Riot let’s talk champions

MustFâp··1 votes·1,367 views

First, let me start with a disclaimer I am a NOOB never passed Silver 2, only been playing for 2 seasons now and this is my personal feedback and MY OPINION ONLY I have no Data to support what I say or anything just MY OPINION and talking general scenario here.

In this feedback I want to address two aspects regarding champions: • Champion Role & Job • Champion Kit & Abilities

I will start with Champion Role & Job, each Champion fall under one or two maybe even three (different build can change your role & job) of the following Category with their general description for each: • Tank: usually, a meat shield can take lots of damage, have high HP, way to CC, Peel for his team and do little damage. They start the game as weak and at the start of the game and get harder to kill as the game goes on. • Bruiser: The mid-ground between Tanks and Assassin tend to have medium to high damage and Health and a mix of everything in their kit (Mobility, damage. Shield, heal,...etc.). • Assassin The high risk play big rewards style (mostly) they tend to have high damage and high mobility, some even have CC and shield. The downside for most Assassin is low HP and can be burst easily. • Assassin Mage Still, with The high risk play big rewards style (mostly) but they tend to really on items a bit more than AD Assassin (other than LB that she just a stupid champion) and have more CC in their kit. Still, have the same downside of AD Assassin low HP, can be burst easy and suffer from a shortage of Mana early game. • Control Mage Poke them to death and CC them till they hate you Style. Smilier to Assassin Mage but less damage usually but more CC and medium to long Range to be safer. They share similar downside of Assassin Mage low HP, can be burst easy, suffer from a shortage of Mana early game, and most of their spell tend to have medium to long CD early game. • ADC The role Riot almost killed this Season, depend on what champ but they tend to have high damage mid to late game but low HP and easy to burst. • Utility Support Tend to have little damage but their spell designed to peel for their team or start fights and usually build tank items. • Control Support Tend to have little damage but their spell designed to support their team by (shield, heal, CC,...etc.) they tend to build Support items design to empower their spells, downside they have low HP and MANA dependent. • Damage Support they are kinda new to me but they are champion who do lots of damage but tend to be easily burst, depend on MANA mostly (but not all), and due to their damage sometimes they tend to take the kill and gold from their team member.

Now you might be thinking why are you telling us what we already know? The reason is during this season I started to notice a trend in Riot reworks and new champions. Riot started giving one Champion mix of two or more roles trait without balancing them. for example, Pyke, Let us take a look at his kit ad ability and what they can do • Q (Bone Skewer) it has the trait as Utility Support to start a fight or peel for his team • W (Ghostwater Dive) it has the trait as Assassin mobility and stealth. • E (Phantom Undertow) it has the trait as Control Support to CC and it can also be used to escape • R (Death from Below) an execution on Support Really?????? and it gives gold to his team, I don’t think I need to say more about it. • Passive (Gift of the Drowned Ones) the converting part (AD to HP) is OK, however, the healing part is just too much.

This is not Feedback on Pyke I just used him as an example to the problem I am trying to explain and don’t get my message wrong mixing Role trait is not bad idea at all and I am not against it, on the contrary I support it but it is very thin ice and when the mix is done it should balance by not making each ability very strong on it is on. One champion where the mix was done right was Karma till she was nerfed and gutted but still, her Kit & Abilities have a good mix and balance to them. Damage with her Q but not too strong, CC with her W but it is not easy to land and easy to break from, Shield with her E, and an ult that empowered all her ability but you know what, she falls late mid to late game and none of her ability when you are building Support item have high damage.

OK talking about Pyke and Karma take me to the second part of my feedback and the main reasons I am writing this Champions Kit & Abilities. From what I said above we can say Champions kits can have the one or more of the following:

Damage, CC, Shield, Heal, Mobility, stealth (I am sure there are some I missed but those are the main one) depending on the Champion Kit & Abilities, base status, Ratio, Cool Down a playstyle is formed but not only that a counter play style is also formed.

Lately whit it some of the rework and new champion Riot have been focusing on making a Great Champion and they did, but forgot to answer the main question are those champion good for the overall game health or are they just going to be damaging it? I personally believe that Riot has failed to answer this question correctly or neglected to ask it to begin with. The champion design team (or whatever they called) set off with a goal of making this amazing champion and introducer new things to the game, and congratulation mission accomplished, however, it was on the price of the Game Health overall.

If you are wondering what the champion I am talking about here some of them but not all are (Urgot, Aatrox, Akali, Irelia, LeBlanc, Yasuo, Pyke, Kai'Sa, Kassadin, and Ornn) all of these champions have a too many mixes in their Kit & Abilities of several Role (mentioned above) without balancing it making them very strong and hard to counter play them (A.K.A OP champion, refer to Pyke example from above or Irelia who have high mobility, heal, strong Shield, high damage, strong AOE CC and low CD. I don’t want to keep writing for each one but each of them has his own problem) and those champions are not all very high mechanically challenging hard to play and get the high damage like Riven (which have a very strong Kit & Abilities but to make the best use of her one need to Master her mechanical playstyle which makes her fair and balance in my opinion). Yes I know some of them have Champion to counter them but I am talking about a counter play here where they have clear weakness one can exploit, for example, Veigar if he uses his E (Event Horizon) and misses it is an opening, Same with lux and her Q, ….etc. When you give a champion almost everything in his/her Kit then you create a toxic champion who is very hard to balance and not many options to do so, to begin with. In order to balance a champion usually the way to do by changing their basic stats or ratio, however with those champion the main problem with their kit, not the basic stats or ratio. so they even end up been nerfed to a point where they are useless or left to be OP and toxic champions.

