Gameplay doesn't realize how much Riot spoils them.

Rins Thigh Socks··56 votes·2,520 views

Preface: I'm not saying Riot is a perfect gaming company. They're not. What I am saying is they bend over for the playerbase a lot harder than most companies I've ever seen. That being said, Gameplay is incredibly oblivious, as per always.

There are a few reasons I say they're pretty spoiling.

1 - Riot consistently patches faster than almost any other gaming company. With 2 week intervals on patches and the occasional bugfix, hotfix, etc, I know for a fact I haven't played a game with any company that patches at a faster pace. If you printed out Blizzard patch notes and left them on the ground you could probably date them the same way you archaeologically date topsoil (Mech Mage for 6 months at a time, anyone?). DotA is astronomically slow and the only times CoD got patches were the extremely infrequent buffs/nerfs and when you downloaded DLC map packs. Jagex patches at the same pace or so but they're working with Java and a game from 2001 which isn't nearly as tough of a task.

2 - Riot specifically shakes things up in preseason. It's their chance to experiment and make sweeping changes to the game. 7.22, 7.23, 7.24, and 7.25 will probably be Riot's PBE patches. 7.17 and 7.18 were pro player patches. You know what patches the rest of us got? Literally every other patch from 7.1 to 7.16 and 7.19 to 7.21.

3 - Riot listens to Gameplay A LOT more than they realize.

Gameplay asked for support to feel more meaningful, and that plunged us into Ardent meta. Gameplay asked for the AD to finally be killable again, and Riot nerfed Ardent and made masteries that encouraged more fighting and made it possible to blow up the AD. Gameplay wanted Blue Essence to be gained a little more consistently and towers to be a little tankier and Riot made both those happen these patch. Also, we've been asking for Runes to be changes from mindless stats for fucking years now and they were like, "Okay you got it. We'll tackle that this preseason."

First Win of the Day We've heard folks asking for ways to gain Blue Essence while in between levels, especially so you can buy >champions that would otherwise be just out of your reach. So we're converting some of the XP from the First >Win of the Day boost into straight-up Blue Essence. CLOSE ENOUGH 575 XP ⇒ 50 Blue Essence + 400 XP

Leveling Beyond 30 Leveling difficulty will now normalize once you reach level 50 (before this change, each band of 10 levels up until level >150 required progressively more experience). To learn more about this change, check out this post.

Over time, League of Legends has evolved to focus on 5-man grouping and teamfights. This can feel bad for players >who want to opt into the split-push or wave control game, so we're tweaking minion functionality and tower >tankiness to give them more room to succeed. BETTER ROCKS All turrets on Summoner's Rift have gained 300 health ROCK TERMITES Minions deal 50% ⇒ 40% reduced damage to turrets DISTANCE TRAINING After 20 minutes, minions gain +25 movement speed. This change will be enabled several days >into the patch so we can more accurately track its impact.

Taken from Riot 7.23 Patch Notes

Hell they even added 2 little features I've wanted them to return for a long time.

LEARN FROM THE BEST We’re adding the ability to spectate Challenger-tier games through the Ranked ladder >on the profile page

NOT BAD About 500 skin portraits in the HUD have been adjusted!

You know what Gameplay's response was?

  1. A lot of people threatening to quit over preseason. If the game isn't fun for you anymore just quit but you gotta realize this is preseason and it's gonna be really lopsided for at least a month. It always has been and it always will be. Riot does change how the game operates to make it far more tolerable and take fringe cases out of the game.

  2. Calling Riot cheap for their response to runes. You realize they entirely took the pay to play out of runes, right? There has only been one response on this forum I've seen thus far that was valid and that was about getting less orange essence from skins. Everything else is about how cheap Riot is when they've made leveling and progression much easier than before.

  3. The worst responses are the ones complaining about losing old runes. I keep scrolling through here and seeing, "Wow you took the diversity out of my runes. Now I HAVE to run meta runes instead of catering them to my playstyle."

