be objective either. I assume stealing the game isn't part of an ethics policy either. Which means that an ethical game journalist cannot play the game he is reviewing. He has to rely on YouTube or Twitch to see other people play it (now that explains the recent interest if internet giants in Twitch). I must say that there are game journalists around that are apparently far more ethically advanced than I am. I've read a lot of game reviews that made it quite plausible that the author writing the review never played the game in question.

I'm afraid that my blog has an unethical policy: While I do sometimes comment on games that I haven't played (for example because they don't exist yet), I don't put the word "review" on a post unless I have played the game. And in the large majority of cases that means that I have bought the game in one form or another. I do accept donations from readers to finance buying those games. I wonder when that will be considered unethical.
Tobold's Blog



DM techniques for running D&D encounters faster
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 29 August 2014, 3:32 am
I talked this week about the dual role of the dungeon master (DM) in a game of Dungeons & Dragons or similar tabletop role-playing game: Prepare and improvise. In this post I'm going to talk exclusively about the preparation part. Advance warning, if you aren't planning to play a pen & paper role-playing game anytime soon, this post isn't going to be very interesting to you.

Me and my players love the tactical combat encounters of D&D 4th edition. We love having lots of options in each round of combat, and not just announcing basic attacks. And we love the tactical options that come from using figurines on a battlemap. For a combat to be tactical, it must last several rounds, so that the effect of tactics has more impact on the fight than lucky dice rolls. All that means that tactical combat takes a certain amount of time. But how much time it takes depends very much on DM preparation. If you hear from people who say it took them hours for a simple fight, you know that encounter was badly prepared. If you don't bring the tools to run tactical combat quickly, it is like digging a tunnel with a spoon. I recently watched Wizards of the Coast playing the first combat encounter of the 5th edition Starter Set on YouTube, and it took them 1 hour. I can play a 4E encounter of the same size in the same time, or faster, with the preparation I will list in this post.

So what is my secret weapon? Sorry, it isn't something fancy like a 3D printer. I am using a regular color laser printer. I prefer laser because the ink doesn't smudge when handling the paper, and the stuff I print for games gets handled a lot. And what I use a lot for the printed game material I use is thin cardboard, 210 g/m², which is thin enough to work with my printer, but thick enough to be a lot more resistant than regular paper.

The first tool for running encounters faster is printing all the powers and magic items the players have on little cards, the size of playing cards. I have to print those because I play in French, but at one point in time one could also buy power cards from WotC. What I also use is deck sleeves, the kind that players of Magic the Gathering or other trading card games use. So the at-will powers go into green sleeves, the encounter powers in red sleeves, and the daily powers in black sleeves, making it easier to find the power you need. I also have cards for action points and magic items, and each player gets a Deck Protector box with all the cards of his powers and stuff. The result is that nobody at my table needs to look up the details of his powers during combat, we basically never use the Player's Handbook during play unless there is a rules question we aren't sure about.

On the DM side I pack everything I need for one encounter into one clear sheet protector: Battlemap, monster stats, tokens, and initiative riders. I use Campaign Cartographer / Dungeon Designer software to print my battlemaps, unless I have a poster battlemap from a published adventure. For the characters of the players one of my players provided painted metal figurines. But for monsters I use 2-dimensional tokens. Some tokens I get from boxed adventures or the Monster Vault. But if I need my own I print them on 1" cardboard squares, which I stick on 1" square self-adhesive felt pads, the sort you can buy to stick under the legs of your chairs to not scratch your floor. Printed tokens have one advantage over figurines in that you can print numbers on them, which makes it easier to keep track of which orc got hit for how much damage or is suffering from which status effect. Speaking of which, I printed little rings on cardboard with status effects like ongoing damage and use them for both figurines and tokens on the battlemap. Finally I print 1" x 2" cardboard initiative riders, which I fold in half and place on the top of my DM screen, showing the order of initiative to both my players and me. By having the monster stats printed on paper I don't need to refer to pages of the Monster Manual or the printed adventure, and can also track health and status effects on that paper. With all that neatly packed together in one clear sheet protector, I can set up an encounter in a very short time without causing a huge pause in the narrative.

