Why do Lol Champions less balanced, and my suggestion on how to fix it
If you play this game since S1, you will know that once upon a time every champion have a chart like that: Attack damage ||||||||||||||||||||||||| Ability power |||||||||||||||| Health || Difficulty |||||||||||
Riot try to balance the champion, so when he/she will not have all stat good. Of course, this is an outdated chart, I will suggest a new chart like that:
Burst on single target |||||||||||||||||||||||| AOE damage || Poke ||||| Farm Safety ||||| Defence ||||||| Ability cost efficiency ||||||||||||||||||||||| Mobility |||||||||||||||||||||||| Control ||||||||
Burst on single target - Damage per second deal on one single enemy with skills and/or basic attack AOE damage - Damage per second deal on enemies skills and/or basic attack Poke - Ranged damage deal to enemy(ies) with skill and/or basic attack, the attack range/poke skill CD/poke AOE/poke dmg will affect this stat Farm Safety - it partly affected by attack range (poke) and defence stat, but not exactly the same thing [I will explain in the Zed example] Defence - Basic stat like Health/Armor/MR/Health Regen, plus skills like shield, stealth and windwall Ability cost efficiency - Most efficient is champion like Zed/Kat/Yasuo, champions using fury come second, champions using energy come 3rd, and mana champion is the most inefficient Mobility - it determined with basic movement speed and dash skill (dash CD/dash range/maxium times of dash available in 10 seconds/constraint to trigger dash) Control - it determined with cc nature (stun > slow), cc time, numbers of cc victoms (Amunu > Taric), range of cc (Irelia or Riven will consider > Udyr since they have gap closing machanics)
The idea is simple: do no allow champions with all the 8 stat good, so no champion is OP.
Here is an example of Zed and Anivir (10 best - 1 Worst)
Zed Burst on single target 10 AOE damage 1 Poke 4 (not good but with 2 poke skill) Farm Safety 7 (the 2 poke skill plus mobility actually give Zed farm very safe) Defence 3 (not with good defence stat, but temperary phrased out improved his survivability) Ability cost efficiency 10 (he dont use mana or energy) Mobility 10 Control 1 TOTAL: 46 points
Anivir Burst on single target 1 AOE damage 10 Poke 2 (ranged basic attack, but poke stun do not provide dmg) Farm Safety 5 (poor basic attack dmg, inefficient cc, not fantastic skill range) Defence 2 (only egg...) Ability cost efficiency 1 (mana) Mobility 1 Control 5 (the stun is a long cd single target skillshot) TOTAL: 27 points
So, how to make this 2 champion more balanced but meanwhile don't hurt the players feeling? I will not suggest rework on Anivir. For Zed, we can do the following changes
- reduce his farm safety (his poke skill will only hit champion, no dmg will be done on minnions)
- reduce his ability cost efficiency (he need energy to cast skill)
For high mobile champions like riven/fizz/yasuo, remove their AOE against minnions is actually a good way to nerf them (make them at least like Akali or Kass)