First off, stop. There was no diversity to old runes outside of full armor pages so that you could lane against Pantheon. The rest were just stat sticks. You ever watch pros? It was literally just the same pages per role again and again and again and they wouldn't use anything else because anything else didn't work. As much as people wanted full crit% Ashe or GP to work, it only worked against inexperienced players, and even then they'd probably have more success with consistent rune pages.

Second, it's still preseason. The only reason you can't mix up rune pages is because some are currently overtuned and Riot is currently working to change that, as seen by the buffs to Predator and nerfs to Aery. That being said, I've already mixed rune pages for specific champions. To be more specific, swapping from Precision secondary to Inspiration so that I could get Stopwatch and scale against Zed, so I do believe it allows for more mixing and matching and interesting features than just +9 armor vs. AD assassins.

Third and finally, even if they don't, at least they allow for enough variety and in-class diversity that the dominant keystone doesn't determine who gets played and who doesn't. I've seen more variety in my last 5 games than 10-15 games 3 patches ago.

tl;dr Riot does more for the game than people realize. When there are issues, it should be pointed out. For example, Ezreal is still a problem that needs to be addressed. However, they do a lot more than we give them credit for and Gameplay needs to stop being so up in arms and toxic about it when an issue or two makes it to the next patch. Especially during the part of the season they specifically state is going to be super variable and prone to change.

67 Comments

Linna Excel20 votes

[{quoted}](name=Ahri Lover Rock,realm=NA,application-id=3ErqAdtq,discussion-id=KMRFjOza,comment-id=,timestamp=2017-11-20T20:39:07.895+0000)

3 - Riot listens to Gameplay A LOT more than they realize.

This is what scares me the most.

JMoormann5 votes

I always wanted to see a featured game mode where balance is decided by Boards + reddit...

DuskDaUmbreon8 votes

Assassins now automatically one-shot ADCs. Yes, even if they miss everything. All an assassin has to do is land anything, even a no-damage ability, on an ADC, and they get a kill.

Marksmen now can do nothing, besides spend 20 seconds killing any minion. They literally can't damage turrets, champions, or run from assassins, and they have no waveclear.

Mages now have 3000 AP, 400 armor, and 12k health.

Yasuo has been deleted.

Rengar in particular has been buffed, and now starts the game with 200 bonus AD.

mrgiraffeweevil2 votes

BUT, because they can oneshot adcs, assassins do 1/1000 of their damage to everyone else. Supports now have actual item variety, and can make more of a difference, because adc is virtually irrelevant. Any ranged champ who goes top lane does 1/2 damage to Melee.

RainXBlade1 votes

Also, all melee champions now gain a buff where they run faster towards ranged champions and take 50% less damage from them.

mrgiraffeweevil4 votes

Actually, ranged champions can only damage other ranged champions, and even though all these changes already apply to him, Teemo also has everything inverted, so his poison hurts him, q blinds himself, and his autos heal enemies

Clumsy Paladin1 votes

I had to login just to upvote this. Literally spit out my coffee dying of laughter. Thank you! You made my day xD

[slayer-pantheon-thumbs]

mrgiraffeweevil1 votes

All in a days work for your local giraffe weevil.

Starcraft243ver1 votes
  • tower deal 1000 true damage every 0.5s and get +5000 hp + 80% damage reduction.
DuskDaUmbreon1 votes

*5000 pure damage, except to tanks, who only take 10 points of damage.

Also, every tank gains an automatic 1000 health and immunity to true damage.

Mizaya1 votes

Additionally, all juggernauts gain +400 base movespeed and 99.9% tenacity, as well as 80% damage reduction and their base AD increases by 100 with each level. They also have a 1500 radius grounding aura on all enemy champions, except where enemies who attempt to use mobility spells are instead completely immobilized for 5 seconds.

