Riot's logic for not increasing bans is weak.

WoonStruck··5 votes·640 views

A Rioter commented:

And here are the reasons not to increase bans:

  • Champion select lasts long enough already
  • If you just keep increasing bans, at some point it gets silly (30 bans?)
  • Could shut down some very specialized comps (e.g. protect the Kog)
  • Could shut down signature picks (e.g. Froggen Anivia, or just the one champ that you really like to main)
  1. Longer champ select is the only reason you can justify not increasing bans.** You could also make pick/ban windows shorter to compensate, and also give less time post-pick/ban before the game starts to load. **

I'm sure people would be perfectly fine with you fixing your matchmaking for shorter queue times without unbalanced games again (cough cough Solo Queue/3 roles cough cough).

  1. People want 1 ban per person, not multiple. Stop being stupid. (Don't take that as an insult, but you're literally just exaggerating to try to make an excuse)

  2. The point of bans isn't banning out OP stuff...its strategic bans. If people want to shut down a comp via bans, they should be able to. Besides, they would just ban Kog if they want to get rid of a protect the Kog comp...

  3. Shutting down signature picks is another reason for even having bans... Bans are not there to cover up Riot's incompetence when its comes to balance. They're supposed to be there for strategic use, whether its shutting down comps or specific players.

Every counter-argument Riot gives for increasing the allowed bans seriously just sounds like an excuse with the exception of "pick/ban lasts long enough", which there are plenty of solutions for anyway.

Stop beating around the bush and do it, Riot.

8 Comments

67chrome2 votes

Here's some copy-pasta of stuff about bans I came up with for another post:

Adding more bans has a lot of associated cons.

  1. Certain champions could become nearly impossible to play. With 10 bans it's possible the community could align around a few champions and leave them in a perma-ban state. Which wouldn't be an issue if the community was full of intelligent people that base their decisions off of logic and sound reasoning. Play any game and it tends to show the inverse, which could lead to certain champions being unplayable on a whim.

  2. The potential to be banned out. With 3 bans it's still possible to target-ban a lot of professional players, people who have a ton of experience and often respectable champion pools. Offer more bans and it's possible to target-ban specific people with greater ease. While the roster has expanded, it's difficult for a lot of players to keep up with a proportional amount of picks. More bans also increases the likelihood any particular person would get randomly banned out.

  3. Barrier to ranked. Players need enough champions to survive getting target-banned and every pick denied by other players. While ranked should require some solid level of understanding, it's not like Bronze V is some super-elite highly knowledgeable ranking. Ranked ranks players based on their skill 9/10 times after all.

  4. Longer pick/ban phase. As-is the picks/bans phase can take up to 8 minutes, with 30 seconds per ban and per pick, with 16 total increments. 4 more bans is up to 2 more minutes: which doesn't sound like a lot, but making any change that adds just 2 more minutes because it isn't a lot is how a game can wind up with 20 minute load times. Small increments of time can also add up over the course of several games and add up especially fast when queue dodges happen, which could lead to 20 more minutes spent in the picks/bans phase for serious players on the grind per-day. This would also extend the pick/ban phase for spectators watching live broadcasts of pro League play, resulting in more time spent getting into the game and less footage of a game itself.

  5. More emphasis on picks/bans to win games. With picks/bans hitting a larger portion of the roster, having more weight with removing the rock from rock/paper/scissors dynamics, and with the capacity to target-ban players: more games will be won or lost in the picks/ban phase of a game then the game phase of the game, which is really awful for a ~33 minute long game. Exciting games to play and watch often aren't decided until the last minute, leaving everyone on the edge of their seat.

  6. More bans wouldn't help balance. Champions relate to one-another power wise as though they were on a slope / and not a plateau _ Banning the top ~10 champions wouldn't result in a magical world where all remaining champions are equally balanced. More bans from the top of a / doesn't change the shape of a / to anything. It still remains a /. Except there's more room to exploit gaps in champion power by playing chicken with a champion at the top of the power-curve and denying all their counters, allowing bans to make balance even worse. There's always a group of good champions and bad champions, even with 50 bans per team.

