Mar 8 2016 - 2:45 pm

This wild final shows why Rocket League is a great esport

With a developer-supported $75,000 league on the horizon, Rocket League's esports future is looking bright
Callum Leslie
Weekend Editor, Dot Esports.

With a developer-supported $75,000 league on the horizon, Rocket League's esports future is looking bright. And a recent, thrilling tournament final showed exactly why competitive Rocket League is so thoroughly entertaining.

The $5,333 up for grabs in the grand final of the Rocket League Central Pro League might seem small compared to other recent prizes in esports. But it was one of the biggest in the game so far—big enough to attract all the game's best teams.

After a marathon 30 game regular season, eight teams advanced to the single-elimination playoffs, including sponsored teams like iBUYPOWER Cosmic and Flipsid3 Tactics.

Flipsid3 is one of the game's most decorated sides, so it was no surprise that they ended up making it to the best-of-nine final where they met German side Crown and Jewels in an epic match.

As the established franchise with the momentum coming in, Flipsid3 dominated the early games and jumped up to a 4-2 lead. Game seven was a tight affair with no goals, until Flipsid3 scored with just 33 seconds remaining to seemingly seal the championship. Crown and Jewels' "Sikii" had other plans, however, scoring a buzzer beater to take that game to overtime. A long range strike in that sealed the game for Crown and Jewels, and they dominated game eight to level the series.

In the final game, Flipsid3 once again took the lead and were 2-1 up going into the closing seconds—until yet another last second goal forced a final overtime. Crown and Jewels sealed the title with a goal worthy of the high skill competition, taking the ball on a wall ride up the length of the pitch.

Both teams will be eagerly anticipating the start of the RLCS, the $75,000 pro league supported by developer Psyonix. If the games are anywhere near as exciting as this final the tournament could help bring lots of new eyeballs to the game.

You can watch most of the final here:

Image via Psyonix
Today - 10:07 pm

Riot plans to test out a 15-minute surrender option—here’s why it’s a good idea

The new feature would have been added already if other things hadn’t gotten in the way, the developer says.
Aaron Mickunas
League of Legends Writer
Image via Riot Games

A 15-minute surrender option is being tested for League of Legends, Riot announced last week. And it's about damn time.

Riot originally planned to have the feature in the game by now, according to Andre ‘Meddler’ van Roon, League’s lead gameplay designer. He mentioned that it would have been tested and implemented already if not for high-priority projects like the new client and matchmaking changes getting in the way.

In a post on Nexus, League’s editorial website, Meddler gave a few details on the upcoming potential feature. At first, it will only be available in one region, although we aren’t sure which region will be selected. It will also function differently from the usual surrender—it will be a unanimous vote, meaning that all teammates would have to agree for it to actually go through. Will this replace the current 20-minute surrender altogether, or will it just be an addition? There aren’t enough details to tell right now, but either way, it would be a change for the better.

Why? Well, the traditional 20-minute surrender has been around since the beginning of the game, and frankly, it’s outdated. Over the years, the average length of games has shortened considerably, and it gets even shorter depending on what rank you are.

More than 42 percent of all solo queue players are in Bronze, and over 36 percent are in Silver, according to League of Graphs, a League statistics website. That means almost 80 percent of all solo queue players in League are in either Bronze or Silver. Want to know the average length of game time amongst those players? About thirty minutes. Higher ranked games are even shorter.

That’s right, most games in League only make it about ten minutes past when players are allowed to surrender, meaning most games are close to ending the normal way right around the same time that they’re even given the chance to give up early. Now, I’m a firm believer in the “Never give up! Never surrender!” policy when it comes to ranked. However, sometimes it’s a better choice to type in the ol’ “/ff.”

If someone was toxic and ended up rage-quitting because they weren’t able to steal the jungler’s Krugs while the jungler was trying to take it, for example, your team is now down a man because that player took it very personally (this surely has never happened to me). Or maybe, just maybe, you are down six towers, an inhib, two dragons, and twenty kills when the clock strikes fifteen minutes. It’s also possible that your top laner went Teemo. All I’m saying is sometimes things are looking just bleak enough to make the strongest-willed player want to throw in the towel.

Adding a 15-minute unanimous surrender option gives a team the possibility of finishing up and starting a new game before the slug-fest goes on long enough to crush their spirit completely. A 20-minute surrender is the only option—even when ranked games now rarely go past 30 minutes. It’s ludicrous, and adding a bit of flexibility here is the right way to go.

Today - 9:39 pm

Here's what has changed with Overwatch's newest patch

Year of the Rooster isn't the only major change this week.
Nicole Carpenter
Dot Esports
Image via Blizzard Entertainment

Red and gold lanterns dangle from Lijiang Tower's rafters, firecrackers pop in the distance. Blizzard introduced a festive new Year of the Rooster event to Overwatch today—but sent some extra gifts our way, too.

Blizzard pushed Overwatch's public test region adjustments live with the Year of the Rooster event, with a move that is likely to change the game's meta just a bit. Is triple/quad tank meta over? We'll see soon enough as players get their hands on the tweaked heroes.

Here's what to expect.


Image via Blizzard Entertainment
  • Biotic grenade effect duration decreased from five seconds to four seconds
  • Healing boost on allies decreased by 50 percent

Ana's healing boost on allies has been a point of contention in the professional Overwatch scene for a while now. Tweaking her in this way is part of an effort to make the healing sniper less of a must-pick for teams. She's one of the major reasons the tank meta has persisted for so long—tanks under Ana's watch were just too hard to kill.


Image via Blizzard Entertainment
  • Mech armor decreased from 400 to 200, while health was increased from 200 to 400
  • Fusion cannon bullet damage decreased from three to two
  • Fusion cannon bullets per shot increased from eight to 11

Especially paired with Ana, D.Va was so hard to kill. While many of us loved this, she wasn't balanced. That's why Blizzard nerfed her armor health, but increased her regular health. Tweaks to the fusion cannon are supposed to make the weapon feel more "consistent," Blizzard said.


Image via Blizzard Entertainment
  • Enabling backwards wall ride in the option menus will allow Lúcio to wall ride while moving backwards. Radical!

This is just a fun update, but a helpful way to get out of bad situations without taking your eyes off the enemy team.


Image via Blizzard Entertainment
  • Hooked targets now pulled directly in front of him, except when he rotates drastically
  • Leaving Roadhog's line of sight allows the hook to break before being pulled
  • Line of sight checks are done from Roadhog's position instead of the hook's position

How many players have been hooked by Roadhog through a wall or the payload? Too many. Blizzard's adjustments to Roadhog's hook are in an effort to make the weapon feel more consistent for both Roadhog players and his targets.


Image via Blizzard Entertainment
  • Hack cooldown reduced from 12 seconds to eight seconds
  • Target hack time decreased from one second to .8 seconds

Sombra's hack is interrupted if she takes damage during the move. Blizzard adjusted her hack time to allow her to execute hacks easier.

The long awaited third-person floating health bars have been added to the Overwatch live client. Spectating Overwatch just got a lot easier. With it came an updated kill feed—which will also help with Overwatch spectating—that puts hero ability icons in the kill feed along with a red indication if a player killed another with a headshot.

General updates include the new communication wheel, which allows players to equip up to four emotes, sprays, and voice lines. Just head into the hero gallery to load yours up. Voice line and emote submenus are accessible through the communication wheel. If that's not enough, players can now bind individual sprays, emotes, and voice lines to mouse buttons, keys, or controller buttons.

Lastly—and maybe most importantly—Blizzard nerfed crouching, adding a very small cooldown between each use.