Furthermore, Regarding introducing new things to the game. I think skill like Kayn ability to walk through walls is amazing (even though blue Kayn need to be nerfed a bit but another topic) some abilities are extremely damaging to the game health like Akali W (Twilight Shroud) the old one W was OK but the new one is very bad and here is why I believe that, because it keeps her safe from towers. Towers have always been the safe place in lane so even if I end up getting my ass kicked hard and feed, I always had the option stop the bleeding and hide under tower thus the enemy risk the tower damage to kill me, thus leading for me to maybe outplay them and with the tower help I get that shut down gold which helps me get back to the game. However, with Akali W (Twilight Shroud), this is no longer possible. There is no safe place form feed Akali in lane my only option vs her is to leave the lane. The Second Thing been introduced to the Game and I believe it is pretty much cheating is Execution Mark (the mark on the HP bar show when a champion can use his/her execution to kill) on champion like Urgot, Pyke, Akali (not sure about her) it is pretty much like having a bot telling you when doing you need to use your execution and it unfair for other champions. If I was playing Jinx and I was using a bot to only tell me when my R (Super Mega Death Rocket!) will have enough damage to kill the champion it would consider cheating and I will be band form the game, however you are giving the same thing to those champion with that Execution Mark. Execution is powerful spell that ignoring resistance (Armour and Magic) and they should not be that easy to use they should have a learning curve as they can change the course of team fight very easily and thus the game itself or for the Mark to be introduced to all damaging ultimate thus giving everyone the same advantage. Those two things (Akali W and Execution Mark) should be removed from the game ASAP in my own NOOB OPINION.

3 Comments

Jamaree2 votes

Doesn't that logic of getting to ignore damage apply to every champion with tower diving mechanics, why is her W anymore or less fair then Ekko's ultimate or Vlad's pool,

MustFâp1 votes

Ekko ultimate (Chronobreak) send him back to where he was 4 seconds, yes it allows Ekko to dive in do his damage and get out safe but it can't be used if Ekko is CC and in order to use for damage under a tower it means he has to stay under the tower for 4 Seconds in the same place and I am aware he that can happen but it is not easy with a big opening to counter play him and kill a feed Ekko with the tower help. Generally speaking, Ekko have Mana problem and is very item depending since riot nerf his basic stats and buffed his ratio to kill Tank Ekko leaving him is a very awkward position compared to other Assassin such LP, ZEd, Talon ..etc especially when we talking about clearing waves early (I play lots of Ekko myself and I know I am not the best)

Vladimir W (Sanguine Pool) duration is only 2 Second and it cost HP to Cast and it does little damage really. Generally speaking, Vladimir have long CD early games and that is his biggest downside

Both of them are one-time escape before they have to take tower damage again or run away, also their ability rest tower damage only once in a fight.

Now let's talk a look at Akali W (Twilight Shroud) Akali drops a cover of smoke. While inside the shroud, Akali becomes invisible and unable to be selected by enemy spells and attacks and gains Movement Speed. Attacking or using abilities will briefly reveal her. Drops a smoke bomb, unleashing a spreading cover of smoke lasting {{ base duration }} seconds. The smoke obscures Akali from enemy vision and grants her 20/25/30/35/40% movement speed. Entering or exiting obscured extends Shroud's duration. Now let us break down what casting W mean: 1- it will be cast instantly with only the animation delay 2- Akali restores energy 3- Entering the shroud renders Akali invisible gaining bonus movement speed and causing all sources of true sight (including turrets) to grant obscured vision instead. that means only AOE and skill shot will work on her while she in her W and even if she is CC she sill not visible for auto Attack or Targeted Spell and summoner 4- Akali's basic attacks and abilities will break the invisibility for 0.65 seconds. Twilight Shroud's duration is extended by 0.5 seconds whenever she enters or breaks from the shroud, up to 6 times, for a maximum bonus duration of 3 seconds. not to mention if she breaks torrent aggro that means the first shot will be rest and it does little damage in comparison to the following and the one following that, as torrent do increase damage per shot she can rest that easily. 5- Since the cooldown starts after the base duration ends, extending the duration by breaking or entering the invisibility will also indirectly reduce the cooldown. 6- it can work with her E (Shuriken Flip) to increase her mobility.

That the main problem with Akali W (Twilight Shroud), However, this theme of 1 ability giving her several things can be seen all over her Kit & spells I mean in overall with her Kit & spells she has High damage stats, very very high mobility, Heal, restore energy, Missing Health based damage, bonus movement speed, Bonus Damage to champions, slow, bonus damage to minions and monsters, Stun, 7.5 Seconds between the two part of her Execution, and a dash.

This Theme of giving one champion everything has been repeated over and over and in everytime it created a Toxic Champion AKA OP champion that people hate.

MustFâp1 votes

below is a Video about Akali just proving my point and this guy is Main Akali high elo player and stremaer

https://www.youtube.com/watch?v=Y1KrBQrg198

More from Gameplay