How to fix this game from the ground up: delete literally half of it

SaltyToplaneGoat··7 votes·2,406 views

I know at first this sounds like an ironic take on some boards threads that say "delete this", or "delete that", but this is supposed to be a serious thread. I think it is obvious that the current issues and problems run too deep in the game to be easily fixed by mere number juggling on a superficial level, and you know why? Because there are too many systems in place that somehow DO MORE HARM THAN THEY DO GOOD.

So let's start with the deletion list that for some reason does not include a single champion!

1.) The entire Rune/Mastery-business in general.

You see, back in the day we had this thing for "playstyle customization". However, in a game with like a 150 champs, IS THAT STILL NECESSARY? If you don't like the playstyle of one champion, go play another, it's not like we don't have one massive varaiety to choose from. I could have seen the necessity in the early stages when we had like a 40 champs for 4-5 roles, but today? Not really needed, especially with all the problems the mere existence of such a system causes.

For balancing, such out-of-the-game systems are a nightmare. Every single champion needs to be balanced so they are not op with any combination of runes and masteries they run. However, now also every champion needs to be balanced so they are not completly useless when they are not playing with their "best setup". And overall: such a system just pushes even more damage, because as it is the nature of the genre, the offensive options will always be of more use than the defensive ones.

You know how to balance a highly complex game? First of all you cut down the complexity! And Runes and Masteries themselves got nothing to do with the ACTUAL GAMEPLAY. In fact, they distract from it! This game is about awesome champions doing awesome things, yet somehow a whole lot of the power the player uses does come from some random rune setup that's not in any way connected to them. That's bad design if you ask me.

Generally the whole thing just feels so forced. Like "we had a system like this in the past, now we need to have it too" - which in general is a very shitty reason to do things, if it's the only reason, which it undoubtingly is - after all, I explained above how the "playstyle customization"-argument just does not work anymore.

2.) Every single item in the game, then redo it from the base up.

Another thing that falls under the "power from outside a champions kit" category: items. However, I don't want to go full HotS here and throw them out, because they DO have a function in defining how individual progress in a single match works. But... we really need to look at them from the base. Why does a Ruby Crystal cost 400 gold? Why does it give as much HP as it gives? How much gold is every point of stat supposed to cost? What can a laner buy after getting an early kill? And what not? How many farmed minions does this item require?

This allows us to finally create new items with actual freedom in design: we wouldn't have to worry about how a new item fits into current itemization choices of certain classes, when we re-design all the items. This also leads us to point 3:

3.) Ancient remnants of the game's early stages

Grivious Wounds. Random Crit. Lifesteal... all these things existed in the WC3 engine that the original DotA was made in, and that would be the basis for this game, yet they all do more harm than good: Grivious Wounds make balancing healer-champions really wonky, crit was originally brought in to make ADCs buy a stat that would not immedeatly make them shred towers, but those crumble like wet paper anyways and it leads to horrible gameplay with victory decided by chance and not by skill, and lifesteal... you know, sticking sustain to champions that should definetly not have it by class definition is surely not really a good idea, and playing around lifesteal usually results in "just kill them as hard as you can", because predicting how much they are going to heal per hit, especially with crit variance, is just such an annoyance none's really going to bother with.

I mean we kicked out dodge (for good reasons - I doubt most players reading this will even REMEMBER dodge, that's how ancient it was, and those who do will do so with dread), so why not do it with the rest of these stats? Like this, a lot of design-space that was cluttered before has been freed up for more interesting unqiue items.


Seriously a lot of the problems in the game seem to come from everything being build and and expanded from a wonky basis, and somehow trying to change something on such a fundamental level was considered heresy. But we should keep in mind: league was never a perfect game, and even if for the most years we thought of it as "heading in the right direction" (which it mostly did save for the Ghostcrawler era heralded by the juggenauts which HOPEFULLY has come to an end now), it had fundamental flaws and irritating quirks that need to be worked on.

Or to make it short: instead of trying to fix a hopelessly broken house, it might be cheaper, faster, and more satisfying for everyone to tear it down, fix the fundamentals, and then build it completly new.

