Why does Riot Game designers are ignoring their job?
I really would like to know why? I've been playing this game since beta, and I've seen all kind of unbalanced in gameplay ... but by far, this year is the worst for several reasons: 1- You're pushing the game to the peak of competitive playing, yet you fail to make it fair to everyone. 2- You're putting Pro players on top of everything else, although what made this game so popular were the nonpro gamers who just want to play the game for fun. 3- Obviously it's a team's game, so why don't you take out solo Q if you can't make it fair enough for solo players too?
What I'm talking about are champions skills ... I can safely say that there are a bunch of champions who are obviously supreme in any solo Q game ... I'm talking
,
,
,
,
... These champions are a pain in the butt, no it's not because of my elo, nor because of my bad playing, it's because once they win by 3 kills ahead in lane, no matter how good the rest of the team is, you'll never make a comeback. This is a HUGE hole in the game play experience in SR ... Why should a team lose because one screwed up? Do you mean to tell me that four teammates with their gold combined can't stop someone playing
for the first time? This is totally ridiculous to the point of frustration. I should be able to come back with the rest of my team if someone screwed up and we all play well. But with these champions mentioned above, no matter what happens you'll never do it.
Someone would say "How about banning them". I've thought about this as a Game designer myself and I thought, why would I want people to ban OP champions instead of banning counters? most people ban champions who have high reward for minimum risk ... But if I, as a game designer, managed to balance the game more, people would ban depending on what might counter the champion they intend to play, and that's so much better for player experience.
I'm obviously not talking about pro plays because they are organized teams with clear vision and goals so that's a whole different player experince. And I know it's not that easy, you need to consider masteries, runes, items, champion skills, all the match phases, etc, but you've become a company well known with a huge budget and I still feel that the game is as unbalanced as it was in the beta ... Look at
the new champion and how easy it is to destroy any Jungler in the early phase, and
the rework and how HARD it is to play him in the early phase. These are the kind of unbalancing I'm talking about, Urgot would be so good against a lot of champions ... but why play him and risk it, while playing
, for example, will still get you the same result with less risk?
Please, Riot Games designers ... START DOING YOUR JOB.
for pro too [zombie-nunu-bummed]