FascistIguana1 votes

Tanks are either unkillable monsters that take 0 damage and can tank fountain turret or they too get 1 shot by our new assassin overlords; depending on who you ask

RainXBlade1 votes

Boy, do I wanna see what the Boards has in-store if they ever had the chance to balance manage the game.

ModKnightsKemplar9 votes

I frequently come out as a defender of Riot, but I'm not sure I agree all the way to "we're spoiled."

I think Riot does a great job considering the size of their company and game. Even if I don't agree with every point you make here, Riot deserves some cred for the way they handle such a massive operation.

It often takes a long time for them to respond to our feedback, and I think that's ok, but I wouldn't say it's great. Even Riot has fessed up to some small mistakes recently (Galio and Ardent come to mind). The difference between me and the average Gameplay complainer is that I'm okay with that. No company is perfect. I think the average Rioter is extremely passionate about this game; they are constantly improving, and the game is fun. I don't ask for more than that.

Hibeki2 votes

I think the real problem is they dont have balancing members outside of silver...

ModKnightsKemplar9 votes

You are not only factually incorrect, but the opposite is more true.

Their playtest team are mostly diamond+, so it leads to problems where they don't anticipate abuse cases in low elo.

Galio is an excellent recent example. He did crazy damage, but players at high elo (meaning diamond+ in this case, if I remember correctly) were able to identify his weaknesses and he wasn't really OP as a glass cannon. In low elo, though, he became pretty oppressive.

GigglesO2 votes

I think the issue with their playtest team is that that they don't care about all champions equally. Sure they are diamond+, but which one of them mains/playes morde, aatrox and etc... Almost none of them. So its really hard for them to get consistent balance on champions they don't play often.

ModKnightsKemplar1 votes

The playtest team don't just playtest their favorite champs, though. In fact, I'd wager, again, that the opposite problem is bigger than the problem you're pointing out.

They're often going to be playtesting in a protected environment, where nearly everyone is testing champs that they don't play often or that are getting changes. If everyone picked their mains every playtest game, the poor guy trying to learn new Galio before he's ever been played is just going to get roflstomped and they wouldn't learn a darn thing.

I can't imagine that's their strategy.

GigglesO1 votes

I'm not sure that the environment that you are talking about helps balance champions any more than someone not caring to balance a champion. There are a lot of diamond players that get to diamond only because they get to know 2-3 champions really well. Playing a champion that you haven' mastered puts you at a disadvantage. Not only does it put you at a disadvantage, but it also changes the pace of the game.

Its like the difference between a first time Lee Sin trying to gank after jungling, and a 100 game Lee Sin ganking. The two aren't even comparable, and that is why (I believe) we see win rates increase on players that have mastered a champion. So even if the playtest team is diamond, there is a huge skill disparity when they try to test champions that aren't within their champion profile.

For example my champion profile is mostly immobile champions that tend to be tanky. So when I play other champions that take a lot of positioning and build knowledge I do great, but as soon as you put me on someone that takes a lot of micro (like azir) I get board really quickly (even if I were to do well on him) because I don't like that type of playstyle. You honestly can't tell me that play testesters don't like certain champions better.

I do thank you for the conversation, and I hope that this didn't come off as offensive, since I do enjoy hearing your opinion. I just hope to explain my reasoning for my opinion on why the playtest/balance team doesn't quite hit the mark on some of the champions, but consistently have others (lee sin, ahri, yasuo, ez) feeling powerful even when they tote a low winrate.

As an Edit: You do bring out two really good points of high elo balancing issues that are prevalent even if players are playing champions they aren't familiar with.

{quoted}

The point is that when you have all high elo players as your playtesters, you have to be really careful that you don't make something that ruins the fun at low elo, and I think Galio did that for a lot of people.

It's in Riot's best interest to keep the game balanced at all elos, and that is different based on skill level.

