Balance the game for players not E-Sports

Taliyahc·7/8/2018, 4:07:48 PM·2 votes·641 views

Let me start off by saying I am a complete and total fan of League of Legends Esports. When I first started playing this game I saw something about TSM and instantly got hooked to the team and competitive scene. I even bought a $70 Bjergsen Jersey because I loved TSM and pro-play so much.

However, recently there have been changed made where Riot has even said they are being changed to help proplay. Riot has said they'd rather have people see more flashy and faster games so they can mesh more well with competitive tournaments and keep viewers excited.

This is a horrible philosophy and I just wanted to throw out my own opinion on the matter so I can make peace with this.

If League of Legends averages 30-40 minutes and isn't a snowbally game then who cares if it isn't going to do well in esports? Sure you can pack a couple thousand people in a stadium and try to hype it up as the game's future, but the actual game itself is the true power behind League of Legends.

Millions of people log onto League of Legends all the time, and if you're going to keep towers week, games snowbally, and try to shorten game average times to ~20 minutes you're just going to kill your playerbase.

TL;DR : Balance League of Legends around the online game, not the esports viewing experience.

4 Comments

Death by Glamour7/8/2018, 4:22:29 PM2 votes

They are balancing for players... those from china love these fast paced oneshot games apparently

ChargeItDownMid7/8/2018, 4:32:08 PM2 votes

[deleted]

DuskDaUmbreon7/8/2018, 5:18:59 PM1 votes

So...Pro players aren't players?

Also, 99% of pro-play changes are a) things that won't impact regular play much, if at all, b) centered around specific champions/items/strats that are blatantly too strong in pro-play, or c) Just expose the underlying bad design of the item/champion/rune/mechanic.

Shorter game time has nothing to do with pro-play. It has to do with Riot, rather foolishly, listening to the boards and nerfing crit the way they did. ADCs became less useful versus fighters while more useful against tanks, but the primary purpose of a tank is to protect the squishies - primarily the adc - from assassins. Both just...disappeared at the same time.

Fix crit scaling (make it so that crit adcs are relevant before 2 items. Not spiked, just relevant, meaning dealing enough damage that they're capable of actually winning a 1v1 if they play significantly better than their opponent, so that a Challenger ADC isn't completely fucked against a Bronze assassin in a 1v1 before 4+ items), and the insane early-game nonsense will be fixed somewhat. I do not advocate for a revert. Just a partial revert. Make Zeal slightly cheaper (it lost stats and got more expensive. Just reduce the cost of Zeal itself a bit so that it's possible to complete it just a bit earlier), and make IE a BF+Pickaxe+Longsword so that they can get some AD without having to drop 1300g for it. Now marksmen who aren't MF/Draven/Ezreal are no longer completely outclassed by melees/MF/Draven/Ezreal/Kai'sa in bot.