14 Comments

SaltyToplaneGoat2 votes

Is true balance not the goal the dev team should strive for? This seems a pretty sure way to do it...

Bobloser35551 votes

I been here since season 2 or something, the game was never balanced, however they could easily balance it if they stopped changing it all the time.

Daddy Ants3 votes

Grievous Wounds needs to stay.

SaltyToplaneGoat2 votes

Why? Don't build it, the champs it counters are broken. Build it, they are now useless. Either that, or they are so nerfed to the ground that you don't need to build it to begin with. Why not get rid of it and instead just balance heal-champs accordingly?

Note that with that I'd also want to see lifesteal gone, so the number of champions you'd build the stat against drops as well.

Bobloser35551 votes

{quoted}

1.) The entire Rune/Mastery-business in general.

You see, back in the day we had this thing for "playstyle customization". However, in a game with like a 150 champs, IS THAT STILL NECESSARY? If you don't like the playstyle of one champion, go play another, it's not like we don't have one massive varaiety to choose from. I could have seen the necessity in the early stages when we had like a 40 champs for 4-5 roles, but today? Not really needed, especially with all the problems the mere existence of such a system causes.

I disagree with that notion, every champ can and should be played in different ways: As an example: I main Trynda and Malph and was facing Maph as Trynda the other day, I knew if Malph goes Tank or Ap and I go Tank I will win the lane as Trynda, if Malph goes AD its a different story and he will win the lane after he gets his main items, if Trynda goes AD and Malph goes Tank Trynda will lose early but he can win the late.

PhDs Nuts4 votes

{quoted}

I disagree with that notion, every champ can and should be played in different ways: As an example: I main Trynda and Malph and was facing Maph as Trynda the other day, I knew if Malph goes Tank or Ap and I go Tank I will win the lane as Trynda, if Malph goes AD its a different story and he will win the lane after he gets his main items, if Trynda goes AD and Malph goes Tank Trynda will lose early but he can win the late.

That decision is made in-game with items, not before the game with runes/masteries, otherwise you're just playing rock-paper-scissors.

Bobloser35551 votes

yeah well its both, runes and items.

DrCyanide4 votes

Runes are still Rock-Paper-Scissors in your example. He went Tank/AP/AD, and you went Tank/AP/AD, and the winner of that guessing game gets a little advantage in game.

If the advantage is too weak, Runes feel useless. If it's too strong, it feels like you won/lost because of luck picking the better runes (or being able to use the more OP rune). If they're just right, then you have tiny advantages and your opponent has tiny advantages - basically the Runes feel like part of the kit.

If the best case scenario is Runes feeling like it's part of the champion's kit, wouldn't it make sense to actually rely on the kit instead?

Bobloser35552 votes

Yes, that's true. Now that I think about it more, perhaps I agree that removing runes is a good idea but also keep and increase the play style diversity of a champ to make them viable with different kinds of build and not a must build. Would love to see a bigger variety of items also. Another idea would be to buy runes in the shop.

Bonipherus2 votes

I love the simplicity and effectiveness of your statement

Bonipherus1 votes

I'm with you completely except for the lifesteal part. Lifesteal acts as a mechanic where certain champions who take a lot of poke can heal up a little between pokes or allow them to keep fighting a little longer after surviving an all-in. With crit removed the huge bursts of rng healing are cut down and certain mechanics about lifesteal can be retuned. here's 2 examples off the top of my head:

  1. minions and monsters only heal you for 25% of the damage dealt. this reduces constant sustain from clearing waves and jungle camps without screwing over the stat while in combat
  2. you can only heal for the amount of health that was actually taken away. this means things like 500 damage auto attacks against a target with only 100 hp left will only heal based on the 100 hp instead of the 500 damage while also making it so damaging someone's shield won't heal you either.

Too much lifesteal is where we get into problems, which is the same with too much heals/shields/cc/damage etc in general, so i believe it can be balanced to add more to game depth and cause more good for the game than just simply removing it altogether.

chipndip11 votes

It's rarely a good idea to try to improve on something that's long standing by destroying it, especially at the foundation.

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