Honestly, if you look at champion balance overall the game is incredibly balanced

HateDaddy··2 votes·741 views

There are a long list of champions that are actually really strong. In fact, top lane has tons of really good champions right now. Mid and bot see a decent rotation, too. The jungle is still kind of underwhelming but that has little to do with champion balance: the jungle just isn’t fun. And the state of the jungle is interesting because it’s endemic of the game right now: all things considered, balanced, but yet it feels like it isn’t at all.

So the question becomes: why does the game feel so unbalanced when you have a decent amount of champions in a strong state?

To me, this comes down to a few things: overall meta and inherent game tendencies, item choice (or lack thereof), and keystone choice (again, kind of lack thereof).

With the overall meta and game tendencies, your objective is usually to pick something that gives you the optimal chance of carrying. One of the things we see in top right now is the counterpick meta, but this exists in every lane. And it’s incredibly toxic. If you’re counterpicked, you are totally invalidated for lane phase without significant help. This is further perpetuated by plates because you get shoved in and play safe, only for the enemy to grab an extra 160 gold for each plate. So sure, tons of champions are strong but it feels like total shit because you get rocked with little retort. It’s balanced on the surface because tons of champions are good, but it’s really rather turbulent in selection because the contrasting picks are so volatile.

Item choices are really stale. You buy the same items in pretty much every situation save for a few champions and 5th-6th item slots, which games really go that long. The problem here is that item passives and actives aren’t really important: if it doesn’t optimize damage and have good stats, the passives and actives don’t mean anything. Bruiser itemization is the one exception, and funnily enough I think their itemization is the best in the game in terms of balance and health: everything else sucks or is overtuned (AP items for example) in comparison.

Then you have keystones. This is really balanced around what optimizes your damage or ability to get gold to get items quicker to do more damage. Nothing else matters, so alternative playstyles are not really viable. It’s damage or bust. And that very dichotomy isn’t really stable: it’s explosive. It shows in gameplay with big swings, which can result in stomps or total 180 turn-arounds that leave the losing team saying “wait did we just lose? We were literally just stomping.” And that happens because of how fast you can erase someone from the game. If you have a setup (keystones), item path (items) and a strong champion in a scenario that optimizes them (counter picks), then you have a supreme advantage and can stomp or come back very easily. If you don’t have these things, even with the long list of strong champions, the game feels entirely unreasonable.

And now, finally, you have random buffs to champions that are already good (katarina and Renekton for example). Now people are really scratching their heads because you’re just breaking shit because you can, and it feels like the balance team has no direction. This is the last aspect that makes the game seem unbalanced: public perception. People think the game is in complete disarray because of above mentioned circumstances and then they see you give kled a 5 second gracious wound tag and to them, it confirms that riot is a bunch of pranksters just yanking our chains. In reality, the funny thing is that it’s really hard to say the game is or isnt balanced because there’s so much evidence you could use to support either argument.

Right now, the best thing you can say about league is that it is a paradox. And it’s got me scratching my head, that’s for sure.

7 Comments

Mrs Qtpie2 votes

I disagree with a number of your assumptions. Number 1: you assume that because there are a number of strong champions right now, the game is therefore balanced. This isn't true. With the prevalence of invisibility and invulnerability in this game, you cannot say that the champions themselves are balanced, because many of their kits are just inherently broken. When I say inherently broken, I mean they aren't over-stat, what their kit does, if viable, will always be broken.

Number 2: I suppose in a way, you could tenuously link all of the keystones back to making you more gold, because all of them enhance your champion in ways that make them more effective at making gold (i.e if a keystone gives me more damage I theoretically get more kills), but this isn't like Riot's philosophy behind making the keystones, because it is too broad. You could argue pretty much any keystone that enhances a champion in some way makes them more efficient at accruing gold.

Number 3: it seems like you're acknowledging that mage items are broken, but your post is arguing that the game only seems broken... so....? Is it broken or not?

Number 4: I would just say that overall, you need to understand that there are too many champions in the game with kits that have absolutely no counter-play. For example, Rengar can kill you out of invisibility without even having to touch you; he can proc all three of his abilities mid air. In season 6 and prior, champions generally had something between a 48-52% win ratio, which is indicative of fairly good balance. Now a days, it is common place to have champions that possess a 53% and above win rate. It also doesn't help that Riot refuses to nerf a lot of these champions when they sell a lot of skins (i.e Riven having 55% win rate 20% play rate for months).

The Ecdysiast1 votes

I'm not sure you know what "balanced" means.

Having even a few outliers makes something unbalanced. You can have a pound of gold on either side of a scale, but if you swap out a few of the coins on one side for ones that are twice as heavy, it'll tip.

Mrs Qtpie1 votes

[{quoted}](name=The Ecdysiast,realm=NA,application-id=3ErqAdtq,discussion-id=Lsgk897A,comment-id=0000,timestamp=2019-07-20T04:15:59.100+0000)

I'm not sure you know what "balanced" means.

Having even a few outliers makes something unbalanced. You can have a pound of gold on either side of a scale, but if you swap out a few of the coins on one side for ones that are twice as heavy, it'll tip.

The game can never be perfectly balanced to be fair to him. So I think you have to judge how well Riot is doing, by being realistic about how balanced the game can possibly be, and then analyzing how close Riot is to reaching that imagined state.

The Ecdysiast1 votes

Alright, so here's a thought experiment for you. What would an unbalanced game look like, while still actually being something you could consider a game?

Mrs Qtpie1 votes

[{quoted}](name=The Ecdysiast,realm=NA,application-id=3ErqAdtq,discussion-id=Lsgk897A,comment-id=000000000000,timestamp=2019-07-20T04:39:30.992+0000)

Alright, so here's a thought experiment for you. What would an unbalanced game look like, while still actually being something you could consider a game?

What? I guess League is something I consider unbalanced that I consider a game.

WalkingInACircle1 votes

Ahahaha. This is what it looks like when you saw people realizing bruisers are the problem tanks face and not mages having the same cdr they've had forever.

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