I've noticed when I play with my friends, (I may not be high diamond, but I am still diamond) that I have a faster reaction time, and often times out flash and etc... in lower elos. I do however also find that some things are too reliable to effectively dodge without the enemy blatantly just miss-aiming. You are 100% correct in both aspects of Riots best interest is all MMR's, and reaction times and game knowledge can make the difference between stomping or getting stomped.

I do also however think that balancing for all elo's creates another issue. The issue of "well this takes alot of skill" so a champ that is balanced for lower elo's is sometimes too reliable in higher MMR for skilled players. Not to discount that the opposite can be true as well, something can be too reliable in low elo, so high elos can't have it be reliable enough.

ModKnightsKemplar1 votes

I wouldn't deny that their play preferences have some effect. We can agree on that.

The question then becomes "How big of a playtest team to you need? What are their goals, exactly?"

I would argue that the major goal of the playtest team isn't to get the balance exactly right. I mean, that would be great, but I don't think they expect to do that, for the reasons you stated.

Rather, they hope to catch bugs and make sure the champs feel good to play. I think the real balance mostly comes from in-game data on the whole playerbase. Issues like Galio are particularly bad, but again, I think their explanation makes sense; it's abuse cases that give them the most difficulty.

Also, the stats that we can view with Riot's API don't give us a complete picture. The disparity between new and seasoned Lee Sin players is the reason we don't see changes on him. His win rate across all elos and players doesn't actually tell us much, I think.

And yeah, I also appreciate a good, respectful back-and-forth. I wish it was always like this on Gameplay... :)

GigglesO1 votes

First: I hope you saw my edit, you were pretty fast to respond and may have missed credit I gave you.

Second: I feel like you could be correct with the play testers goals of catching bugs, and making sure a champion feels playable. Which in my opinion means that they could have an extreemly small team of 10-50 players (since patches are only every two weeks and often contain few changes). I could also be lead to agree with you that it is the balance team that makes more of the decisions about who gets nerfs and buffs, but I don't feel like this underlines a larger issue about balance preference.

That issue is that for some things to be playable, they have to be frustrating to play against, and if you get enough champions that have frustrating to play against tactics instead of embracing all champions uniqueness they just pick and choose which champions get the love. My S1 friends like to call this rotational balance. Rotational balance is actually a good strategy for riot to employ. It may sound like conspiracy, but it keeps champion pools rotating which most likely brings in money. It also keeps balance rotating, which keeps a larger subset of players happy (just not all at the same time).

My issue with rotational balance is where do you draw the lines in what you want to balance for? If you look at champ design of champs of lane bullys they aren't that fun to play against. However, is it really any more fun to have an enemy zed hit level 6 and kill you just because he has his ulti? My answer is no, and yet champs like Lee Sin, Yasuo, Zed, Ahri keep being rotated to the top as "feels good to play champs". Honestly to me it feels miserable just playing against them though. I honestly feel worse playing against a Lee Sin than I do a twitch (which is current fotm to complain about). I feel worse having to play against a vayne that does more true damage to kill me than she does physical aaing me (I have pics).

I feel very adamantly that they choose which champs should be fun to play, and often times I feel like they still just don't care about the rest even if they do playtest them. Just look at poor olafs winrate. Yet they haven't touched him for what, 2-3 seasons?

ModKnightsKemplar1 votes

Yeah, I checked out the edit. Another good point. I think most champs are okay; biggest outlier I can think of currently is Yasuo, who they have said needs work.

I do think that there's an inherent bias in their system. Olaf is a good topic because he's gone without any work for so long; I think you'd be hard pressed to find a Rioter that won't admit he needs some love, but I also don't really want them to work on him "just because."

When they do get around to champs, at least right now, I feel that it's because someone has great passion for them and they typically do a great job with the update, even if it inevitably angers some of the mains.

GigglesO1 votes

{quoted}

I think you'd be hard pressed to find a Rioter that won't admit he needs some love, but I also don't really want them to work on him "just because."

This

When they do get around to champs,

and this is what bothers me the most.