Some stuff to think about.

WoonStruck2 votes

While they are valid reasonings, there are valid counterarguments for all as well.

  1. Certain champions are already nearly impossible to play. If a champion is being banned so often that its permabanned, its obvious people don't want it in their games and the champion should be looked at. If anything, it would serve balance better because it would be so obvious when a champion is a problem, whether its player frustration or pure power.

  2. Again, I believe that Riot should move to one of two pick/ban systems:

First is Ban -> Pick -> Ban x2 -> Pick x2 -> Ban x2 -> Pick x2.

Second is Ban -> Pick -> Ban -> Pick...etc.

  1. See above.

  2. Pick/ban windows could be lessened, drastically reducing this effect. Also, post-pick/ban could be shortened as well. Like you said, it can last anywhere up to 8 minutes currently, and if players don't have runes/masteries/summoners sorted out in that time, there's something wrong.

  3. Picks/Bans are supposed to give you an advantage/disadvantage, otherwise we might as well do away with the system entirely and make it blind pick. There is no consistent rock/paper/scissors dynamic in this game atm. Players often just pick what's strongest, but with the occasional soft-counter. Again, target bans wouldn't exist if they moved to a ban->pick->ban-> pick system. Also, the 'diversity' in the current state of the game stops it from being really exciting anyway. **Bans will only help with that or do nothing at all, which is a fair 'risk' to take. **

  4. More bans aren't supposed to help balance. Its about evening out each player's 'impact' on pick/ban phase, and finally getting Riot to move to a different pick/ban system.


If Riot actually gave attention to 'perma-banned' champions, bans wouldn't stop any specific thing from being played. If they are perma-banned, its obvious there's an issue with player frustration or balance, both of which need to be addressed from Riot's perspective.

Also, if they introduced a new pick/ban system alongside it, like I keep suggesting, 'perma-banned' champions would be played more, and thus would give Riot more data on what's causing the issues in the first place.

67chrome1 votes
  1. Certain champions are already nearly impossible to play.

Certain champions are difficult to get past picks/bans ATM, but not impossible. ~60%~75% is the most any champion really achieves, outside of Ekko and Kassadin who achieved something like a 95% ban-rate.

60%~75% is still getting through 1/4 games, which isn't unplayable or impossible. Not frequent, but it allows some players practice on those champions in ranked.

With 60% more bans: not so much. Top bans likely would be in the 95% range, requiring a critical hit on a D 20 to just make it through bans. Which is much closer to impossible and a huge difference in difficulty playing a certain champion.

If a champion is being banned so often that its permabanned, its obvious people don't want it in their games and the champion should be looked at.

Or people are lazy, figured out what the top bans are, and then decided to ban those champions.

With a guaranteed ban every game: it would also be much easier for everyone to fall into a routine with bans and just ban the same thing over and over again without giving it a second thought.

With a 40% chance to not get a ban each game and your teammates having some share in your choice because of the ban limitations, there's at least some incentives to think about who you ban each game.

  1. Again, I believe that Riot should move to one of two pick/ban systems:

First is Ban -> Pick -> Ban x2 -> Pick x2 -> Ban x2 -> Pick x2.

Second is Ban -> Pick -> Ban -> Pick...etc.

First time you've mentioned that plan, it changes a lot about your argument in the Opening Post and dramatically changes the picks/bans phase.


I'm not sure that would actually improve anything though.

The 2 solid functions I see picks/bans doing At the moment is:

  1. evening out first-pick advantage in picks.
  2. offering a safety net to catch the occasional OP disaster.

First pick advantage is actually a pretty huge deal in a lot of games, and grows into a bigger and bigger deal the higher Elo you go. Chess and Go both struggle with this, as the player that goes first at a certain level has a much greater chance at winning.