Outside encounters I use much less prepared material. I have Paizo Face Cards to represent my NPCs, because NPCs are more memorable if they have a face. I have the occasional handout, for example for quests, or to show images of a location. But most of the adventure information I have just stored in my brain, because things like NPC motivations and likely course of actions are just the basis for improvised role-playing, and not something you print and hand out.

All this preparation obviously takes some time. I don't mind, because while I prepare those encounters I can think about how to play them, which then helps me to run them better. Ultimately the goal is to make encounters interesting and memorable, and good preparation helps a lot there. You get a lot better immersion if your encounter isn't interrupted by organizational chaos or the DM having to look up stuff. Preparation not only cuts down the time spent on combat encounters, it also creates a smoother flow and better narrative.
Tobold's Blog



Unofficial PBE Patch Notes for 8/29/2014 - Ascension is here!
Posted by News [HTML][XML][PERM][FULL] on 29 August 2014, 2:34 am

WIP Post

UPDATE2: Pics are here!
UPDATE: Ascension mode is here! Finding a game takes a while tho.


Ascension

New awesome UI. Relics are directly on speed shrines, summoning platforms are old capture points. Mode has banning phase. There's also sandstorm all over the place.

Here's how map looks:

Relics

And there's the Xerath

He's doom bot in disguise

Defeating him gives you Ascension

Which comes with great power of course... (it scales)

Closer look on ascended visuals

 

Now summoning platforms

The outercircle (between platforms) is unavailable

The winners teleports into one place and start to dance to celebrate!


New Inhibitor and Nexus Icons

Inhibitor                                                  Nexus    

          


Champion Changes

Azir

Arise! [ W ] - Now says: "If multiple soldiers strike the same target,each soldier after the first deals 25%"




Important: Unofficial PBE Patch Notes for 8/28/2014 - Guardian of the Sands Kha'zix, Galactic Azir, Azir and Cassiopeia Changes


Double IP Weekend Clarification

Originally Posted by Riot (View Original Source)

Hey Everyone!

Just wanted to clear up what's going on here. All regions are getting 3 days of double IP. NA is 8/30 - 9/1 while all other regions are 8/29 - 8/31. NA is pushed back a day so people can take advantage of the Monday off for Labor Day.

The post referenced is an error on our end, so we apologize for the confusion. It should be corrected shortly.





Ascension

Was disabled very quickly due to major bugs.


Guardian of the Sands Kha'zix


Galactic Azir

<table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

 


Champion Changes

Azir

  • Base Movement Speed is now 335 (up from 330)
  • Conquering Sands [ Q ] - Now slows by 25% (up from 20%)
  • Arise! [ W ] - New mechanic:
    "Azir can expend a soldier to damage an enemy turret by summoning it on top of the turret.This deals 90 + 25*AzirLevel (+0.7*AP) magic damage to the turret."
  • Arise! [ W ] - Soldiers are now unable to attack any structure.
  • Emperor's Divide [ R ] - Now scales with 0.6*AP (up from 0.5*AP)

Cassiopeia

  • Miasma [ W ] - Now slows by 25/30/35/40/45% (up from 15/22.5/30/37.5/45%)



Unofficial PBE Patch Notes for 8/29/2014
Posted by News [HTML][XML][PERM][FULL] on 28 August 2014, 11:39 pm

WIP Post

NOTE: PBE received lacking files for Ascension, it should be enabled once PBE is up!


New Inhibitor and Nexus Icons

Inhibitors                                                 Nexus'     

          


Champion Changes

Azir

Arise! [ W ] - Now says: "If multiple soldiers strike the same target,each soldier after the first deals 25%"




Tier 5 Upgrades
Posted by Blue Kae [HTML][XML][PERM][FULL] on 28 August 2014, 10:33 pm
Yesterday Cryptic released the one dev blog a lot of people have been waiting impatiently for, upgrading Tier 5 ships. Upgrading is done via Zen through the C-store, for between $5 and $10 (subject to change as is all of the dev blog information). The upgrade is per ship but account wide, although I don’t […]


Steam Pre-Orders for The Evil Within!
Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 28 August 2014, 9:40 pm
Good news! Beginning today, you can pre-order The Evil Within on Steam. With your pre-order, you’ll gain access to “The Fighting Chance Pack” featuring helpful items that keep you on Detective Sebastian Castellanos’ good list. Pre-order here on Steam. Stay tuned for updates on pre-loading and the game’s recommended system requirements.


