Leagues Current Optimal Strategy (and why we need riot to make items for each class)

Woook3r··3 votes·267 views

The optimal strategy in league is whatever maximizes target access while also receiving the band-aids aimed at supporting other classes of champions than yourself. Basically, find whatever is most abusive and play it. This is why we need more item classifications and better champion classifications (this is something that only I am really talking about, unless you count a few vague references to "light-fighters")

3 Comments

Iqqi1 votes

There are two sides to this argument.

First requires the person to understand that with how large LoL is (number of items and champions) that is is impossible to balance in its current state. The idea that any champion can use virtually any item means it is impossible to "balance" league. Because there is no way in league current state to determine and balance around how each item will effect each champion in relation to another.

So with that in mind we move to the main point.

You have to schools of thought. One is you maintain the current very dynamic version we have with infinite scenarios. Now its true that most champions still pick the same items and there are very few varying degrees of change. Yet still Riot is not controlling how the item will benefit each individual champion. The item stats are locked. With this method the idea was to introduce the champion ban system to account for things that were considered too strong.

The second way is to lock items to specific champions. This in this strict definition won't change anything and is roughly what is done now. We almost always pick from the same pool. ADCs are not buying rod of ages as an example. What I think you meant to say is for Riot to determine how each item will benefit each champion and to create linear item progression. This is an extremely complicated solution. while you would be able to ultimately create balance in the universe, you would be creating a system so complex Riot would have no chance of handling it. The ability to determine how each champion benefits from each item would be a nightmare.

Riot has shown over and over again that they are not capable of handling complex solutions and system. They always choose the simplest path. the rank system is the perfect example of this. Every part of the system scream easiest and least best option, but the simplest. For the version we have today, the issue isn't the champions. It is the items. Riot is not capable of balancing all the items around all the champions. This coupled with the fact that our bans. vs. Champions ratio is very very off that we have the problems we have today. Simply put we need to fix the bans vs. champions ratio.

CrimsonCobra31 votes

{quoted}

There are two sides to this argument.

First requires the person to understand that with how large LoL is (number of items and champions) that is is impossible to balance in its current state. The idea that any champion can use virtually any item means it is impossible to "balance" league. Because there is no way in league current state to determine and balance around how each item will effect each champion in relation to another.

So with that in mind we move to the main point.

You have to schools of thought. One is you maintain the current very dynamic version we have with infinite scenarios. Now its true that most champions still pick the same items and there are very few varying degrees of change. Yet still Riot is not controlling how the item will benefit each individual champion. The item stats are locked. With this method the idea was to introduce the champion ban system to account for things that were considered too strong.

The second way is to lock items to specific champions. This in this strict definition won't change anything and is roughly what is done now. We almost always pick from the same pool. ADCs are not buying rod of ages as an example. What I think you meant to say is for Riot to determine how each item will benefit each champion and to create linear item progression. This is an extremely complicated solution. while you would be able to ultimately create balance in the universe, you would be creating a system so complex Riot would have no chance of handling it. The ability to determine how each champion benefits from each item would be a nightmare.

Riot has shown over and over again that they are not capable of handling complex solutions and system. They always choose the simplest path. the rank system is the perfect example of this. Every part of the system scream easiest and least best option, but the simplest. For the version we have today, the issue isn't the champions. It is the items. Riot is not capable of balancing all the items around all the champions. This coupled with the fact that our bans. vs. Champions ratio is very very off that we have the problems we have today. Simply put we need to fix the bans vs. champions ratio.

I agreed with your post up until the last paragraph. The simplest solution is usually the best. I have investigated some other options for ranked play, and while some systems could be better, they are more complicated, and harder to figure out from both Riot's and the Players' points of view. We need a system that makes sense, and that we can function in, and Riot needs to be able to debug and update the system. It's nowhere near perfect, but then... what is?

As far as items go, they simply need to be updated constantly to fit the system. If Riot created a customized itemization system, it would be nearly impossible for them to keep on top of, and errors would occur. It would also lag since they wouldn't be able to keep on top of it, and so the latency between item releases and champion balance with respect to items would be far larger.

Iqqi1 votes

Yep. we need to restore the ban/champ ratio, or at least move it closer to where it has been in the past. Which I know requires some technical time and programming on Riots part. Though I can tell you it should be fairly easy since you are not re-inventing the wheel, but expanding on what you have already created. Still there are other parts which would have to be recreated from scratch. The most annoying would be the client itself.

I also agree that Riot should spend more time looking at items and balancing them, instead of just touching champions. Of course there is a line here. Looking at every champion interacts with an item. If you see a pattern were several champions are seeing a significant increase with a certain item, the answer is likely not to nerf the champions around the item, but the item itself.

Rageblade is the perfect example. Instead of nerfing champions around an item. Riot needs to nerf the item. I can't remember if I mentioned Rageblade in my post, but at 8 stacks when the item is activated. Excluding the AoE passive and looking at stats alone, it has a cost vs. stats ratio of 200%. That is a design failure. Add in the potential DPS increase through the AoE and its really hard to figure out how the item got through the way it is today.

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