The Pick and Ban Phase. One players Recommendation for the "Ban phase problem"

bobbysnobby·1/27/2015, 10:38:09 PM·1 votes·549 views

I am a long time player of league of legends, and a very interested person in game design and most importantly game balancing. I have always had an interest in think tanks and other methods of problem solving and take some level of satisfaction of setting my self the task of identifying problems and offering up my own solutions (to be clear these suggestions are never asked for but it doesnt stop me).

One of the major issues many raise with ranked games in league is the ban system. Some want a different ordering of the bans going from a big block in the front of the pick order to an arrangement of pick and ban blocks similar to other mobas or other games in general. I think that While not a bad idea both systems have their own pros and cons and a front loaded block is fine in my mind. The other common complaint is that there are just not enough bans for the size of the roster. And finally maybe a personal issue I have with it, is that after thousands of ranked games you really notice how often the same champions in a period of time are banned out. Zed, Riven, Kass, Nid, Ori, Kayle so on and so forth have all had periods of nearly universal bans where it felt like a game with one of those champions was allowed to be picked was like a weird outlier, this mades the effective ban pool much smaller than 6.

Lets look at this issue of the bans and the ban phase.

The issues.

  1. Not enough bans, with well over 100 champions we only have access to at most 6 bans meaning only about 5-6% of the champions can be banned out.
  2. Most bans are used on the same couple of champions that the community deem over tuned for the current meta.
  3. Continuation of (2) not enough room in the bans to make strategic bans to avoid counter picks, as too many bans are used on the same handful of champions every game meaning that maybe each game only has 2-4 actual bans per game.
  4. Adding more bans could not carry into the pro scene as with more bans teams could outright ban out particularly dangerous players entire roster, while maybe a good strategic move is not conducive for the sport. Neither the competitor being banned out nor the fans who might want to see their favorite player play a noted champion would get enjoyment out of that. I look at it as being akin to walking players in baseball It might be good strategy, but its not conducive to the sport.
  5. Adding in more bans adds additional time to the pick and ban phase which is not interesting to watch for the pro scene, and is frustrating in solo queue after repeated dodges.

My proposal.

What I think would make the most sense in the system we currently have which could be used both for the pros, as well for solo queue, would address all of the issues I have highlighted, and would also add in even more strategy for the pick and ban phase. The addition I would make would be to add in a pre-ban phase which would give both team captains the same window of time, say 30 seconds or less. During this time both Team Captains can highlight (hidden to the other captain) up to Three champions and lock those selections in. After the 30 seconds both captains selections are revealed via highlighted boarders or some other subtle ui and any champion highlighted by both captains are removed from both the pick and the ban pool.

What does this do? Well it opens up the door to an additional 3 bans for the game assuming both captains select the same three champions. If both captains select the same champion there is a good chance that that champion might be overtuned for the current meta. There also might be a champion neither team wants to play as nor play against, regardless to how objectively powerful they might be. This also frees up the number of bans for more strategic bans which is really what the spirit of bans in a moba are. If you really like to play Riven for example and really dislike the Garen match-up for whatever reason you would not be letting the really powerful flavor of the month champions go through to be picked because you banned out Garen instead.

This system also prevents teams from banning out pro players/high elo players rosters as both captains must agree to remove a champion from the pick and ban pool. For the pro scene this might give them more flexibility for example if a champion is just over tuned for the build the tournament it increases the chance of having that champion removed prior to the pick/ban phase. However, lets say you are first to pick and you would like one member of your team to play Zed as they are very good at him. Then you could make the choice to force the other team to ban him or suffer the consequences of letting you pick him. This ability to highlight 0-3 champions at the start could make it so teams with robust rosters could select no one and to limit the ban pool, while two teams who are similar in rosters might have a very different view on this phase.

The final thing that this does is that it adds in a substantial number of bans without adding in a lot of time and without teams really monopolizing on the volume of bans. Both teams would need to --in effect, ban the same champions in this phase to eliminate them from the pool of champions which to me at least would indicate that those champions might be overly powerful in the current state of the game.

I think there are many other solutions to this assumed problem, and maybe its actually not a real problem for much of the community. If so then I have offered up a needless solution to a fake problem but having said that its not the sense I get from the community. If people have improvements on this suggestion, or possibly an outright superior suggestion I would love to read it. I find group problem solving to be fascinating. Thanks for your time and sorry for any blatant or painful grammar/spelling errors, as a student of anthropology most of my writing just involves citations (little science student joke).

0 Comments