Final Boss Veigar Available
Posted by News [HTML][XML][PERM][FULL] on 28 August 2014, 6:42 pm

Final Boss Veigar Takes over League of Legends

Originally Posted by Riot (View RedTracker Source)

 

How does it feel to have your own game turned against you? I’ve twisted the game code itself into a weapon. I’ve even ripped into the website! Tell me that I’ll never be more than a “mini” boss… Nobody can stop me now! Not those pathetic arcade characters, not the programmers, not the players. Nobody!

I’ll drop data blocks onto their heads. Cage them with code ripped from the mainframe itself. I’ll obliterate you all and grow stronger with every kill! League of Legends is my game now! Do you hear me?! Mine! I am Final Boss Veigar!

Delete your enemies as Final Boss Veigar, available now in the League of Legends store for 1820 RP. If you’re into classic video games, you can also snag the Arcade Baron Icon for 250 RP.




More Jumbo
Posted by Welshtroll [HTML][XML][PERM][FULL] on 28 August 2014, 4:01 pm
I do enjoy pick up deals from the Humble Bundle website, usually there is one or 2 games I fancy getting plus I’m a sucker for game soundtracks and jump at any chance to add more to my collection. This time around is a Humble Jumbo Bundle 2, which includes lots of titles that were […]


Unofficial PBE Patch Notes for 8/28/2014
Posted by News [HTML][XML][PERM][FULL] on 28 August 2014, 3:42 pm

WIP Post

NOTE: Lots of new Ascension files arrived on PBE! It may be enabled today, nothing sure!


Champion Changes

Azir

  • Base Movement Speed is now 335 (up from 330)
  • Conquering Sands [ Q ] - Now slows by 25% (up from 20%)
  • Arise! [ W ] - New mechanic:
    "Azir can expend a soldier to damage an enemy turret by summoning it on top of the turret.This deals (+0.7*AP) magic damage to the turret."
  • Emperor's Divide [ R ] - Now scales with 0.6*AP (up from 0.5*AP)

Cassiopeia

  • Miasma [ W ] - Now slows by 25/30/35/40/45% (up from 15/22.5/30/37.5/45%)



Our Growing Fuckwad Culture Problem
Posted by Zen Of Design [HTML][XML][PERM][FULL] on 28 August 2014, 3:08 pm
I am not a perfect ally of the progressive/feminist forces inside the game community.  I started to list out examples at the start of this post, and then realized I


Quote of the Day – The Machines are Winning
Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 28 August 2014, 3:00 pm
Really more of a Tweet of the day I suppose, but here was CCP Fozzie on the first day of the Hyperion release: On day one, 207 Burner NPCs died, but they killed 1563 capsuleer ships. The machines are winning. #tweetfleet #eveonline #iskwar— CCP Fozzie (@CCP_Fozzie) August 27, 2014 It sounds like the “Burner Missions“introduced […]


Slammed in Nagrand
Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 28 August 2014, 1:00 pm
After finishing Terokkar Forest last week I was feeling a bit optimistic about the next zone on my Loremater project checklist.  I was headed to Nagrand. I was optimistic for a few reasons.  The first was because Nagrand is a zone that I seem to carry some fondness for in the back of my brain.  […]


The 6 Design Values – Part 4: Teamplay & Sona
Posted by Cloth5 [HTML][XML][PERM][FULL] on 28 August 2014, 11:00 am

Hi there! Tahalden here with the next installment of The 6 Design Values. League is a multiplayer game where two teams are pitted against each other. It is only reasonable for Riot to provide as many team-oriented aspects in the gameplay as possible. This is the basis for the design value, Teamplay. One of the most iconic team-oriented champions in […]

The post The 6 Design Values – Part 4: Teamplay & Sona appeared first on Cloth5.




