League has a big set of problems and this is what I think. (Ranty)

PowerHouseLegend·9/29/2018, 1:04:24 AM·6 votes·4,185 views

Ok Riot enough of your BS, times have changed and your balance/gameplay team has to change with it. There is a reason why this year is going on to be your worst year since 2014, and no its not the lack of Yasuo skins. Take a note from WoW, and make a more fun game. This is my complete opinion of what riot needs to do to improve the games experience and fun factor, and there is a lot. If you read this just remember this is my OPINION and I would like it for everyone to respect it as I do their own, thank you.

Runes should only offer one effect like sustain, offensive, utility, or defense and only a little of it not multiple effects. Like how Zombie Ward allows you to replace enemy wards with your own and then let your next attack do extra damage, or time warp tonic where it gives you more sustain on your potions and then gives you movement speed. Riot it needs to be one effect per rune not multiple effects at once. This also makes balancing the runes much easier; you can trust me on that, just makes sense.

I think items truly make this game, it offers a wide way to play the game, which I’m sure you know increases replayability. With such a system you shouldn’t have items that offer to be crazy tanky and crazy offensive like Seraph Embrace. With its high AP values and its high Shield value all tied with a pretty Mana/CD utility bow why wouldn’t you build this on most AP’s; Riot why give one item everything? This reduces the value of other items since you can get everything you want from one item. Items should be great at doing a main task and then ok at a secondary task, maybe even sprinkle in an extra SMALL thing. On a side note, I believe that riot should be adding many more items then runes, since items help you become something in game and allow you to build for the game. Like you can start with giving us more types of boots and starting items then expand from there.

I know you are doing the stat change in preseason where you can choose what you get and I like that, so keep up working on fun stuff like that plz. Just remember there is already too much power crept damage in the game so don’t let the damage stats out weight the defensive ones. CC chaining and burst damage together is not fun to play against ask anyone. Riot I know you seem to loooove the idea of damage, base on how much of it is in the runes, but burst and cc don’t match at all and allow for no chance (unless you build a GA or maybe zyhona’s) of counter play, no even a little. What I suggest you do is make a new game mechanic, where you gain a natural amount of tenacity, scaling, for a certain amount of time whenever you are hit by hard cc and also make tenacity reduce how long you are airborne for from knock-ups (it needs a buff). Honestly, I believe that by doing this you create a more interactive game and less frustration from being CC killed.

Stop giving Tanks damage; honestly, there is a reason why when you buff tanks they become quite strong, like how Sion, Garen, Darius, Yorick, Rammus, Amumu, Etc., its why these picks are so strong right now. They all have great sustain and great defenses in both their abilities and base stats. Notice many of the top none tanks like Jax, Irellia, Kayle, Fiora, Gangplack, etc. all use conquerer, press the attack, or have true damage/magic poke in their kit. It’s the only way to fight tanks since the have a lot of damage as well as a lot of defenses. In my opinion tank should have very little damage(maybe a high scaling at the high cost of their own survivability), but exceptional sustain and CC. If wave clearing is the problem, lower the CD on their abilities and allow them to deal extra damage to minions, putting them at the forefront of wave pushing, taking towers and CCing enemies. This is what a tank should be, not what we have in the game currently.

In addition, Riot, stop it with so much attention to the pro scene, not many players care anymore about it really, compared to the past. The people who carry your game in sales are the casual and hardcore average joes, buying skins and your orb stuff. Stop giving us meaningless small patches that don’t solve issues in the game just cause larger more interesting patches would affect the pro scene too much and you need to balance around LCS. If the pros are so good, they should adapt to the changes rather quickly and it shouldn’t be a problem.

Speaking of patches, how do you balance champs, it seems like you don’t even know. If a champ has a around 50% win rate and an extremely high pick rate there is an issue there. That champ should be looked at for nerfs/reworks. If a champ has a high win rate (above 50%) and a very low pick rate, they should be looked as either ok or a slight nerf. If a champ has a low win rate and a low pick rate they should be buffed. This isn’t hard at all; like based on the fact that a champ can have a high or low win rate dictated by presented high or low win rate should be the grounds where you balance and also fun factor as well. Like why did Darius need a buff, considering his good win rate and his above average pick rate, like what; to kill tanks they say, but this only produces the problem of more power creep. Stop buffing so much and consider nerfing a little more. Patch 8.19 is just proof of how little you know of your own game.

