Balance Issues Megathread

Electro522··7 votes·981 views

Hello Everybody!

So, I have been seeing alot of threads centered around the balance of the game.......probably a bit too much than I want to see. So, in order to get a clearer picture on the entire ordeal, I figured I would make this megathread for anyone and everyone to come in, and voice their concerns.

If you didn't happen to notice, Maple Nectar, one of the Producers at Riot, posted a thread asking for ideas to hopefully be one day put into the game, however, he specifically asked to leave out any balance inquiries. This thread will serve a similar purpose to Maple Nectar's thread, but in an opposite light.

Before we begin, however, we need to lay down some rules.

  • Only comment on things that you feel are a problem with the game balance wise. Please, no special ideas or concepts.
  • DO NOT suggest ways to fix the balance issue. I'm sorry if you think you know how to fix the problem, but it is very likely that you actually have no clue on how to fix it, no matter what elo you are at.
  • Keep it civil and professional. I know emotions are running a bit high right now, but that is no excuse to post a comment full of nothing but incoherent rage. Do not go witch hunting, do not go "I HATE SO AND SO BECAUSE THEY DID THIS AND THIS (or) THEY SAID THIS AND THAT!!1!1!".
  • Please no memes or shitposting. This ties into the last rule of keeping it professional.

And lastly...

#Keep BE and OE pricing out of the picture!

The balance team has no power over the changes to BE and OE, and no matter how much you ask them to fix it, there won't be anything they can do. This issue belongs to an entirely different team at Riot.


Now that we have those out of the way, I'm certain that this thread will quickly get filled up with very specific things that have been a pain in everyone's side for awhile now. In order to keep that from happening, allow me to list a few of the biggest concerns that people have been voicing.

#1: Towers are too weak

This is most likely the most asked for thing on these boards in terms of balance. To put it simply, towers die way too quickly, and don't deal enough damage. With new additions to the game like the reworked Rift Herald, and the Demolish rune, it makes it very difficult to defend towers; and with how strong tanks are, staying under them for protection simply doesn't work due to how easy it is to dive people.

#2: Games feel like they are decided way too quickly

Alot of people feel that games are decided within 5 to 10 minutes, and trying to make any kind of comeback is next to impossible, especially with how weak towers are. While I myself somewhat disagree with this, I am only in high bronze/low silver elo, where, albeit, closing out games is far more difficult for us. A majority of people feel that there either needs to be more catch up mechanics in the game, or, more preferably, the game needs to be less snowbally.

#3: Bot lane has too much power over the game

Although this has died down a bit since the Ardent Censer meta moved on, there are still a decent amount of people that feel that the entire game rests on the shoulders of how well your bot lane performs. If your team loses bot lane, than trying to win will be extremely difficult. If your bot lane wins, than winning the game should be relatively easy.

#4: Top lane is.......a mess

I'm not entirely sure how to word that better. It seems that every complaint that comes up about top lane is different from the last. Tanks are too strong, fighters are hit or miss, bruisers are too weak, etc., etc. Also, with how much power the bot lane has over the game, it only tends to make this situation worse, where the top lane basically becomes a second (or in some cases, the only) support.

#5: Damage, overall, is too high.

This is most likely a byproduct of preseason, and the new runes. However, with the exception of towers, there seems to be a general consensus that the "Time-to-kill" ratio of the game.......is simply way too low. People are favoring damage over tankiness, and those champs that do favor tankiness are doing enough damage to rival some mages.


And there you have it. Now, obviously, I did not list everything I have seen. These examples simply showcase what I have seen posted and talked about the most. If you have something else to add to this list, please do what I did, and simply state what you feel is wrong DO NOT GIVE A SUGGESTION ON HOW TO FIX IT! Because your suggestion could very likely make the situation worse, especially since it has no testing behind it.

Thank you for Being Considerate Electro


#A Message to the Mods

I know I'm no Rioter, and I know you don't want to act like your showing favoritism. However, I am trying to do a favor for Riot. Consider it my way of paying Maple Nectar back for his idea thread. Would you be so kind in order to cover this thread as much as you did Maple's thread if it happens to gain a decent amount of traction? I would do so myself, but I have no power over such things except to downvote and upvote specific comments. I'm just trying to make an inviting place for the balance team to come in, and review everything in one easy to find thread.

7 Comments

GayFluffyUnicorn5 votes

No, the last thing this game needs are additional catchup mechanics. These things already cause A LOT of frustration even if many many player don't notice that a lot of frustration comes from these catchup mechanics. One of the major complaints right now is that it is hard to solo carry and that is SPECIFICALLY BECAUSE of these catch up mechanics. Low death timers, homeguards, catch up xp, additional xp on assists and kills all these things make it insanely hard to actually punish a laner and get way ahead of him as it used to be. You can be three kills and two levels up, he gets a gank kill or assist on you and suddenly he is the same or even a level higher than you. While a few of these mechanics were nice prior where solo players would INDEED snowball into 1v5 machines the snowball we CURRENTLY experience comes from teamwide snowball due to so many different factors. Towers wet paper and global gold, global gold from takedowns, drakes, the immense pressure from botlane snowballing two people+the jungler at once if the enemy fails to do so. Tower first blood i failed to mention. I don't think that even more rubberbanding is needed since it only nerfs the solo laners and especially buffs botlane which is a HUUUGE issue.

Botlane needs to get nerfed. Tanks need to get nerfed. Mages need some additional work maybe but the minimum is giving everyone decent MR back and then if needed you can rebalance some mage items. I'd wish to see some work on fighter items, either additional items who do not only give you a bit health and make you hit a little bit harder.

And the most important: Bring back fervor or something else that replaces it.

AirKingNeo1 votes

Botlane including adcs and supports (except Varus, Lucian, Ashe)

Support Position1 votes

{quoted}

Botlane including adcs and supports (except Varus, Lucian, Ashe)

Ashe is the most underated. And is probably on of THE best adcs atm. Her damage output is worse then Vaynes. And faster.

Void Baboon RF3 votes

Assassins are broken, new masteries are a complete mess, tanks are broken, no mr is stupid as fuck, no option to start armor is stupid as fuck, the jungle is so shallow you should just make the game 4vs4 because of how hard you fucked it all up

AirKingNeo2 votes

DO NOT suggest ways to fix the balance issue. I'm sorry if you think you know how to fix the problem, but it is very likely that you actually have no clue on how to fix it, no matter what elo you are at.

Most people on the boards have an idea how to fix an issue. Why? Because there's many ways.

Waste the mofo1 votes

Super minions are to strong, specially with all the extra buffs they unnecessarily have

Critmaster Garen1 votes

the existence of item 3095 is an issue.

the goal of the 8.11 marksmen changes and crit item changes was to tune down their frontloaded burst from critical strikes with builds like infinity edge + shiv + rapid fire cannon, and push the class back from mid game "burst per second" back to lategame dps.

and in the same patch, riot releases an item that adds frontloaded burst back into marksmen builds. its like a completely contradictory move.

like this item is such a good burst item, even assassins are incorporating it into their builds. which begs the question, why this was even added to the game in the first place, and why marksmen are getting access to burst items when theyre clearly not supposed to have them.

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