New Theme: Goran
Posted by WordPress.com News [HTML][XML][PERM][FULL] on 28 August 2014, 11:00 am
Announcing Goran, a new free business theme available for WordPress.com sites!


Quest for Glory: Fifty shades of apples
Posted by Bio Break [HTML][XML][PERM][FULL] on 28 August 2014, 9:00 am
(This is part of my journey playing through Quest for Glory 1. You can follow the entire series on the Nostalgia Lane page.) I get the feeling that I’m being followed… must be my imagination, though. More general wanderings in the … Continue reading


The Best Pastime Online Games
Posted by Write The Game [HTML][XML][PERM][FULL] on 28 August 2014, 7:07 am
Internet is full of hundreds and 100s of free activities, played by way of people through all areas of the entire world. Regardless within their age and also occupation, all analysts enjoy the plethora of online game titles present on the web that be a passion to deal with should they will spend a lot […]


Evil Takes Hold of New Photo App
Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 28 August 2014, 5:55 am
On the dawn of PAX Prime, we’ve released our new photo app for The Evil Within on both the Google Play and iTunes App Store, as well as through a Facebook app! As you can see above, using the app can transform even the world’s most beautiful faces into your worst nightmare. It’s the perfect way […]


Investigative adventures in Dungeons & Dragons
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 28 August 2014, 4:07 am
I was reading this article on investigative adventures in D&D on Sly Flourish. Very interesting, especially to me right now, since in my campaign we will start an adventure like that next Monday. In the past, and with a different DM, we had adventures in which the players were supposed to investigate go wrong and stall, so this is kind of a danger zone for us. I think it helps to consider some human aspects here, starting with expectations.

We've all read or seen detective stories, from Agatha Christie's Hercule Poirot to Inspector Colombo. Being familiar with the format evokes a certain set of expectations when you try to play through something similar. But the detective in such stories cheats. There is only one author who controls both the murderer and the detective, so the detective can't fail to find all the clues, in the right order, and to put together the pieces to come to the right conclusion. The moment that you turn that into an actual multi-player game, with the DM having set the scene, knowing who the killer is, and having set up the clues, while the players need to discover all that, there is a significant chance that the players won't end up as successful as a Hercule Poirot.

The first advice here, based on own experience, is that a played murder mystery has to be significantly less complicated than one from a book or TV show. There need to be less locations to investigate, and less witnesses to question. That is especially important for a group like ours, as we only play twice per month maximum. If it takes us 6 sessions to investigate all locations and speak to all witnesses, that means that by the time we finish with the last, we have already forgotten the clues from the first, which was 3 months ago.

The advice from Sly Flourish is related to that: The players don't usually know where the clues are, and might well investigate a location that you as the DM didn't foresee, or talk to an NPC that you hadn't considered in your murder mystery. If the adventure doesn't limit the number of locations and NPCs somehow (murder in an isolated location like the Orient Express, boat on the Nile, lone manor, etc.), but happens in the middle of a city, you could end up with way too many locations and people to handle. So the trick is to *not* first place all the clues, and then hope that the players find them. Instead just make a list of the clues as bits of information, and be flexible where those bits of information can be found. If the players have an idea to search a place or talk to somebody, and the idea is somewhat reasonable, just decide that the clue is there. That might feel a bit like cheating, but it ends up having a flow that corresponds to expectations: The TV detective doesn't lose endless time by searching the wrong places and talking to the wrong people either.

My final advice is in disagreement with the Sly Flourish article: Yes, "players want to feel like their decisions matter and their actions lead somewhere". But that doesn't mean that the game world and the villain NPC have to be passive and sit and wait for the players to work through all the clues. Instead the villain NPCs have to be handled like characters with their own motivation, goals, and means. The villain should react to the investigation of the players. Again that conforms to expectations, detective stories frequently have the murderer kill another victim because the detective came close to getting a vital clue from that person. Because this is D&D and not Agatha Christie, the villain NPC might have far more possibilities in a D&D adventure, up to and including attacks on the players.

