On Champion Design: An Open Letter to Riot
The following is a personal opinion article, meant as constructive criticism on a game I deeply enjoy.
First off, let me begin by saying that I started playing this game around the time that Cassiopeia was released, then took a long pause and only started playing again in Season 4. As such, I wasn't here for a long interval of time when many of the current champions were released. Nevertheless, I would like to offer my personal view on Riot's champion design and how I think that it is hindering the game and stagnating its natural evolution.
When I started playing League of Legends, the meta was constantly changing. We would see both teams with junglers and teams without junglers. We would see many champions being played in innovative ways that the original designers probably never thought of. Believe it or not, triple lanes were a thing, once upon a time. Back then, there was little specialization in champions, and even though there weren't many items (I still believe there are too little items, but that is an opinion I will save for another time), people still found ways to think outside the box. Summoner spells that were thought as subpar (more talk about those in the future, I hope) were utylized in gimmicky, but ultimately functional, builds.
There is probably a lesson to be learned from the old Phreak videos, where the recurring joke was that every character was played as a jungler, built trinity force and dealt tons of damage. While it was mostly a joke, the game back then allowed for some interesting innovations, especially when it came to jungling (since jungling was viable for so many champions).
Nowadays, whenever I read your new champion insight blog posts, I see the tendency to define and cement a champion's role right from conception. You seem to have adopted the "1 - 1 - adc + support - jungler" meta and started designing solely for this. Where are the gambles, the champions that don't fit any of the molds of the meta, the innovations? Will LoL be forever defined and stagnate in this meta? You have to understand, if you don't give your players the tools needed to break the mold, they will never leave the zone of comfort.
But I am getting ahead of myself. Let's analyze some of the more recent posts on champion's insights and reveals.
[...] we decided to cement Tristana as a daredevil reset carry who gets bonuses from (rocket) jumping into fights while removing some of the safe strength she had in her kit.
"Cemented as a carry". You no longer want to allow AP Tristana? Why do you feel the need to define how a champion should be played?
Finally, the pattern of “use my ultimate to quickly take down an enemy” is a very common pattern in our mage design.
It's good that you want to make a champion more unique, but I feel there's one inherent flaw here: you are trying to design a mage, instead of just creating a character whose kit feels good to play. You start yb saying "I want to make a mage" and set barriers to your own design from the get-go. I feel this approach is detrimental to dynamic, creative design.
Gnar's champion reveal has two sections: Top Lane and Team Fights. Why would you feel the need to emphasize how he plays in top lane? And why not in jungle, bottom lane or middle lane?
Azir is a mage[...] *To go for the kill, start off with Arise! and Shifting Sands to position Azir behind his opponent. From there, Emperor’s Divide drives the foe deep into Azir’s side of the map. Pushed so far into Azir’s territory, the opposing champ’s sure to meet their end at a spear’s tip. If offense proves temporarily unwise, Azir’s ult provides safe passage from a fight, building a wall between Azir and his pursuers. *
While I like that Azir emphasizes a slightly different playstyle, you still find the need to define him as a mage and telling us how to play him. Did you ever think about giving him some AD scaling? Maybe his minions' attacks? If not, why?
Kalista is a marksman[...] In lane, Kalista follows the familiar marksman pattern of farm and harass with one important difference: Martial Poise makes kiting part and parcel of her kit. With it, Kalista can reposition after every basic attack, hopping in and out of danger to attack opponents and gain superior positioning.
Kalista is a marksman. Don't even try to play her as anything else as an ADC. You even say she "follows a familiar pattern", other than her kiting abilities. You are giving us another hero to use, but one we have to play as you dictate it should be played.
*Rek’Sai is a powerful and mobile monster well suited to the jungle of Summoner’s Rift. Clever use of her tunnels gives Rek’Sai unparalleled mobility through her jungle and into the enemy’s domain. Once there, she works best counter-jungling her opponent into obscurity before ganking enemy laners from the unconventional angles her tunnels provide. *
Pretty much all of Rek'Sai's champion reveal is about jungling. You emphasize how you want the champion to be played instead of how her kit is fun to use, has great synergy or opens up cool ways to combo with your teammates. I consider it a good example on how *not *to design a champion.
