Split Live game's balance from Tournament balance

Desiderium·7/8/2014, 7:33:23 PM·1 votes·425 views

If anyone here has played Guild Wars, you'd know that they split skills from PvE with PvP. Some PvP skills are nerfed or otherwise tweaked to better suit the different gameplay.

Why doesn't League do something like that?

Instead of nerfing champions for EVERYONE because they are too powerful in high-level play, why not just split the balance from competitive gameplay and normal gameplay? DON'T STOP READING YET I'm not asking for champions to "stay OP" in normal games. No. If something is op, it should be nerfed regardless of which mode of play it is in.

However.

Something should not be nerfed/tweaked just because of its high level use for everyone else.

Take most Zed players nowadays. Most aren't too good, and just like to play a shadowninja and walk away from explosions. How do you think they felt when the shadow speed got nearly cut in half, and the cooldown of E went up by 1 second (which was far more of a nerf than most people think). If Riot stays by this logic, every champion Faker plays will get nerfed. They need to grow out of this. Either by splitting champion balance from Competitive play and Normal play, or nerfing things that actually ARE overpowered instead of being played skillfully to good effect.

1 Comments

Sir ArmaMalum7/8/2014, 9:15:56 PM2 votes

Rectangle and square, not everything considered OP in normal gameplay is OP in Pro-play, but everything that is OP in pro-play is or will be OP in normal play. Imagine Pro play as the ceiling or capacity of a champion's effectiveness, is there really any reason to keep that ceiling at an abusable level in normal play but bringing it down in pro-play? Inversely, is there any real reason to buff a champion's floor in normals just because people in normal play can't play against people in their skill range?

The fact is, pro play is an exercise in edge cases and abuse cases, and push the limits of the actual game itself. What you are asking for is to balance around the people, not the game. Which, by the nature of a normal human being and the sheer size of the playerbase, is nigh impossible. There is already split balance between maps because those are essentially different boundaries which can be tweaked and tracked by Riot and remain solely under Riot's influence. Balancing around a player or even a que is impractical because (in regards to ranked and normals) it's the exact same boundaries. Nothing has changed except the stakes, introducing a split on an arbitrary value (i.e. stakes, varied player skill) is a fundamentally doomed decision.