I'm sure I'm not the only one that it bothers; but I'm glad we are pretty much in agreement though that champions do sometimes get left out in the cold "just because".

:\ Kinda sad. I want my S2 bruisers like Sion, Morde, Jax, Olaf and crew back.

Domovric2 votes

{quoted}

Galio is an excellent recent example. He did crazy damage, but players at high elo (meaning diamond+ in this case, if I remember correctly) were able to identify his weaknesses and he wasn't really OP as a glass cannon. In low elo, though, he became pretty oppressive.

Were you playing the game at the time? It had nothing to do with the teams elo, their justification for the change (him building a little bit of ap then full tank) basically said they didn't know how the character, or tanks in general, were being played. After the change, tank galio was still the best tank in the game, and full ap galio was still a tank assassin. The change created no weaknesses that weren't there before.

And as for elo being indicative of knowing balance, Hashashin is in diamond too, and I don't think anyone want him in charge of balancing. And they have to bal;ance around lower elo too, given how much of their playerbase is there

edit: spelling

ModKnightsKemplar1 votes

The balance team and the playtest team are not the same team. The balance team has many people of all different skill levels, and I think I remember that they are largely centered around plat.

Again, Galio changes might have felt wonky for everyone, but he wasn't broken at high elo. He was strong, but that's not a big issue. A simple love tap will fix that.

The point is that when you have all high elo players as your playtesters, you have to be really careful that you don't make something that ruins the fun at low elo, and I think Galio did that for a lot of people.

JMoormann3 votes

Meddler recently destroyed this myth. On mobile so I can't find the link easily, but it was somewhere in the quick gameplay thoughts I think. TL;DR of it: they have plenty of plat/diamond team members, plus a playtesting team with diamond+ and even ex-pros.

Hibeki1 votes

Maybe the playtest team is diamond plus, but if the majority of people making the changes are silver+ it means theres going to be bad calls. Playtesters dont determine what changes get made in the first place, they just judge the ones handed to them.

Firethorn5 votes

Yep, completely agree with this post. While riot may not be perfect (no company ever is), they try really hard to cater towards the community.

Saggitairre1 votes

{quoted}

Yep, completely agree with this post. While riot may not be perfect (no company ever is), they try really hard to cater towards the community.

No, they cater to the Worlds and professional play, which is a tiny part of the community.

Sraeg20135 votes

Digital Extremes developers of Warframe patch their game as fast or faster than Riot and constantly expand their game, not just merely tweak numbers and release a single meaningul piece of content every few months. They are also much more open and communicate with players. Their player support works like lightning, rarely if ever send bot responses. They also have no qualms admitting they fucked up and revert a change if needed. They respond to exploits in a matter of days if not hours and don't bullshit about dangers of hotfixing.

Third and finally, even if they don't, at least they allow for enough variety and in-class diversity that the dominant keystone doesn't determine who gets played and who doesn't. I've seen more variety in my last 5 games than 10-15 games 3 patches ago.

And I used literally the same runepage for the last 10 champions I played, because there is so much variety, I miss old runes of which I had 11 different sets where each served a purpose and wasn't gated behind gimmicks that ultimately boiled down to giving flat stats.

Sorry to break it to you, but most runes are either old masteries or scaling damage runes gated behind killing units or match length.

SociopathFriend1 votes

Digital Extremes developers of Warframe patch their game as fast or faster than Riot and constantly expand their game, not just merely tweak numbers and release a single meaningul piece of content every few months.

To be fair, Warframe is PVE, not PVP (at least not as its main attraction). That strikes me as inherently easier to produce/maintain content for. Also let's be clear, I play Warframe, they have to patch often; and Hotfix as well. Despite being several years old, quite a few bugs persist. The Capture targets not having the option to capture happened back when I started the game years ago, and it happened to me again just the other day.

Sorry to break it to you, but most runes are either old masteries or scaling damage runes gated behind killing units or match length.

