The issue I am seeing with the way things are being balanced

Nøctμrne·6/1/2018, 9:17:53 AM·1 votes·666 views

Before you dive in: This wall of text may seem somewhat disorganized, so I broke it down into paragraphs where I decided to highlight key issue's and solutions. Although it may still come out as disorganized, I simply wanted to highlight the issue I believe is relevant as much as I could. Any input would be gladly accepted, as this is just my opinion.

The issue with new items that have been released as of late is that they are being introduced to balance the "ADC" role. What is not being taken into consideration by Riot (Or was not tested well enough, which in itself is neglectful) is the adverse affects that it is creating with other roles, such as assassins. Allowing items with the capacity of doing a one hit crit (item 3095 ) for champions who don't necessarily need crit creates an environment that further allows assassins to run rampant with snowballing.

The only way of fixing this by not removing these items, would be to lock classes of items behind certain roles, which would further detract from the games need to allow variability for all roles, which is why I think at this point in the genre, the addition of creating items to balance one role, while overlooking the affects that it will have on other roles, is harmful to the game's life.

One of the only way's I see any of these items working would be to simply recreate the damage output on every champion, said simply, lowering the damage on every champion (particularly assassins, but in including some champions that can abuse an on-hit perk). I have heard many people ask for this, but understand why it isn't being done. The counter-argument to these people is that lowering the damage on every champion would simply put some into a corrupted state, making them useless, and creating a game centered around champions designed to deal sustainable damage.

What Riot (Who some of the employee's are hopefully noticing this) is currently doing is attempting to create diversity in item's so much so that the game's diverse champion pool that holds a wide-range of abilities will no doubt always have a champion that will be able to abuse it. (Though I see this more-so with on-hit items, as they only serve to further snowball assassins, not balance the game).

What I feel Riot needs to do is to focus more on the champions as the problem, and not the role. The only reason that "ADC is the soul decider of the game" is because certain ADC champions are able to abuse the items created to allow them a much stronger ability to control a game, especially with how power-creep works. (The argument to this is that item's are made to be abused to some champions, though some items will no doubt yield a higher level of abuse in the game which outweigh's all other items (On-hit items)). Certain ADC's such as Vayne,Ezreal,Kaisa are able to abuse on-hit items (item 3087 item 3147 item 3153 item 3025 item 3124 item 3812 etc.) to such an extent that the power they gain from these will work to be far more impactful on them then on other champions (Jinx Lucian, etc.)

This in-turn creates a conflicting idea, if the on-hit items are removed, the damage for the less impactful champions will also decrease, as they are by the same standards reliant on these on-hit items, and require them to be effective at all. IT is simply how they utilize the on-hit items that allow them to become broken. With the current trend Riot is taking with balancing role's, it seems to be systematically reducing damage on certain items, changing perks on certain items, and creating items with new perks to alleviate the power-creep loss by those roles.

Looping back to what I said 2 paragraphs ago, I believe Riot needs to change the focus away from changing/creating items, and focus more on specific champions that serve as toxic outlier's in their role's division.

Another solution would be to simply move to eradicate on-hit items. Assassins were not (or should not) be created to be utilized around specific items, and items such as (item 3147 anditem 3095) only serve to create more issues. Assassins need to be created to do their large burst damage aside from on-hit items, but the on-hit items simply allow them to snowball and yield far greater advantages than other roles as such (Burst damage amplified by more burst damage).

This has been my two cents, and summarizing this I would say that Riot should focus more on specific champions rather than a whole division of champions, move away from creating/changing item's that can create adverse affects that would be unknown until release (abuse by outlier's), and begin to remove on-hit items.

As a side note: I am a Nocturne main, and I believe he is in a terrible position as well as other champions alike. His kit is already designed to be a one-shot, and items such as (item 3147item 3095) are easily abusable by his kit (But that is unfortunately all his kit is good for). The introduction of item 3095 has spiked his burst damage, as it has with other assassin's. Sure, I am overjoyed that he has been indirectly buffed by this item as well as the keystone changes (He now has a somewhat viable escape with nimbus cloak if used properly), but I am also wary of the anger player's have towards that burst potential that has no method of counter-play in existence that can occur in less than a 1 second window of opportunity.

If anyone has anything more to add, wants clarification, or believes I misspoke on an issue, please feel free to reply. Thank you!

0 Comments