And Picks/Bans is ultimately a turn-based ordeal so it has this problem, but how the ban phase plays out ATM does a pretty good job at evening this out. Mind-games can be played with leaving power picks open or they can be banned out, and bans gives 2nd pick a good shot at equalizing the field with power-plays, and bans gives 1st pick a shot at equalizing the field in regards to being counterpicked.


Having 6 bans before the picks also allows a pretty strong net to catch champions Riot really dropped the ball on and are actually game-breaking strong.


Changing the pick/ban phase to pick/ban/pick/ban/pick/ban or ban/pick/ban/pick/ban/pick completly destroys these 2 advantages the current pick/ban phase offers, as such systems would give massive potential to abuse game-breaking picks while also giving a clear advantage to 1st pick, especially if I'm to assume your intent with this system is each player picks and then bans during their turn to go. 1st pick gets their choice of power-picks, can ban their counter, and has 0 champions banned out from them. 10th pick has to deal with 10 banned champions.

  1. Pick/ban windows could be lessened, drastically reducing this effect.

No argument there.

  1. Picks/Bans are supposed to give you an advantage/disadvantage, otherwise we might as well do away with the system entirely and make it blind pick.

At it's heart, LoL is a game about gaining a lot of small advantages though: which is ultimately what picks/bans is now.

With more bans, it can easily turn into a big advantage or huge advantage in every game, which especially sucks if it's based on whoever picks first, as it could reduce a lot of competitive games to a coin flip, or at the very least a pick/ban strategy game.

LoL should be a MOBA, not a pick/ban minigame.

  1. More bans aren't supposed to help balance. Its about evening out each player's 'impact' on pick/ban phase, and finally getting Riot to move to a different pick/ban system.

Why should Riot move to a different pick/ban system? If it isn't broken it doesn't need to be fixed.

Mostly I'm getting you really want more bans to have everything neat and tidy with 10 bans 10 players.

If Riot actually gave attention to 'perma-banned' champions, bans wouldn't stop any specific thing from being played.

Maybe, but with sociology it's worth at least considering very large groups of people tend to make stupid decisions.

Not that every popular ban is a "Trump for President" kind of disaster, but considering LoL is played on the internet and the general quality of a lot of it's players, I wouldn't put it past the community to have their moments of making a pretty average champion completely unplayable and perma-banned for no good reason given 10 bans (and the current ban order).

Considering LoL is a global game, applying that to region-specific champions being locked out could be a huge disaster with more bans as well: as Riot would be left with the decisions of nerffing or re-working a champion that's fine for the majority of the player base or just waiting out the community's ban obsession.

Aptest2 votes

the purpose of having bans is :

to shut down some very specialized comps (e.g. protect the Kog) to shut down signature picks (e.g. Froggen Anivia, or just the one champ that you really like to main) to nerrow the pick range of opponents and force them into or out of specific picks to eliminate "super punish" champions that hold back certain comps (katarina VS full squish no cc)

as you can see the purpose of having bans completely aligns with 2 of riot's arguments to not add bans. therefore the arguments are shit

Johr Dinh1 votes

I'd just be scared to put stock into any "meta champs" cuz people would just ban out everything they see played in a role in LCS. What's support meta right now, Zyra, Nami, Karma, Braum, something else...there's a targeted ban on an entire roles meta lol just for 1 team too.

WoonStruck1 votes

If you run any meta picks atm you have that issue anyway.

LCS bans aren't really valid reasoning since both teams have to deal with supports being banned out. Besides, Riot should have switched to 1 ban-> 1 pick -> 2 bans->2 picks -> 2 bans -> 2 picks, or just a ban->pick->ban->pick system a while ago.

Vlädïmïr1 votes

i like how people are downvoting without even giving valid counters

i can't think of any reason for not increasing bans that there isn't an obvious solution to

BloodyTompon1 votes

And what are the reasons for changing it? I see none here. Generally when you make an argument, you present your own reasoning for something as well. It's all good to say that Riot's reason's can be countered, but the fact that they can be countered is not in and of itself a reason for changing it. That's change for the sake of change.

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