I'd rather champions have these fancy new mechanics rather then all these simple attack steriods.
It's way funner gameplay and (most of the time) less overpowered.
It's way funner gameplay and (most of the time) less overpowered.
I'd rather have zero new champions from this day on and instead see a complete rebalance of the existing ones to make them all equally competitive.
agree. And not just balanced for SR. But balanced for each playable mode. Also more game modes is much higher on my priority list than more champions.
Why not both?
The problem is having these "new fancy mechanics" after 100 champions already exist with older more counterable mechanics
Are you sure older champions have more counterable mechanics? Champions like
,
and
all have point-and-click hard CC, for example, whereas champions like
, Rek'Sai and
all have crowd control that's a lot easier to dodge completely, and have much clearer weaknesses. If anything, new champions are generally more counterable than old champions, particularly since unique mechanics tend to offer something to counter, whereas most steroids don't.
I'll agree with you that sometimes simplistic kits when allowed to be strong can be problematic (
) but when you compare that to newer champions like
who just have disgustingly overloaded kits, it becomes impossible to counterplay everything they have. I can QSS a Warwick ult or I can Crucible the Irelia Stun or I can Zhonya's that Taric stun i see flying at me. Even if i bait a Zed ult onto me when i have 2 teammates sitting in a bush behind me, theres a good chance he is going to kill me anyway and get away, or at least see my teammates when he goes in and gets out anyway.
But is countering a champion with an item meaningful? Sure, you can't nullify
's kill potential with a
or completely avoid
's burst with a
(or vice versa), but is it really a good idea to have an item negate a major part of a champion's kit? Champions like
,
and
suffer because their high-CC ultimates are hard-countered by cleanse items, in particular, QSS for Malz and
for the other two. The counterplay here isn't meaningful, because you're just pressing a button instead of interacting with your opponent. Even when up against someone like Zed, though, you can still avoid a lot of his damage by dodging his skillshots and CCing him when he's in the middle of diving you. There's nothing about him that you can hard-counter, but every play he makes has the potential to be soft-countered through positioning and good reactions, and the same applies to the rest of League's most recent champions.
I also don't think the issue of kit overload really applies here, since genuinely overloaded kits tend to either be good at everything and have no meaningful weaknesses (
being the biggest offender) or have so many different mechanics that it's difficult to understand what the champion's doing (there's no major case of this in LoL, but a good example would be Invoker from Dota/Dota 2, whose kit is so obtuse that it's both a strength and a weakness).
, for example, has clear weaknesses (he's weak early game, his ult isn't freely usable, and he's vulnerable to poke and pre-emptive dives), and despite having so many mechanics, his kit is easy to read even if you've never played against him.
is deliberately built to have similar abilities across both his kits, and he has clear weaknesses in both his forms. Even
, the most complicated champion in the game to date, has a core gameplay fantasy that is easy to understand and react to. It's true that most new champions tend to have more mechanics than old champions, but I don't think that necessarily makes them more complex all the time:
and
, for example, are pretty old and have fairly direct kits, yet have a huge amount of subtlety and mechanical complexity (Draven's still the most difficult marksman around).
I don't get why people say Draven is the HARDEST ADC to play/master. Yes, his positioning is much harder than most because of his spinning axes but that's compensated for by his decent range, high damage, reliable poke and being 
I find Twitch harder due to his weaker defensive stats making positioning even more important while not having the same lane harass although he still has some.
But of course, I barely ever play ADC so maybe you can correct me?
