Theory crafting game balance before the next season
I have always wanted to talk to riot about this be for but never had the motivation till now. in short the last season had some good spots and good things in it. however, it was the worse season to play for many of my friends and many other people out there. so i just wanted to throw out my 2 cents on it.
so a stating point is hard to have with so many thing that i want to say. so how about saying i love the game and am looking to make it the best version of itself with this. so my point of view. i feel to see the things i am saying and know were its from may help see were you should add or remind me the I am missing something. I am a supp main the was push there at first. then learned the role and never want to go back. i have made table top games in the pass and am very harsh at time on certain things. i am harsh manly out of a love for something or the want to love it. i play have always tried to fill in were it is needed so that people can do what they do best and have a good time. so now you know just a bit about me i hope that it will help u know why i feel the things i am going to suggest are the what they are. however if u have a point u would like to make feel free to put me in my place if i am way off on something. (side note i have bad grammar so sorry)
Ok now this is the part u may care about from the title. i know that riot reworks the game in many ways every season. however i think they need to go much further in a big way. to make a foundation that not only we can come back to and know will be that way for many years but too give riot a base line on things so that they know what to balance the game around. until this is done the game will always be good with lots of bad. so first point on the goal i feel is to tackle what to balance the the game on. i feel it should be the items and runes. in that order tbh. fallowed by the classes and how they work together and against each other. so and example, adc should beat the tank vs assassin beats adc. i know that is the plan in most talks about it but they tend to come up shy. i feel that stems from a lack of creativity on how the can change the champs around the rest of the game with out realy doing anything other than small subtle changes. Example, if lethality is too good every one used it but when its bad the assassins didnt get as much play. well how about a buff that is not a flat # buff or a item buff but a new lethality scaling added to the assassins the need more power in later parts of the game so that they can still kill the adc without making a big hit to the rest of the game.
so for the time being i think i am just going to throw out the rest with a bit less explanation for the sake of your and my time.
RUINS get rid of key stones in ruins and make weaker normal ruin that fill the void (even if they r just a near 0 sec CD 5 dmg version) make the ruins have a 3-2-1 set up with the same amout of thing to pick from. (3 primary out of 4 rows) add more stats in the ruins so we dont feel like we only have the base character and no real way to make it have the stats we want when we want make sure not to forget what the stronger stats r and give a good trade to give them up.( moment is hidden op)
CLASSES look at the fighters and push them to a real class more. u have too many of this class that dosnt realy know wat it is doing from the fighters add more champs the the other roles.( exp. diana=assassin, gargais=tank/mage)(yasuo=assassin/fighter. just make him a fighter? no crit) make a more clear cut awareness for wat a champ adds from that role or class or is lacking so team can be more rounded (engage, disengage, damage) make a more clear cut awareness for wat a champ needs from the other members so that a better team comp can be made base stats and growths of champs in a role have more consistency according to the role. (y only some tanks get mr per lv and othes dont?) better and more clear scalings for the champ and the role they r in so that i dont buy bad items that dont work any more( give mf a lethaity scale/ jinx a crit scale) on hit melee champs getting a rework or new optimal build paths (this by the math is just a bad champ game plan and its hard to do right so do it less) dosnt change the rest of the game for one or 5 champs (pink ward r gone for less than 10% of the games champs) (this is a stab to Yasuo too and how u handle crit)
RANKED ( to get the solo out of my q) make a 1v1 raked mode open year round. (for a real solo q) make fill a thing u can pick, that way u dont have to hurt your team (now that fill dosnt lose lp for the off role dont let it punish my main role) make the pick and band less of a i dont like this champ game.
- add the most played champ in ranked and the most recent played champ as to be shown in the ban step (ranked games only) *it may seem harsh but if u cant play more than 2 champs get out of ranked even if its only ranked ill take it but add League chat to work with my team not just the party i started with. (should have bin a thing 2 years ago) add free emots that can be used as a second set of pings for more non chat talking. ( "a ward hear plz" would be a nice ping) ("do baron?")
ITEMS give the champs in all roles the same availability to core things that u may need. (Grievous wounds and they cost around 1000-1500 to get) make it so that the items feel good to get for the champs that should get them(ROA could use some cdr like 10 will do. it can cost more G)
i am feel that i have gone on for a long time i should c what this starts. i have more to say or add. from champ reworks to item changes and scalings that could maybe fix the problems in the things i have and want to suggest, and want feed back on all of it. (especially from riot)
p.s. i know that the season isnt done yet but it is about to and want to get this out there be for next one starts