Browsing All Posts filed under »LoL«

[LoL] Attribute Synergy

December 3, 2011

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League of Legends uses a role system called "attributes" to sort its wide base of champions by function. The official game client displays twelve basic attributes with every champion falling into at least two.

[LoL] Classic and Dominion Balance

November 18, 2011

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While there may be balance differences between Summoner's Rift and the Twisted Treeline arising from the difference in team sizes, the completely different playstyle of The Crystal Scar has created a great number of issues, relatively few of which have been addressed. Is this a problem?

[LoL] Creating Community Tools

October 27, 2011

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As the follow-up to my previous article, Does LoL Have Hardcores?, today I'll be discussing a few features Riot could add to League of Legends to create unity, competition, recognition, and ultimately a sense of community within its player base.

[LoL] Does LoL have Hardcores?

October 25, 2011

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As a League of Legends player with a 3-year background in World of Warcraft, I was accustomed to the general idea that the visible player population of a game can be dichotomized into casual and hardcore. A few months into my League career, I've noticed that my experience doesn't reflect any such division.