I dunno about most. Given that most old masteries were just stats, virtually anything that gives an effect is almost new. Even some of the returning ones like Grasp of the Undying have a new kick to them.

Sraeg20131 votes

I dunno about most. Given that most old masteries were just stats, virtually anything that gives an effect is almost new. Even some of the returning ones like Grasp of the Undying have a new kick to them.

You had Keystones, few masteries that weren't pure stats and that's it.

Now with the exception of the hexdrinker rune and Keyrunes(how I call them) it's still just stats except of much less variety than old runes allowed.

And no, I don't count something like "kill 5 guys to get 15% spellvamp (which isn't listed in your stats)" or "dash to get +5 lethality (or whatever the value is)" as something more than "just stats".

SociopathFriend1 votes

Now with the exception of the hexdrinker rune and Keyrunes(how I call them) it's still just stats except of much less variety than old runes allowed.

Less stat variety, more effect variety. The secondary tree alone typically offers as many, if not more, non-stat abilities than you had in an entire tree in the old system. Domination Secondary offers not one, not two, but three different vision options (ghost poro, zombie ward, item cdr) if you wish.

Sraeg20131 votes

Yeah, and if you don't want a ward?

Professor Ward5 votes

The amount of clueless here is great.

Please understand, riots main draw, #1 selling point, their strongest stat, their calling card, their "coup, de grace" if you will, is the fact that they do, (or at least try to) act like they give a shit about their players.

Riot is in no way spoiling anyone other than their own bank accounts. Get real please.

Riot stops "spoiling", the cash tsunami stops. That simple

SooFr0sty16 votes

{quoted}

The amount of clueless here is great.

Please understand, riots main draw, #1 selling point, their strongest stat, their calling card, their "coup, de grace" if you will, is the fact that they do, (or at least try to) act like they give a shit about their players.

Riot is in no way spoiling anyone other than their own bank accounts. Get real please.

Riot stops "spoiling", the cash tsunami stops. That simple

That's not how you use coup De grace at all

The steam life1 votes

When you try to sound smart but just end up sad and awkward

GayFluffyUnicorn4 votes

I mean rito is also the only company who patches so frequently without changing anything at all !XD! Rito botlane is op pls do something. Draven -3 gold on passive (wasn't the actual change just an hommage to -3ad). Rito: I think we fixed the problem, botlane is fine now. Hm botlane still op: -3 AS on ardent. Okay botlane is fine now. Worlds and the worst meta ever shows that ardent nerfs were not enough nor the only problem in the game. Rito: Noone could have known this would happen we fix the problems. 5 Patches later: Well preseason is around the 3-month corner we cannot fix the game right now. Like seriously look through all the s7 patches and look what has actually been changed. I know of no other company who does patch so frequently with zero result. Over the course of 6 months they then have one dota patch.

Nausicäa 4 votes

[deleted]

Rins Thigh Socks7 votes

[{quoted}](name=Nausicäa ,realm=NA,application-id=3ErqAdtq,discussion-id=KMRFjOza,comment-id=0008,timestamp=2017-11-21T03:16:05.935+0000)

[Comment deleted by moderator]

That's my kink.

Skorch2 votes

Havent been playing Warframe for long, but DE patches are fucking constant. There is like a hotfix per day.

GigglesO1 votes

[{quoted}](name=Ahri Lover Rock,realm=NA,application-id=3ErqAdtq,discussion-id=KMRFjOza,comment-id=,timestamp=2017-11-20T20:39:07.895+0000)

Second, it's still preseason. The only reason you can't mix up rune pages is because some are currently overtuned and Riot is currently working to change that

The only thing overtuned is early damage, primarily the secondary FLAT STAT BONUSES. Something that you yourself called out for being OP in the old system.

Rins Thigh Socks2 votes

{quoted}

The only thing overtuned is early damage, primarily the secondary FLAT STAT BONUSES. Something that you yourself called out for being OP in the old system.

