Just Another Opinion on Damage Levels.

ThatDamnedYordle·8/9/2018, 5:53:39 AM·2 votes·771 views

Welp Riot, I think it would be difficult for you to say people aren't complaining about damage being to high. BUT, Let's take a moment to look at what this means and how it might be about to be fixed.

What Riot wants ( this is in my own personal opinion of course):

Riot wants a fast paced game with lots of interaction. Something that is fun to watch at a competitive level and very attention grabbing. Pros to this: the game grabs initial attention very well and fully grasps the "wow factor" of deleting someone's health bar. Cons to this: frustrations amongst players who are victims to having their health bar deleted. This causes player loss and revenue loss.

What the players want: Players want a chance to something fairly basic. Play the game. Players play.... It's kinda in the name. No one ever has fun staring at a grey screen, well except for those few outliers who get reported for inting. Pros of this: this provides for a happy maintainable player base who can tell as if they lost or won because mistakes on the losing side. Not just someone appearing right before their health bar dissappears. Cons to this: does not grab new players at such a fast rate.

So how do we the players, and Riot find a wonderful middle ground? Well I have a few suggestions:

To the Riot Balance team: I know you guys have it hard, and you're feeling pressure from the community at the moment, but take a step back for a moment and think. You guys were hired to a large company for a reason. You guys are not idiots. But there are ways to make the game more thought out, still not take 45 minutes per game, feel rewarding to players and still not become another interation of league of tanks. Personally, if I were on the team my thought process would be very class based, very rock paper scissors in a way. Assassin should be able to burst down an immobile mage or Marksman IFF the assassin is fed. If not then they should probably be able to burst 60% max health of a mage or Marksman. Assassins should not be able to burst down someone building full tank or bruiser 100-0 unless both the assassin is fed, and the tank or bruiser is feeding. Even score an assassin should be able to do maybe 40% on a bruiser and 25% on a full tank. Similar arguments go for all the classes based on things like ranged vs melee or burst vs sustain. A battle of just auto attacks and no kiting for example, between evenly fed opponents should go Tanks > bruisers> Marksman > assassin > mage. However a battle of just abilities? Likely flip that around. What if everything was balanced around the standard that a fed assassin can do 2500 damage in a full skill rotation against an average opponent? How do we make games faster? Make neutral objectives more important to fight over but also make them easier to stall. This would require jglers to need both bot and mid to take dragon for example, but since the dragon does more damage in this case, if the bot and mid came to help take dragon after killing bot, if the opponent mid also came and threw spells from a distance, if not responded to very quickly, they have a chance of assisting dragon getting a kill. This calls for more teleport plays and well thought out timers rather than pressing a button or two to win.

To the players: Yup you get it to. Calm down. Stop insulting Riot, stop giving up, stop having negative attitudes. The state of the game is pretty rough it's true, but the number of changes required to clean everything up is not an insignificant number. These things take time and iteration after iteration. Trust me, I know what working in software is like. Give Riot a little time so things can be ironed out, and let most of the major changes happen in preseason. So basically just have a little patience, fixes to the Meta will come

P.S. Riot People get wowed more by mechanically skilled out plays more than "Press R to Win"

As always have fun on the rift

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