If a champion is supposed to have its winrate at 50%...

Hextech OwI··1 votes·213 views

...shouldn't every champion (after patch after its last balance change) above 50% be nerfed and every champions under 50% be buffed?

3 Comments

FullmuteAll play3 votes

I know it is probably a punch to Riot, but I will just put my coin here. This is impossible to have this approach, as buffing one champion means buffing and nerfing other champs. So this way it is impossible to use this for balance approach (e.g increased win rate of Lulu will collerate with increased win rate of Kog)

Dark Nephthys2 votes

The goal is to have every champion as close to 50% as you can, but that's not entirely something that can really be done. Really, anything that is 48-52% win rate should be considered fine in most cases, but you also got to figure in other aspects in the balance as well. Like how hard a champion is to learn or the play rate of the champion. If a champion is really hard to learn then really, the win rate should be lower because a lot of people are going to end up doing poorly with that champion. The same could be said on the other end, with champions that are more simpler generally having higher win rate.

Then there is play rate where a champion could have a really high win rate but almost no one plays them, usually means that mostly their mains play them so it makes the champions win rate look a lot better than it really is. AurelionSol is a prime example of that, really doesn't have that much of a play rate but because of that, has a really high win rate..as most people who play him are generally A.Sol mains or people who are way more experienced.

Also there is a lot of changes that happen and it's so easy for 1 champion to jump up or down based on a patch that it could be really hard to keep track of.

Kai Guy1 votes

Every champion would have to be the same. You cant have skill caps or skill expression and expect them to not get different win % because of random player skill. Why anybody expects or wants 50% win rates for majority of champions in a moba confuses the hell out of me. How exactly does that make any goddam logic if you try to account for skill caps?

Balance is not core to mobas, niech picks, off meta viability, individual skill, champion comp synergy. Look the best thing for this style of game is to have a large pool of viable champions, across multiple Elos, with several different win conditions enjoying viability. Making everything 50% seems like a magic balance % but would be trash for mobas.

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