I didn't call it OP. It was boring and lacked diversity. It can't be OP if everyone in the game can use it. It just becomes stale.

And that's what runes were. They were boring and plain and you essentially used the same page you had been using since s4 with extremely minor tweaks.

GigglesO3 votes

I use the same 3-4 pages every game in the new system... It really isn't any different.

I Do Not Recall1 votes

Well I can;t disagree that Riot does a lot to listen to their fan base, but your examples of what people in gameplay complain about are pretty poor. A lot of the complaints here are legitimate, and they are often ignored. The game has slowly but consistently been moving in a direction that people here have warned against. Riot consistently seem to miss obvious things.

Powercreep of the game, (they just buffed minions straight up, in exchange for flat 300 hp on turrets, after adding a shitload of damage to the game and demolish) Not to mention giving champions powerful effects right out of the gate (keystones) that were once reserved to items that took time to buy.

Keystones being literally perfectly tailored to specific playstyles/champions and leaving some champions in the dirt without a real option (klepto GP or press the attack Vayne Vs Guardian(?), Aery(?) Unsealed spellbook(?) Predator(?) on Nunu.

Adding timer indicators for things like manaflow band or scorch, etc. (after 7 years how is this not run of the mill? Did they just hire new game developers yesterday?)

Meep Man1 votes

I disagree, a lot of the complains here are from people who lost a match against someone and decided that the person who carried was playing an OP champion. That's why the people who get complained about the most often aren't the ones with an actual good win rate, but those with high play rates (ex. Lee Sin, Yasuo, Zed, Vayne, Caitlyn, etc...).

ValyrianBlade1 votes

I can complain about the state of balance while still thinking Riot is a good company and playing their game.

As you mentioned with JaGex, I played RuneScape for years and when I did eventually quit I was a max-level player (all skills 99). I quit due to the severe lack of high-level content in the game which I had been complaining about for ages, coupled with a few updates that had screwed me and made some super tedious stuff that I spent a lot of time doing easier for people to do while simultaneously requiring me to go back and do more of it if I wanted to be eligible for the completionists' cape. That was a no-go. Lack of consistent time also hurt, as the game was beginning to turn a lot more like WoW in the sense that the only efficient way to play was to be with a regular group of players, and I couldn't play at a regular time (having a full time job and a life outside of games). That all said though, if JaGex would have sorted out their end-game / high-level content issue over the last 2 years I played and I and others complained about it I would probably have persevered and continued paying my membership. Alas, they didn't (although I checked back about once a year for the last few years and they seem to have added loads of high-level content now, but I have no intention of returning) and they lost a paying member as a result.

So the same idea happens with Riot. I can complain about their balance and stay. People will trickle away though, especially when the same mistake happens repeatedly. It's a different type of game, so balance needs to be different. If iterative balance results in the same types of champions becoming periodically OP, which simultaneously results in some players getting "boosted" off of abusing OP champs and then those players "feed" when there aren't obscenely OP champs to abuse and makes climbing a lot harder for the normal player - you get normal people quitting. If Riot avoided the obscenely OP champs in the first place, I'd imagine some matchmaking issues would eventually disappear... so I do think there is an ongoing thing that could cost them players in the long run. Is this patch's balance going to cause me to quit now? No. One year from now? No. 5 years from now where it's been ongoing? Possibly.

CleverSloth1 votes

I sort of agree with the OP. Yes in the last patch I feel like they did listen, however there have been issues going on for years (turrets) that riot is just now getting around to addressing, when its really simple. Add 25 damage AD on hit and see what happens. Maybe that's not enough, maybe its too much, but either way its a super easy tweak that the player base has been taking about for a long time.

The part I agree with is its much better for Riot to go back and forth with the player base then repeat season 6 which was Riot refusing to listen to feedback and then people deciding they'd just give up on league and pick a different game. I'm betting a big part of reason feedback has become more valued this year is they saw the drop in revenue and monthly unique users and took that seriously.

LightningShado1 votes

True.

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