Numbers can never compensate for the fact that you have to juggle by moving around in a lane that's entirely about correct positioning, he is strong for how difficult he is, but that does not make him less difficult, on the other hand, Tristana, being extremely easy to play, remains easy to play no matter how harshly you nerf her.
is definitely squishier, and definitely has some challenges in his kit that Draven doesn't (namely, choosing when to Q for initiation or to hold out on it for an escape), but ultimately Draven is the most difficult marksman to play because of his axe mechanic. It's one of the very few abilities in the game that forces you to go to an exact location in order to reap the benefits, which can be not only extremely hard to do when you're already handling many other different things at once (attacking, checking who to focus, avoiding enemy abilities, moving in accordance with the flow of a teamfight), but is also a mechanic anyone can exploit by targeting the axe's return position, forcing you to either risk dying or lose a massively powerful steroid. The first level of mastering Draven's axes involves being able to catch every axe on-demand and juggling your steroid and autoattacks to keep a smooth flow going, but the next level of mastery would involve knowing which axes to catch and which ones to pass up just by looking at the enemy team's positioning. Even
, who can get 1v5 pentakills with perfect positioning, isn't as dependent on it as Draven.
The main problem is that almost every new champ released actually has like 4 abilites with 2-3 passives on each one. That and the fact that everyone and their mother has a knockup/gapcloser now, even champions who are supposed to have more damage oriented kits.
I also find it laughable that when much of the forum posts were talking about the disgusting superiority of ranged champions and how easily they kite melee champions, Riot decides to release a champion based almost entirely around kiting.
Well, you are half right. They are indeed fun to play, but they are most certainly overpowered. Though the main reason they are relates to the fact that 75% of the roster has outdated kits compared to new releases instead of the kits being inherently OP. Kalista wouldn't be an issue if most champs had good mobility, but that only really applies to the most recent 25% of the roster (though there are obviously exceptions). The majority of the roster has no way to deal with her DDR simulator and instead have to hope the Kalista is retarded and makes enough mistakes for them to keep up.
I think there's room for both. There's something to be said for simplicity.
I'm confused by your post. Do you want less fancy mechanics or more simple steroids?
Fancy mechanics.
Fancy mechanics.
More Fancy mechanics makes each character a lot more different and unique. Less makes them less unique and less interesting but probably easier to balance.
I would honestly like even more of the former so the characters are more niche and a lot more interesting and aren't just balanced simply by numbers. Characters in this game should be balanced based on how they interact with other characters and the game itself not just how high or low their numbers are.
I think you guys misunderstood each other; he wants to replace old steroids with diverse mechanics.
I think you guys misunderstood each other; he wants to replace old steroids with diverse mechanics.
Oh. OH.
Yeah that would be totally awesome. I'd like to see that done to Tryndamere immediately.
And most assassins. And Fiora.
Fiora already has a fancy mechanic. Riposte.
So, what fancy menchics would you sugget to replace steroids?
I prefer simpler mechanics with stronger numbers.
I hate having to read a few paragraphs just to see what a champion does.
It's really a matter of personal preference.
I don't know, I much prefer playing as/vs Wukong than those new champs with their 5 passives. Wuk's kit is deceptively simple (aa reset, stealth, gapcloser, CC ult) but his W gives a lot of outplay potential and his ult is a nice high point. However, a simple pink can counter him if placed well.
The problem is not have new fancy mechanics or not have them, is to have them in a kit that is kinda balanced around clear strengths and weaknesses Braum is currently in an healthy state despite having fancy mechanics on his kit, while yasuo is not because his kit is still completely broken when giving proper numbers, and to limit his power they had to nerf anything on him till the point he is just bad8and can still be occasionally broken, but if they bump his numbers he becomes broken again and so on
I personally don't like what they did with yasuo, there was a post a month ago or so, but to sum it up, they gutted everything about his kit so he could keep the crit passive, when that's the one thing that really makes yasuo unfun to play against when paired with everything else he has (that and the armor pen on his ult.)
Armor pen ult is fine(although the duration is too long), crit chance passive just skew his kit toward an unbalanced state, either Op or UP
The armor pen is annoying because it gives him 50% penetration to bonus armor for 15 seconds, which gives him plenty of time to cut through tanks like squishies in a team fight, on top of the fact that this is after he did somewhere between 200-400 base damage with 150% scaling off bonus AD to at least one person, the armor pen on his ult is not something fun to deal with.
Armor pen on ulti is fine however, imho, since yasuo has most of the damage tied on the ulti as the whole kit rely about it (and passive) to deal damage, but I agree that the duration is too long and should be cut in half