Some Key Balance Changes To Think About
I think there's some pretty big discord when it comes to balancing this game and I think league could really use a fresh start. With the introduction of sub classes I really believe Riot should've hit the drawing board HARD and think about WHAT classes were meant to do and balance champions based on that. Lets go through some clear cut changes that could easily turn league into a very fun, interesting and rewarding game for proper picks, comps and still have you pick champs and win without them having to be heavy meta.
Quick rant about what I think is healthy from unhealthy
Lets take a quick look at class diversity and interactions between classes. Right now, there is no real "class" in this game, lets be honest. The way this game is set up, your class is either burst based or bursted based. In simpler terms, either you blow up other people or get blown up. Tanks are not tanks. Sustained damage is non-existent. Those should be fixed.
For instance:
Tanks should be pretty much immovable fortresses. What I do not mind about tanks is them being basically unkillable in 1v1 scenarios. A tank vs a skirmisher should basically be, in other terms, a long drawn out fight where the skirmisher will eventually come out ahead. However, it should take such a long time, that it should never be an optimal strategy to fight a tank as a skirmisher solo. Tanks should be able to hold down towers vs one or two people with little to no problem for a "long" period of time. I'm talking 2-3minutes under constant fire (at the early stages of the game, of course). Their weakness should be sustained damage as it was intended to be. Having said this, I do not think tanks should be able to win lanes unless someone royally messes up. If you pick a tank, your carry conditions should be totally different from if someone picked a carry role. Roles are designed specifically for a purpose, and those purposes have to be met.
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Going into some sub-class changes, here's how I think classes should be balanced:
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Vanguards -- these are supposed to be engage tanks. People like Malphite, Leona, Sej etc. Most of these champs already have high impact for engaging teamfights and are rewarded for good engages. I think these tools should be further emphasized and win conditions should always be group fights. Their tankiness should be less than that of wardens (who we'll go talk about next) and they should actively be seeking objective initiation fights when big summoners are up. Less % value on scaling and base defense, slightly higher offense scaling with their % health damage. They should be able to win some shares of 1v1s, but not be active duelists capable of keeping up with skirmishers or divers.
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Wardens -- these are basically "peel" tanks. These tanks should have unmatched defensive capabilities and the ability to defend and protect allied objectives and allies alike. These are our immovable fortresses. High defensive stats, with less offensive stats. These tanks are not allowed to actively win 1v1s unless extreme skill differences are present, all the while being able to turn fights simply for their ability to keep high priority targets alive. These would vary highly differently from vanguards since they have more disruption in their kit after an initial fight starts, compared to vanguards whose strength lies in the opening of a fight.
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Juggernauts -- this is where it gets tricky. Juggernauts vie the line of vanguards and wardens alike. Honestly, I feel like this class is completely unbalanced and should be removed entirely. However, if we are keeping them, their primary focus should be on offense. Stat wise, their defense should only be slightly lower than their offense capabilities, while they are just slightly stronger than vanguards while being much less tanky than wardens. As much as I hate to say it, this subset should be highly unmatched, except within it's own case. Of course, the outplay potential remains, however should require meticulous gameplay and planning to upset. Their early game should all be equally weak where shutting them down before they get rolling should be the name of the game. They should scale better throughout the game, rather than most being early game threats. The offset of this would be a more gimmicky approach to this, rather than the bland stat check that exists today. Fighting this class should feel like a miniboss battle where just about everything is outplayable (think Illaoi E) and the biggest punishment would be in a huge mistake.
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Divers -- these feel like straight up assassins. They jump in and melt a high priority target. After that, either they walk out, kill the rest of your team or simply die in the process. I feel like this class should be a bit more on the tankier side, where they have ramp up damage (yeah... they should definitely be sustained base with more LS than the normal class). They should have a bit more single target CC and make it tough for high priority targets to do their job while effectively being a bit under what a duelist class should be. Really hard to see where this class fits in... feel free to chip in here
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Assassins -- delete this class. balance error 404. . . . Assassins are what they imply, and it's hard keeping them healthy, allowing them to do what they're meant to do without feeling terrible if they can't accomplish it. Seriously, if you can't assassinate someone, then you're not doing what your class description is. End case is: either you let them do it, or you take them out of the game completely.
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Skirmishers -- as the name suggests, these should be highly mechanical champions that's just about able to 1v1 anyone within the same subset as long as they play their cards right. Also sustain damage, with heavy ramp up from sustain, NOT damage making them essentially hard to deal with in 1v1 settings (not impossible).
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Burst Mages -- chunk damage. Let me iterate, CHUNK damage. This class should be doing damage in chunks every time their cds come up. I believe 2 full rotation for a squisher target to be eliminated is fair game. That means you're doing about 50% of someone's HP every combo (ulti not included). Ulti can take up to 65-70% depending on how fed you are. This means some poke damage has to be done before you can one shot. One combo deletions is basically an assassination...
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Battle Mages -- the mage equivalent of a skirmisher, with magic damage instead of physical. That's how I feel.
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Artillery Mages -- need I really say more? Skill spam. I feel like this is the only class that's actually fairly healthy.
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Enchanters -- I feel like not a single enchanter exists in this game. I think some more unique concepts should be made for enchanters. You can't just add a shield to a support and call them an "enchanter". That's pretty lame. Add elemental effects to some supports and actually let it feel like you're enabling your team to some more unique aspects. Make it more than just "increase attack speed" or "attack damage" or "take more damage". Add stuff like "burn over time" and "frostbite" where people get increasing slowness from actually being enchanted.
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Disruptors -- why is this under support? Feel like this is more for tanks... but hey, whatever rocks your boat. I think this class is self explanatory and the gist of it is already there.
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Marksmans -- ah.. the bane of our existence right here. Sustained, range damage champs whose effectiveness should be in taking objectives and mowing down fortresses. This should be the sole purpose of a marksman, honestly.
What do you guys think? This is all just opinion based, of course. So just let me know if this seems like changes you'd enjoy.