Why do Lol Champions less balanced, and my suggestion on how to fix it

Heimerchina·11/26/2014, 1:54:47 PM·1 votes·792 views

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 Of course, this is an outdated chart, I will suggest a new chart like that: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

  1. reduce his farm safety (his poke skill will only hit champion, no dmg will be done on minnions)
  2. 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)

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