Balance Issues and patch notes thoughts

DinoMyte·8/19/2015, 8:35:06 AM·1 votes·557 views

"You"- Meaning Riot Games and the programmers/code

Balance... Why is there very little to none in League of Legends?

Some champs that come to mind is New Fiora, Fizz of course, and Warwick/Xin/Kayle/Noct/Vi/Aatrox/J4/LeeSin/MasterYi/Pantheon/Olaf/Shyv/Udyr/Wukong with the current "Sated" Devourer. oh NVM lets not put Champion Names in there lets put "Sated Devourer" in the list of Broken Champs/Items. I don't know who created this Jungle Item but in 100 games of testing or even 10-15 games of Devourer you KNOW its broken so why in gods name are you purposefully releasing broken shit in this game? When you release broken items or champs you get discussion like this. Some angry, some factual, but you still get it and 95% of the time I would say its Negative.
You release patch notes saying "balance balance" and then you release Devourer... IN THE PATCH NOTES YOU even say "Sorry for the assumed increase of Kayle play...." Prime example of Riot releasing KNOWN broken items/champs. Other Patch notes this year you have talked about developing counter play for champs like Annie, or Fizz, and others I don't remember at the moment, So most ppl are talking Fizz. Well I destroy Fizz in Lane Phase, I understand counter play for the Fizz is he needs to get back into the game. But Fizz is an assassin in this example, and Assassin's need kills to be effective. (like Talon) Its a high risk high reward build path that the player chooses. So if the assassin Fizz is destroyed in lane phase how is it that Fizz can get completely back into the game to the point of carrying. Fizz's bounce back is way too strong. Along with NUMEROUS other champs. The counter play is I shut him down in lane phase or at the very least I don't give up a single kill to Fizz and yet none of it matters. As long as Fizz half decently farms and levels up he scales hard enough into mid late game. IMO an assassin should not be able to do that. The new Fiora.... Parry lasts WAAAYY too long. she can duel, fine. so shes good against single champs. one at a time. fine. if that's what she is FINE, but she can duel one person. get that one kill and then easily get a double or triple. Due to her Heal after a kill. The thing with that is it's a team heal.... Explain to me why giving a Duelist teamfight abilities is a good, balanced, and counter playable thing to have in this game?

This is just a post not a story so I will leave it at that and wait for comments and what not. If you have more balance examples post it here. I may do a Factual VLOG later this month about such issues. #Sandbox #NotAPriority

2 Comments

Jamaree8/19/2015, 8:54:14 AM1 votes

What would you do to balance the game that wouldn't just push them to their underplayed non viable state that wouldn't just bring back the tank meta?

DinoMyte8/20/2015, 6:52:01 AM1 votes

Perfectly Valid Question: Imagine the game to be like a scale (balance, get it) but not one of those new age digital ones. I mean like the Libra ones. You have to have a set point. A Benchmark that never changes that you can continually come back to for the rest of time to work off of. I am talking about a Static Point In LOL we have a fair number of variables: 126 Champions, 60-70 Full Items (Summoners Rift), 11 Summoners(Flash,Tp,Heal,Smite,etc), and 5 Positions on Summoners Rift (Top, Jung,Mid,ADC,Supp) With 4 Big variables in one game that's a hell of a lot of stuff to balance. On top of that the champ pool interacts with the Item pool, etc etc. THEY ALL INTERACT WITH ONE ANOTHER.

To answer your Q: How do we Balance a game with more than roughly 11 Undecillion, that 11 000 000 000 000 000 000 000 000 000 000 000 000 potential combinations? We find a Benchmark. In My Opinion the best and easiest Benchmark to create and manage is the Positional Meta Game. I am talking about the 5 positions on SR map. Top/Jung/Mid/ADC/Supp I call this the Jungle Meta, and it came into effect in the 2nd Season of LOL. We have been playing the same Meta for 3 Seasons. Riot needs to put their foot down and say publicly and assertively that the Jungle Meta is how League of Legends is played. Noone will be angry with that because we all already do it. Once you have positions in place and official you can start labeling the champions. Who is a top laner? jungle? adc?

League of Legends has had a fixed meta for over four years where we find the game continuously being balanced based entirely on the interactions of the jungle and how it effects game play. If you do not believe me go back and look at preseason patches and see what they focus all their changes on. It is Jungle, jungle jungle. So why are we lying to ourselves and thinking that this game is suddenly going to find itself in a situation where we don't have a jungler in the competitive scene. We need to hard or soft lock champions in to roles and balance the game not on items, not on summoners but on champions and their given roles. Hard lock means you literally cannot play that champion outside the role, soft lock being where you balance champions on such a large skew that unless they are designed for the jungle they are basically unplayable, for an example. This needs to be done in every position in some fashion. Tops are basically left over champion who cannot jungle but have good dueling potential. Mids do not really require any changes in this regard, neither do ADC's really. Supports might be a little more complicated but if we really want to get in to this I should do a whole new thread.

For example Warwick is a Jungler. Ok, what makes a good Jungler? Clear speed. Sustainability, Gank Ability. Neutral Objective/Zone control. WW has decent clear speed of neutral camps with his current W atk speed buff. His current Q and passive allows him to steal health from a unit, His ganks at lv 6 are very simple, Press R, and because his R is a point and click he presses a button and gets a kill for his carry. He is a high cc threat that has to be respected at neutral objectives ie Dragon.

Riot needs to play God over their game and say "Warwick is a jungler and thats where he shall be played" and this is true of all positions in the game.

To make their case true they need to give junglers proper kits for jungling. For example what better way to force the decision by giving Warwick's Q the ability to steal more health from NEUTRAL monsters and do bonus damage or what ever seems reasonable

With changes like the above mentioned people won't play Champions anywhere else outside their designated role, not because they are not viable but because position oriented champions will just always be better at doing their job. For Instance I NEVER see a Syndra ADC. Why? because no matter how trolly I feel Syndra ADC is sooo bad that its not even fun to play. Syndra has no AD Ratios, no Atk Speed ratios, etc (outside of leveling up) so people don't ever play adc Syndra or if they do, its not serious. (I type this thinking I will probably see this in my next ranked game lol)

Above example leaves the player choice quite open still. Ok you label champs and have a super beneficial jungle meta. But players can still pick wherever they want to play. I feel that is still not quite there. While labeling champs you need to put restrictions on them. You would have to rework items ONCE and get rid of anything role specific and once again, give supports higher utility, junglers more natural sustain and neutral monster damage, you could even discourage carry type champions from jungling by having negative effects (take increased damage from neutral monsters) This stops stupid mid, adc solo dragon, solo baron plays for an example.

TLDR: Riot Needs to put foot down and find a Benchmark in their game. From that point on work off of ONLY that Benchmark when designing new champions. items, etc. When you are constantly changing everything, everything gets !@#$ed up all the time.

Note: That ridiculous number comes from 10 potential (different) champions, multiplied by the number of possible six item combinations, multiplied by 6 potential ward items (your seventh slot), multiplied by a base of four abilities (ignoring passives although I shouldn't), multiplied by 2 (different) summoners.

126 x 125 x 124 x 123 x 122 x 121 x 120 x 119 x 118 x 117 Possibly Champion Combinations

x

60 x 59 x 58 x 57 x 56 x 55 x 10 Possible Item Combinations (This is a low ball)

x

6 x 10 Different Ward Items

x

40 Basic abilities per champion (Note I am ignoring individual interactions with each ability or this number would get insane, like you don't even want to know how big it would be)

x

11 x 10 X 10 Possible summoner combinations

Does this answer your Q Jameree?

#Sandbox #StillNotAPriority