Braum is a strong and resilient melee support[...]
I have nothing else to add.
Bard *Bard is League’s first support to gain advantages solely from moving around Summoner’s Rift. *
I am noticing a pattern, here. But what actually shocked me was something else in this reveal, written about another champion.
*We’ve looked at the idea of roaming supports before. Alistar was one, for a while, before he roamed so well you guys transitioned him into a death-dealing jungler thanks to his nigh on unstoppable W+Q combo and extreme tower diving capabilities. So we made changes, nerfed his extra monster damage, and put him back in his traditional support pants. *
Let me see if I understood this one. You are telling us that you had to take a champion away from us because we were playing it in a different way than you intended us to? You are assuming to stifle emergent gameplay? I just want you to understand that what you said up there sounds absolutely terrible by any of the design standards I know.
Old Sion had countless problems: he was a mage with an ax, he’d end up with two redundant abilities regardless of how he built [...]. *More than anything, old Sion was just confused with no clear sense of identity. Some of his abilities worked with attack damage, some with ability power, and he sort of functioned as a tank[...] *
I want you to please take a long, thoughtful look at this last one, because this sums up everything that I personally believe is wrong with LoL's current champion design. Riot, you have an amazing advantage over your closest competitor (DotA) when it comes to champion design. Your AD and AP system allows for casters as well as auto-attackers to grow consistently in power throughout the game. You are free to give your champions three main ways to scale in power: AD, AP and tankability. And yet you choose to design champions who will always benefit from only one of those.
Remember the old days of Ezreal and Kennen? People found ways to play an AP char as a carry. It was beautiful emergent gameplay.
Master Yi is another example. He was a great late-game AD champion, but he could be played AP fairly competently, because his kit was ambiguous enough to allow him to gain power from both AD and AP.
Nowadays, we get champions that are pre-fitted into a role of the current meta, and I find that it makes the game less fun. There's little reason to innovate, and it just becomes a race to see who does better in identically-composed lanes. Most champions played professionally compose... what, 30%, maybe 40% of the roster (I don't have the exact numbers for this, but there are some champions who get played or banned every game, while others never even see the light of day)? Not that there's anyhting wrong with that, but I dare believe it could be so much more.
League of Legends was dynamic and full of surprises once upon a time. I long for those times, but I think there's still the potential to make this game fresh and surprising once again.
[...] we decided to cement Tristana as a daredevil reset carry who gets bonuses from (rocket) jumping into fights while removing some of the safe strength she had in her kit.
Finally, the pattern of “use my ultimate to quickly take down an enemy” is a very common pattern in our mage design.
Azir is a mage[...]
*To go for the kill, start off with Arise! and Shifting Sands to position Azir behind his opponent. From there, Emperor’s Divide drives the foe deep into Azir’s side of the map. Pushed so far into Azir’s territory, the opposing champ’s sure to meet their end at a spear’s tip. If offense proves temporarily unwise, Azir’s ult provides safe passage from a fight, building a wall between Azir and his pursuers. *
Kalista is a marksman[...]
In lane, Kalista follows the familiar marksman pattern of farm and harass with one important difference: Martial Poise makes kiting part and parcel of her kit. With it, Kalista can reposition after every basic attack, hopping in and out of danger to attack opponents and gain superior positioning.
*Rek’Sai is a powerful and mobile monster well suited to the jungle of Summoner’s Rift. Clever use of her tunnels gives Rek’Sai unparalleled mobility through her jungle and into the enemy’s domain. Once there, she works best counter-jungling her opponent into obscurity before ganking enemy laners from the unconventional angles her tunnels provide. *
Braum is a strong and resilient melee support[...]
*We’ve looked at the idea of roaming supports before. Alistar was one, for a while, before he roamed so well you guys transitioned him into a death-dealing jungler thanks to his nigh on unstoppable W+Q combo and extreme tower diving capabilities. So we made changes, nerfed his extra monster damage, and put him back in his traditional support pants. *
Old Sion had countless problems: he was a mage with an ax, he’d end up with two redundant abilities regardless of how he built [...].
*More than anything, old Sion was just confused with no clear sense of identity. Some of his abilities worked with attack damage, some with ability power, and he sort of functioned as a tank[...] *