Why League Never Seems to be Balanced

OhWanderer·6/22/2017, 10:22:34 PM·1 votes·538 views

So Basically the idea here, to get straight to the point, is that in each game played some one is always loosing. It is not deniable, people always loose, even if you are higher up in the ladder you loose. There is no way to show that you have mastered parts of the game. In terms of the balance of the game I think it would be easier, instead of trying to make everyone accomplish the same goal, if you had sub goals. Not as in dragon or baron, but as in acknowledgement for doing certain things.

Lets say, for instance, you really like playing someone who is at the moment "off meta", someone like Kindred (just as a for instance, i understand she is being worked on atm). Kindred has really good objective control as she is a marksman. Hypothetically is it wrong to punish the kindred if they utilize their objective control and get Harold, a couple of dragons and maybe even a tower, just because she lost to a tilted mid and a bot lane that over extended constantly or even just an afk? What if instead of just flat win/loss LP gain/loss it was more dynamic, something like.

  1. Win/loss? (+/- 10 LP)
  2. Did they secure dragon? (+ 2 LP per dragon)
  3. How much tower damage? ( +1 LP per 50% tower health taken)
  4. Did they help their team? ( + 1 LP per 2 assists [3 assists might be a better number, might need to be higher])
  5. Did they burden their team? ( - 3 LP if 25% of team deaths, - 5 if 50% [maybe a "if over x amounts of death clause" would be necessary])
  6. were they MVP for their team [for the game might be a better option]? ( +3[5?] LP if KDA ratio was highest in ___)

This way people would not get demotivated or discouraged when they are loosing badly because if the harder they work the more they will be rewarded. You could, also, add some things so that team work is more encouraged, the list above was just a for instance. Like you could make it +10 or MVP and make it so that one person from each team gets one. The way the system is now it is not as rewarding to specialize champions towards certain things. Like making bot lane really good at being able to pressure towers, and instead their focus is on contributing to late game team fights. This causes things like Tristana's kit to be somewhat pointless despite the fact that she can shred towers really well because she has to be more out of position than others and is less safe (not to say she is not good or anything, I personally quite like Tistana).

EDITED: just the list as I was reading it just wanted to add an important detail.

ADDITION: wanted to add an idea for an issue brought up in the comments. The system would work best in an environment where there is not "highest rank". You could then add a system where it brackets you based on the amount of time you put in. So if on average you played 4 games a day and that was just above average (so only 30-40% of players do that much) then it would place you in that bracket. If you play more and manage to raise that % then it would move you up.

6 Comments

Telephone Booth6/22/2017, 11:00:55 PM2 votes

Yeah but if their jungler camps my lane, comes in to gank 5 times, gets me twice, that's not too bad on my part. I evaded more than half of his ganks. Yet I get less L.P. because I happened to be the lane he was camping that game. I kept him busy, wasted tons of time, enabling our jungle to get dragon and shit, yet our jungler gets extra L.P., while I get L.P. taken away. It's a team game. There are ripple effects. You can't reward people individually, when everything you do has an effect in some way or another on the whole team.

Now if people get demotivated because they don't have the critical thinking to recognize this, and instead listen to their dim witted flaming allies, that's their problem. The game doesn't need to compensate you and motivate you. Just use your noggin to analyze your effect on the game, whether negative or positive. That's part of being good at the game. Knowing what kind of effect each move will have on your team as a whole.

Sir Fuzzi6/22/2017, 11:04:08 PM2 votes

Dawg. League never balanced for two reasons.

Hundreds of items, a hundred and thirty champs. You change one thing and the effect ripples out to like twenty other things that just changed based on where those numbers fell. Death's Dance and Draven-- perfect example.

There's too much stuff in the game. There's just way too much. Every time they add or change something, they have to consider all of this extra stuff on the way. There's so much that involves number work that it's just insane. And it happens time, and time again... they're constantly nudging numbers forward and backward, forward and backward and it's constantly pushing winrates around.

The game is too bloody big.

EDIT: To tie this closer to your points about players, think of this: what happens if someone gets to be higher-ranked based on a champion who is objectively performing well at that point in time? Are they there on skill? Are they 'earning' their rank?

And to say nothing of boosted players. How can you trust higher echelons of play for balance if we can't even be sure people actually belong there?