Champions need their roles defined

Shepherd o Souls·2/19/2018, 9:04:38 AM·1 votes·380 views

WIth changes coming through over time, league has been taking champion roles and moving them closer and closer together. People say to bring down marksman damage, but there's class problems lurking in the mists, and I'll be going over them. This is less of a "no runes to support this champ" post and more of a philosophy post, so do keep in mind I know of problems like runes not supporting classes.

First, balance and champ teams should keep note that not everything should be about windowed power and opportunity to make 'counterplay' available to everyone. I don't like seeing an adc be able to 1v1 an assassin because they're so telegraphed. An item like frozen heart is a simple but strong item. Champions need these in their kits, they seem SOME consistent powers and abilities so they feel lacking if they can't make a 100% perfect play. A good example of windowed power is sejuani passive; extra bulk and slow resist for a chance to make a good play. Something bad is talon passive; land your entire combo or your target will live.

The tank fantasy in a game is when you're a bulked up character, able to take hits from many enemies and dish out either offensive, defensive, or utility effects, like crowd control and shielding. Another thing about the tank fantasy is in compromise for your power in defense and helping a team, you lose a lot of damage. Currently in league, tanks do not have the loss in damage. A prime example is ornn. When I saw ornn, I was hype for a champion that would give A LOT of cc to your team and be able to set up a good team fight, but right now I'm watching a lot champions struggle against ornn because he has so much RAW DAMAGE in his hit along with the cc. Ornn should be able to keep the unstoppable and cc but lose a lot of his damage. The whole point of a vanguard is to initiate for the team, not do a large portion of the work. This goes for many tanks like sejuani and zac. Zac didn't have the HP scaling on his q before rework and he was pretty fine, in fact I don't think anyone even asked for zac's rework who mained him or played him a lot. Now he got even harder cc and more damage to go with it; it's unhealthy power creep to make changes like these. We need to enforce the tanky + warden/vanguard/etc. fantasies of a champ, and leave the damage dealing to the damage dealers.

Marksmen are DPS champions, they don't blow you up, but they're somewhat agile and able to move around in fights while pumping a closely consistent (crits disrupt this) amount of damage. However, these people have some of the lowest defense out of anyone in the game, and go good when given protections to stay alive. Right now, however, marksmen are pretty damn strong on their own. They're steady consistent damage is higher than it should be. I think critical strike is good for the game, it's just dealing more damage than it should be. However, it does give some satisfying moments for a consistent and more binary class. There should be a lot more shift into dealing damage over time instead of bursting people with rights clicks, and making yourself a threat to a class that should be a threat to you, like assassins.

Assassins could be touched on, though they aren't really a cause of bad gameplay. They should have less reliance on having a strong item because it makes them feel either very very powerful, like when you build duskblade right now, or really weak and helpless because apart of your soul is stored in a certain build path. In attempts to make youmuus not a always first rush items, duskblade has been so much stronger and youmuus has lost so much damage potential that there's a new always first item.

Enchanters are champions with a lot of utility, both offensive and defensive, and a lot less damage. These people will strengthen your team up and disrupt enemies, or do other nifty things like provide vision efficiently to put your team in a lead indirectly. A problem with enchanters is how they're very 'win more.' Lifesteal and self peel with shields and healing should really be toned down, there's a lot of it. I think it'll get lowered when damage get lowered though, but lifesteal/spellvamp would still then need little chips to their values to make the power of enchanters feel more in their hands rather than just buff team to win. There should be more satisfaction and engaging gameplay for enchanters too. Constantly shielding and buffing up an adc is fun, but they could be more interactive than that, like how Lulu can manipulate pix around enemies and allies to land Q, and how you can turn Jannas healing ult into a perfectly timed knockback to stop a dash on your low hp mid laner, or even flash behind them to knock them foward. It is time for enchanters to stop being labeled as brainless win harder champions and be complimented for their good gameplay.

Juggernauts are pretty unique from one another, but they seem to get very insane and power packed changes to make them playable. This class is pretty immobile, so they seem unrewarding to play because you are susceptible to being kited or just dashed around. This is mainly caused by the powerful mobility options most champs receive now, which really needs to stop. Not every champ needs dashing, some champs deserve to have 0 dashes on their kit like Ashe, it keeps overall mobility demand down and keeps certain champions from falling off the radar and needing Nasus buff treatment.

In summary, champions don't need to do everything in modern league; this is causing these to feel unrewarding for mastering your champ. Every CLASS, not just champion, needs their weaknesses and strengths and needs them enforced hard. Demolish should not exist as a rune, because it basically says tanks gets to play objectively and do marksmen's/bruisers job for them of having turret pressure. Overheal and triumph mixed with all these other sources of healing take an enchanter or wardens job of protecting you. Start bringing things like these down so that champions can feel like themselves once more.

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