Why is the mechanically simplest gameplay the most rewarding?

SaltyToplaneGoat··1 votes·408 views

I have been wondering about this for a while now, since Sated Devourer + Rageblade became a thing.

Usually in a good game, for you to have massive impact you have to put massive work into it. Just look at fighting games. Do you get the super-ulter-brutal-combo for pressing one button? Lol no, if you want that you better learn to execute the combo perfectly! Not to mention this is DEFINETLY not something you can spam out on a regular basis.

However, right now we have a row of champions being borderline broken because not only does the current itemization support them brutally good, but they are also the easiest to play: just rightclick. It's pretty much spamming move command on an enemy champ. Everyone can do this without and practice or training whatsoever. But why is this allowed to be the by far most effective way to play this game then?!

This is literally punishing for every single player who actually goes out of his way to learn and master a complex champion. Why is this even allowed to be a thing?

9 Comments

Quepha2 votes

positioning and decision making are also skills.

SaltyToplaneGoat2 votes

Yeah, everyone else needs to do that too. On top of their champion mechanics.

Meanwhile Sated players: LOLOLOL RIGHTCLICK FTW.

Quepha1 votes

[{quoted}](name=Kyoki Shinkuro,realm=EUW,application-id=3ErqAdtq,discussion-id=3zerKGJN,comment-id=00000000,timestamp=2016-03-23T18:29:15.525+0000)

Yeah, everyone else needs to do that too. On top of their champion mechanics.

Not really, having a dash means you can have garbage positioning and then undo your mistake with a button press.

Sir Yamazuki1 votes

{quoted}

Not really, having a dash means you can have garbage positioning and then undo your mistake with a button press.

If you're positioned so badly a dash isn't going to save you, and using your dash to make up for your mistakes means you're wasting its cool down and probably aren't going to be as useful to your team anyways. Also, a lot of the easier champions to play don't even have dashes where as some of the more mobile ones are very difficult to play. So, having mobility=/=easier to play. There's also the fact some dashes are targeted meaning you can only use them on enemy champions or minions/monsters, which isn't exactly useful for escaping in many situations.

Quepha1 votes

[{quoted}](name=Lord Yamazuki,realm=NA,application-id=3ErqAdtq,discussion-id=3zerKGJN,comment-id=0000000000000000,timestamp=2016-03-23T22:46:42.934+0000)

If you're positioned so badly a dash isn't going to save you, and using your dash to make up for your mistakes means you're wasting its cool down and probably aren't going to be as useful to your team anyways. Also, a lot of the easier champions to play don't even have dashes where as some of the more mobile ones are very difficult to play. So, having mobility=/=easier to play. There's also the fact some dashes are targeted meaning you can only use them on enemy champions or minions/monsters, which isn't exactly useful for escaping in many situations.

There is definitely a massive grey area between "dead even with a dash" and "safe even without a dash". Spending a dash cooldown when in that grey area is definitely less punishing than simply dying.

redniwediS1 votes

Most good games offer multiple playstyles with different levels of reward. Mechanically intensive playstyles are very rewarding and usually rather flexible, but require a lot of effort from the player.

Playstyles that are mechanically simple, however, are just as rewarding but are not as flexible. They do really well at one thing only, and so they can both have a competitive amount of impact while having clear weaknesses more flexible players can exploit. These simple playstyles usually involve adjusting the situation in an attempt to force opponents into an unfavorable situation, rather than simply outplay them.

Everything should come at a cost. That is the real problem right now, some items in League are so slot efficient that there's no reason not to buy them on champions who can do even somewhat well with it.

The downside to items should be it's slot efficiency. If you buy a tanky item that's one less damage item you can have, and if you buy an item that has a mix of offense and defense it will be subpar compared to any pure offense or defense item.

I could be wrong, but it sure feels like items are being balanced against one another right now, instead of against a baseline of slot efficiency. It feels like there's an arms race right now, instead of a standard level of power to keep everything in line. Tanks fall behind; tank items get stronger. Tanks are strong; tank busters get stronger. It's classic power creep.

TLDR: Both simple and complex champions have a place here. No one is punishing you for your choice of playstyle, even if current top tier items are making things difficult. All metas come and go, and learning to play against an unfavorable meta can do great things for you once the meta turns around. Use this time to learn all the weaknesses of your chosen champion type and how to win in spite of them.

Don't be the victim, be the victor.

WarlockLaw1 votes

Sated devour requires you to farm fir the first ~ 20 minutes of a game before it transforms. Any unsuccessful gank results in wasted time and delayed stacking. Because of this you can more easily anticipate a sated jungler than the other 3 builds. Playing a high early pressure jungler like Lee, Elise or Nid can easily snowball all 3 of your lanes against the significantly lower impact sated jungler. Additionally making sure you have scuttle control slows them considerably and make sure to be wary of them attempting to sneak drag. That is the weakness of sated junglers. Don't just give them sated for free, punish them for trying to go it. There is a reason it still hasn't been built in the lcs yet.

Urgonnalearn2day1 votes

{quoted}

Sated devour requires you to farm fir the first ~ 20 minutes of a game before it transforms. Any unsuccessful gank results in wasted time and delayed stacking. Because of this you can more easily anticipate a sated jungler than the other 3 builds. Playing a high early pressure jungler like Lee, Elise or Nid can easily snowball all 3 of your lanes against the significantly lower impact sated jungler. Additionally making sure you have scuttle control slows them considerably and make sure to be wary of them attempting to sneak drag. That is the weakness of sated junglers. Don't just give them sated for free, punish them for trying to go it. There is a reason it still hasn't been built in the lcs yet.

Yeah... the problem is that people don't realize this and go ham. If the gane is 10 to 5 and the sated jungler is still mia... you're gonna have a bad day.

When you see Yi the lanes should play safe and support their jungler. Basically pretend your jungler is THE play maker and the only way a kill can happen. Let enemy laners push etc. The jungler's job is to pick a cc early gank pressure jungler.

Yi's team gets cranky and your team gets stronger as a whole.

Also don't have a weak cc team comp that's squishy. You're asking for a stomp.

Miku Lv991 votes

This must be in low elo or something. Sure, if the enemies are all spread out and don't work together you can beat each one of them by right clicking. But if they stay together, and cc and kite you to death, these strategies will not work very well. If it's that OP where you're at, carry yourself up to higher elo by winning with doing that until it stops working.

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