Like I said before, there is a reason why Riot’s fiscal revenue is going down and hitting a 2014 year low. Riot does not follow and listen to their communities in whole; this means all the top laners, mid laners, junglers, adcs, and supports, whether it be at the boards or reddit. It seems that Riot just wants the shortest and simplest way to make their dollars, and their lack of work, change, open mindedness, and passion for the game has reflected through their annual revenue, MasterCard aint helping ya. The game isn’t as fun anymore and Riot, you’re at the 40 minutes mark, it’s gonna be GG soon, will you win or lose? Please make the right calls.

There’s def more problems that I didn’t mention here, but these are the big ones. Again thank you for reading.

4 Comments

ModWulf Helhammer9/29/2018, 1:11:06 AM1 votes

If a champ has a around 50% win rate and an extremely high pick rate there is an issue there. That champ should be looked at for nerfs/reworks. If a champ has a high win rate (above 50%) and a very low pick rate, they should be looked as either ok or a slight nerf. If a champ has a low win rate and a low pick rate they should be buffed.

Game balance isn't anywhere near that simple. Especially in a game with as many elements as League.

Critmaster Garen9/29/2018, 2:02:05 AM1 votes

{quoted}

Stop giving Tanks damage; honestly, there is a reason why when you buff tanks they become quite strong, like how Sion, Garen, Darius, Yorick, Rammus, Amumu, Etc., its why these picks are so strong right now.

garen, darius and yorick are fighters and not tanks. juggernauts in specific. they sacrifice mobility and utility, for being slow moving, beefy melee carries. without their high damage and high defense, they would be nothing. their counterplay is to kite and take them out from a distance. their win condition is to get in your face.

amumu is only strong at the bottom of the ranked ladder.

sions damage is situational enough to be justified. his abilities are so telegraphed, that he only deals a lot of damage when you messed up and failed to avoid them.

rammus doesnt have a lot of damage. hes just an adc specific counter tank. which means he takes very little damage from auto attacking champions, while having an inbuilt thornmail effect. so his base damage is enough to beat them in extended fights.

Nyarlathοtep9/29/2018, 8:11:45 AM

With such a system you shouldn’t have items that offer to be crazy tanky and crazy offensive like Seraph Embrace. With its high AP values and its high Shield value all tied with a pretty Mana/CD utility bow why wouldn’t you build this on most AP’s

I get it that you are trying to say that items with high damage shouldnt give high durability but, this example is extremely biased. Seraphs takes A LOT of time in order to become useful. And currently it sucks because games are decided before you stack it making it useless outside some picks like cass, anivia and ryze. Which is why not popular on most mages. They cant stack it fast enough.

What I suggest you do is make a new game mechanic, where you gain a natural amount of tenacity, scaling, for a certain amount of time whenever you are hit by hard cc

So punish those that succeed in cc chaining. Nice idea kappa.

Stop giving Tanks damage; honestly, there is a reason why when you buff tanks they become quite strong, like how Sion, Garen, Darius, Yorick, Rammus, Amumu,

Garen, darius and yorick are not TANKS. I get it. This is a rant post aka low quality stuff. But dont call juggernauts tanks ffs.

It’s the only way to fight tanks since the have a lot of damage

Oke you obviously have no idea about what you are talking about. In pvp games tanks have to deal an amount of damage otherwise they are going to be ignored. Their cc has only so much value. What "moves" the game is damage. The only way they can be a threat is through damage. Unless you want to see every tank to have naut's cc capabilities.

If wave clearing is the problem, lower the CD on their abilities and allow them to deal extra damage to minions, putting them at the forefront of wave pushing, taking towers and CCing enemies. This is what a tank should be, not what we have in the game currently.

Well like i said earlier if you do that, during teamfights they are going to be ignored. Moreover if you do that every tank in the game will become a supp or a jungler since they wont have enough damage to lane with an enemy champ. Have you ever played mao against nasus? IT SUCKS. As mao you are literally a health bag for him. You cant threaten him. Ccing him is useless since i cant kill him. Having no damage as a tank, should never become a thing. Period.