I have this concept in mind of the "turn-based" approach to role-playing. Basically the risk in D&D sessions that are heavy on role-playing and light on combat is that certain players take the lead and go off on long solo performances, while the other players fall asleep and the story isn't moving forward. Thus I try to gently nudge the role-playing into a structure where I give turns to other players, and to NPCs. Thus if one player goes on endlessly negotiating with a merchant, I say to the next player "Okay, so while Bob's character is negotiating with the merchant, what do you do?". And once I've given every player the chance to act, I think what a reasonable response or action from the NPCs, especially the villain, would be. That concept is explained beautifully in the recent WotC adventures Murder in Baldur's Gate and Legacy of the Crystal Shard. The main advantage is that it kind of puts the adventure on a clock: The game world is alive and stuff happens, even if the players dawdle. Once the players realize that, it creates better drama, because they KNOW that they don't endless time to find the solution.

So the next adventure will be an experiment on how successfully me and my players can handle an investigative adventure in a city. If that doesn't work at all, I will have to rethink my idea for my next campaign, because the adventure path I have chosen has a lot of investigative parts as well. Dungeon crawls are comparatively easy, but I hope that we can do more than that.
Tobold's Blog



Important: Unofficial PBE Patch Notes for 8/27/2014 - Kha'zix Skin, Cassiopeia Gameplay & Texture Update, New Akali Splash


Azir's Ultimate Interactions and Lore Questions

Originally Posted by Riot (View Original Source)

Blinks are not affected by Azir's ult.

Having other champion created terrain also block dashes/jumps is not something we're intending to do at present, those abilities are explicitly creating terrain, with all the usual play and expectations around that, and are either on much shorter CDs than Azir's ult or come with multiple other effects.

Dashes as well? And what about Vayne's tumble? (Since it works on J4's ult)

If a champion moves/is moved using an ability Azir's ult will stop their movement unless:

1. The ability gives the caster unstoppability (e.g. Malph ult or Vi ult) or
2. The ability has no travel time and, on completion, changes the champion's position all in one go (e.g. Ezreal's E or Elise's Spider E)




Boardgame Appstravaganza
Posted by Blue Kae [HTML][XML][PERM][FULL] on 27 August 2014, 10:20 pm
I’ve been spending quite a bit of time lately playing the app versions of board games. Especially a few of the competitive 2-player ones like Star Realms and Summoner Wars. I bought the Master Set for Summoner Wars at GenCon last year but never got a chance to play it, and I’d been eyeing the […]


WIP Post


Guardian of the Sands Kha'zix

Evolved R Texture


Cassiopeia, Texture and Gameplay Update

Originally Posted by Riot (View Original Source)

Hey guys! Coupled with all these other upcoming Shurima releases, we've got an update to Cassiopeia for ya. Cassiopeia has always had some really cool stuff on her kit, and we saw this as a great opportunity to polish her up and really accentuate her interesting strengths. Here’s what we’re hoping to accomplish with these changes:

  1. Emphasize Cassiopeia's carry potential
    Cassiopeia has always been thought of as one of the highest potential damage sources in League of Legends, so we've taken this opportunity to really push her into that niche. Alongside this is giving her a unique and powerful endgame goal-- take a look at her new passive for more information here.

  2. Increase reliability
    The reset mechanic on Twin Fang often feels like it doesn't work properly, even when it does. So, we’re adding a few tweaks here to make Twin Fang just a touch more reliable-- and from what we've seen, even a little bit of reliability on Cassiopeia goes a longggg way.

  3. Tone down her lane bullying
    Historically, when Cassiopeia has been strong, her laning was oppressive to the point of being problematic. We're looking to fix this by toning down some of her early power and making space to give her very powerful tools for the late game.

  4. Channel her damage potential into her single target spell, Twin Fang
    We plan on giving Cassiopeia a lot of late game power-- way too much to comfortably fit into her spammable aoe spells. Don't worry though, Noxious blast and Miasma are still going to be very important and impactful spells, but we'll be shifting some of their damage into utility so as to allow Cassiopeia better access to her E.

