Things That Shouldn't Be In the Same Kit Without Trade-Offs
THE ORIGINAL
Check out the original link for the original version, which is also shorter, and includes the discussion leading to my changes, since my stance was slightly modified through said discussion on that thread. This time around, I'm very curious as to how others feel about this, and why. So, I added a poll.
Link to the original thread: http://forums.na.leagueoflegends.com/board/showthread.php?t=4492475&highlight=shouldn+be+in+the+same+kit+troy242621
INTRODUCTION Certain design elements remove weaknesses and prevent counterplay. However, that doesn't necessarily make them bad. What's bad is when there isn't any innate weakness to compensate for it. Hence, I amended the original title to include the "Without Trade-Offs," to account for this realization. Onto the list,...
ATTENTION: I would like to reiterate before you read the list. THIS DOES NOT MEAN THESE THINGS SIMPLY SHOULDN'T EXIST. It means that, if they're put into a kit, they need a significant weakness to offset their immense strength that they possess by virtue of having these elements. This cannot be stressed enough. THIS ALSO DOES NOT MAKE THEM OVERPOWERED. Often times the most common reaction is to lower their stats until they can be reworked.
LIST OF THINGS
- Silences and high burst.
- Sustain and being mana-less.
- Resets (Especially on assists with AoE abilities).
- Tankiness, damage and mobility.
- Early game dominance and late game scaling.
- Being incredibly safe and having strong late game scaling.
- Having six thousand effects on every skill.
- Having everything a particular specialty could ever want, especially when it covers all weaknesses.
LIST OF REASONS
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Throws counterplay out the window. You can often times be killed before you can even do anything.
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Immovable object. Leaves very few viable options to react.
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Ridiculously difficult to balance, innately strong teamfighters. Snowballs wickedly hard in most instances.
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Frequently does everything too well, outclassing other picks. Often times they simply get watered down stats, causing cyclical balance. This is because it simply replaces the current "Does it all champion," with the next one. Adding a unique weakness allows them to coexist and have counterplay, leaving it the best possible solution.
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Minimal weaknesses. It also becomes very difficult to play against because they're overbearing at all stages of the game, and generate an oppressive feeling to anyone against them.
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Late game scaling is supposed to have risk. That's the point. When a champion has high mobility on top of late game scaling, their opponent MUST outplay them, just to break even. That's an imbalance in effort, risk and reward all at the same time.
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Overloaded and outclasses other champions. Frequently, this is associated with at least a few other reasons, as it usually removes weaknesses and provides a plethora of tools, such as utility and CC, so that they are never simply irrelevant. It also gives then a magnitude of options, increasing unpredictability, often times synergizes entirely too well and usually leads to, again, watered down numbers and cyclical balance. The worst part about this particular reason is, it can give TOO MUCH room to "Outplay," people (Think pre-rework Nidalee who was immune to ever being caught unless she horribly misplays while spamming long-range nukes on a 3.6 sec CD) and outright eliminates counterplay if played properly. This results in "Either garbage or OP tier," champions.
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Similar to the above, as they go hand-in-hand. Only thing new this adds is it magnifies the aspect of outclassing other champions and often times becomes a pick/ban champion.