League of Broken

Bouncemaster Zac··2 votes·835 views

Over the past just-over-a-season League has been in a trend that I could describe with any number of words; infuriating, depressing, disheartening, etc. When I joined back in late Season 3/early Season 4 (the first big patch I remember was health/mana pots getting their icons updated and trinkets being added) League was one of the most incredibly fun games I had ever played. I was addicted immediately. The various modes, colorful characters, and good lore drew me in, and I loved learning to play new Champions and roles. Learning and growing until I was successfully outplaying other newbies felt rewarding because I knew I was getting better and my effort was paying off. Season 5 rolled around with the big jungle changes and a tank meta that led to the game slowing down and becoming more methodical which pretty much exactly fit my playstyle. It was my favorite season because decisions mattered and outplaying your opponents, not only in lane but across the map was the most surefire way to win. Playing well meant winning games.

Then it started. Gangplank got reworked and became a monster who devastated entire teams solo from any range and took the entire season to bring into line. Fiora got reworked and became a monster who ripped apart tanks, squishies, and towers with ease while being nigh unkillable and took the entire season to bring into line. The Juggernaut patch hit and Skarner and Mord went from straightforward immobile bruiser to gimmicks that were broken in both the overpowered sense AND in the "literally doesn't function right" sense. Ryze has gotten like 3 reworks and all of them were unbalanceable, leading to the next rework. Then finally preseason 6 brought us the Marksman class update. The last big push League needed to start speeding downhill.

I start up a match as Lucian bot lane (Lucian didn't get changed at all really) and was against the new MissFortune . At level one she Love Tap/minion-kill-Q-bounce-auto'd me for thunderlords and literally oneshot me from full hp instantly at level one the second we both got to lane. I had never been so furious at a game or felt so insulted by its devs. I actually rq'd and uninstalled right then during the match. "But obviously you're back and you're still here, right? So that means you were just overreacting and it got better." No. That's what I thought at first. That's why I cam back. I thought, surely Riot won't let something like that continue to be a thing. Oneshotting people super early in the game and creating a zone of influence they can't interact with. But I was wrong. Over the course of Season 6 and now Preseason 7 that's become the game. Oneshotting and being 100% untouchable to your opponent. Snowballing leads that can't be come back from.

These days the most surefire way to win a game has nothing to do with tactics, decision making, or any gameplay based skill really. It's about picking the most broken Champions that synergise well with the most broken builds and instantly bullying the enemy team into a loss faster than they're even allowed to forfeit. A team comprised of Katarina mid Varus adc Riven top MissFortune support Rengar jg should realistically lose against an enemy team with a few damage dealers and a couple cc-heavy supports/hard tanks. But they don't. The high base damages in all their kits combined with how freely that damage can be amplified in Masteries (and to a lesser extent Runes) mean that they'll devastate the early game, gaining a huge snowballing lead, snatching all the early objectives, and stomping the enemy out with their gold lead before a comeback is possible.

"But if you hold out long enough you'll outscale them!" Again, it should work that way, but it doesn't. Because damage based Champions nowadays not only have huge base damage to let them dominate early, but huge scalings to let them devastate late as well. "So tank against them and cc them!" Tanking is worthless because pen is just as readily available as damage right now, and even if you maintain 50% reduction from stats, 50% of several thousand still means you die. Furthermore, cc is ineffective against many snowballers and facerollers because low cooldowns, readily available cdr, and the commonness of Champions not really needing to care about resource management mean that even if you land that stun, 1.5s later that Riven Rengar or Katarina will be right back to blowing apart all 5 members of your team solo. Playing a tank that isn't Maokai or Poppy is actively being a detriment to your team because your cc is useless when compared to being able to just kill them faster. That's what League has come to. "Kill them faster." The higher upfront damage team will win in almost all cases. Rengar item 3814 item 3142 item 3147 is quite literally a free win unless you're just inexcusably bad or have no hands.

So I ask Riot: Why? Why has League come to the point where picking a Champion with higher upfront damage is more important than playing better than your opponent? And why should I keep playing?

3 Comments

Stop Monsanto1 votes

What you speak is true. I still dont know why the dev team has not nerfed katarina. She's fking broken.

But regarding everything else you said, I believe they do these things on purpose to spice things up instead of seeking to create a balanced game. They intentionally make certain champs/items op each patch as a flavor of the month thing.

GnuMeat1 votes

Logged in to upvote. This post exactly captures my experience with league since it started. I'd like to expand by saying that while back during the pre-smite rework and even before introduction of the Wight, there were definitely broken champions but it still felt like those broken champions had to have some level of decision-making success combined with mechanical ability to pop off like they did. Furthermore it usually took more than one spell rotation or combo from a non-assassin to blow up a squishy. Now it seems that most champions can 100-0 me as an adc due to high base damages and the lack of hp and resist scaling on squishies. Tank Maokai appears to be just as effective at assassinating me as Leblanc. It feels like champions have brainless damage because riot is so focused on making satisfying champions that they also give them overloaded kits. They focus so much on making each champion distinct and fun to play but the champion design doesn't seem to account for overall game health. The balance team is then charged with the Herculean task of balancing Camille's ridiculously overloaded lkit. I give them credit for attempting to balance the tangled mess of interactions possible, based on how one small change largely impacts the meta as a whole. Drastic changes must be made because parsimonious changes wil not address the underlying balance problem league has. If there was a class based item system or even a hybrid system where more items like runaans and the hydras exist where only a certain category of champs may build them. The XP changes they made last patch should account for the snowballing issues but the overall game health will not improve to a satifactory level until the itemization is fixed.

Bouncemaster Zac1 votes

Bumping my own thread to reiterate just how sad it makes me that skill has become a complete non-factor in deciding who wins a game these days.

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