And with that in mind, here are the specifics:

Aspect of the Serpent

  • Old passive: removed!
  • New passive: Cassiopeia gains a stack of Aspect of the Serpent for each second that an enemy champion is poisoned and for each poisoned unit that she kills. Her ability power is increased by 1% for every 25 stacks, up to a max of 375 stacks.
    • At 50 stacks, Twin Fang now heals Cassiopeia for 6/8/10/12/16 (+0.1 ability power)
    • At 150 stacks, Cassioepeia gains 30% CDR
    • At 375 stacks, the AP bonus from Aspect of the Serpent is doubled.

Noxious Blast
Provides Cassiopeia more movement speed later in the game but, in turn, deals less damage.

  • Damage: 70/105/140/175/210 (+0.35 ability power)
  • Movement speed: 10/15/20/25/30%
  • Cooldown: 4 seconds
  • Mana cost: 40/45/50/55/60
  • Delay increased by 0.05 seconds

Miasma
Now a notably more powerful slow tool but has a higher cooldown and deals less damage.

  • Damage per second: 10/15/20/25/30 (+0.1 ability power)
  • Cooldown: 15 seconds
  • Mana cost: 40/50/60/70/80
  • Slow: 15/22.5/30/37.5/45%

Twin Fang
Is now MUCH more reliable when checking for poisoned targets and has a higher AP ratio later in the game. Also, now grants mana upon killing a unit.

  • Damage: 55/80/105/130/155 (+0.4/0.45/0.5/0.55/0.6 ability power)
  • Mana cost: 30/45/60/75/90
  • Utility: Now refunds its mana cost plus an additional 3% of Cassiopeia's total mana when it kills a unit.
  • Usability: Now has additional checks in place to see if target was poisoned.

Petrifying Gaze
Lower cooldown, but also slightly lower damage.

  • Damage: 150/250/350 (+0.5 ability power)
  • Cooldown: 120/110/100

And that's it. I’m sure Cassiopeia veterans out there have some concerns about some of these damage changes, so I'd like to highlight a few things.

  • The reliability change to Twin Fang cannot be understated

    • This has huge implications on her DPS potential. More E's with a higher ratio = more DPS. For anyone used to playing Cassiopeia, you'll notice a difference immediately.
  • Much of her kit has been restructured to make Twin Fang more accessible

    • 30% CDR, buffed movespeed on Q, a buffed slow on W, and a lower cooldown on R all come together to make Cassiopeia's damage more readily available.
    • Additionally, the life on hit on Twin Fang allows Cassiopeia to stay in fights for longer periods of time, much like lifesteal does for AD carries. This means Cassiopeia will be free to do more damage over the course of a fight.
  • Aspect of the Serpent grants Cassiopeia significant AP in the late game

    • This'll help make up for some of the base damage tuning, but also simply give her more damage than ever before at full build

So! Please let us know what it feels like to play with this new passive. I’m particularly interested in the following: Does “Aspect of the Serpent” change the way you think about the laning phase while playing Cassiopeia? Does Cassiopeia feel particularly powerful in the late game as a result of her passive? How do the usability changes to Twin Fang feel?

Lastly, as with most content on the PBE, keep in mind that many aspects of Cassiopeia are still works in progress-- which means some things might look a bit weird, and others will likely be a little buggy. We’re already working on a lot of this, and we'd love to hear your feedback in case there’s anything not already on our radar.

Alright, that's all for now, but I'll be around! I hope you enjoy Cassiopeia on the PBE!

New Textures & Updated Model

Cut her tail on side shot so it won't take twice as much space

Base Skin

Siren Cassiopeia

 Greek Cassiopeia

Desperada Cassiopeia


New Akali Splash




Mission achievable
Posted by Welshtroll [HTML][XML][PERM][FULL] on 27 August 2014, 3:28 pm
Following up on my XCOM post yesterday, I think it’s safe to say have a thing for achievement hunting and it’s not necessarily that I want to 100% a game, my main weakness can be found in Steam’s global list versus my own achievements for particular game. Once I have completed a game I often […]


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