@Riot Fun and frustration in League of Legends.

Nameless Voice··4 votes·694 views

Fun and frustration in champion design

I want to talk about fun and frustration in League of Legends.

Something that Riot have stated in the past is that when making balance decisions, they have to differentiate actual balance problems from people just finding a champion frustrating or no fun to play against, because only the former needs to be rebalanced. (I cannot find the source for this now, but I'm fairly sure that they've also said that they're okay with a champion being less fun to play against so long as the person playing that champion is having lots of fun.)

This is something that I very strongly disagree with. League of Legends may be very competitive, but it's still a game, and it should still be designed for all of the people playing to have fun.

Riot have said or implied that they don't really take things like ban rates into account, or really pay much attention to the boards when making balance decisions. The (perfectly valid) reasoning for this is that most players don't have enough information and knowledge to make truly informed decisions, but it misses an important point: yes, most people aren't qualified to make fine balance decisions, but they are qualified to know what is and what isn't fun.

Most of the threads on the boards are not about champions who are overpowered, but instead about champions that people despise playing against. Compare Jinx and Kalista. In season 5, Jinx was generally considered to be the strongest ADC and one of the strongest champions in the game, yet she was rarely complained about that much; whereas Kalista (with a kit full of heavy hard-counters and frustrating strengths) got thread after thread dedicated to her.

It's a similar situation with bans. Maybe a champion isn't being banned in the majority of games because they are overpowered, but instead they're being banned for a far more serious reason - no one wants to play a game with those champions in it. Rather than dismissing this (based on the champion's performance) as the champion being balanced but frustrating, this should be something that is a major focus - everyone hates playing against this champion, so they need to be worked on far more urgently than mere balance problems.

Over time, the number of champions that are considered unfun to play against has slowly risen, so that it is no longer possible to even ban the worst ones. I think this is currently a major problem for League of Legends, and probably one that will end up losing the game a lot of players in the long run.

If the balance isn't perfect, people are likely to complain a bit, but they will expect it to get better, and can probably ban the outliers. When the game isn't fun, and each game feels like a gamble where you are hoping against hope that the handful of champions that you hate playing against won't appear, then people are eventually going to give up gambling and just stop playing altogether.

I personally stopped playing the game for several months between October last year and ths start of this season, because I just got burned out by facing the same hated champions in game after game (and by League's high toxicity), and only came back because of the new champion select.

I feel that great strides have been taken this season towards reducing toxicity (I'd say it's probably the least toxic season I can remember), but this larger gameplay problem is still here and has only gotten worse.

I think it's time that it started to be addressed.

3 Comments

Teridax681 votes

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=QLXl78u0,comment-id=,timestamp=2016-03-20T01:01:39.303+0000)

Something that Riot have stated in the past is that they're okay with a champion being no fun to play against so long as the person playing that champion is having lots of fun.

It would be nice to have a source for that, because in Champion Insights, among many other places, Riot has explicitly stated that they want to make very sure champions and mechanics are fun to play against, and take it into at least as much consideration as enjoyment while playing said champion/mechanic. Terms like "counterplay" and "outplay potential" have been used so often by Riot and various individual Rioters in the past that many people on Boards have poked fun at them for it.

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=QLXl78u0,comment-id=,timestamp=2016-03-20T01:01:39.303+0000)

Riot have said or implied that they don't really take things like ban rates into account, or really pay much attention to the boards when making balance decisions. The (perfectly valid) reasoning for this is that most players don't have enough information and knowledge to make truly informed decisions, but it misses an important point: yes, most people aren't qualified to make fine balance decisions, but they are qualified to know what is and what isn't fun.

I'd say even that much is debatable, since you will very often have people complaining about a champion's toxicity when what they really mean is that they're overpowered -- a few also go here to vent immediately after a bad game, which doesn't make for very nuanced discussion. There are also a lot of contradictory opinions on here (is Cass a poison mage, or do we want to revert her rework?), as well as opinions on here that are provably wrong (people calling Sona weak despite her pretty decent win rate -- the real problem is that she feels weak). There's also a lot of hyperbole going on here, and the end result is that "fine balance decisions" are usually a small minority of posts: most usually call for full-on reworks, massive buffs/nerfs, reversions of reworks, or the outright removal of champions, and those are only the posts that do propose something, instead of just calling champions or the game itself toxic and leaving it at that. Boards posters in general have a lot of trouble differentiating between what is genuinely good or bad for the game and what they personally like or want, and if Riot were to fully cater to the wishes of everyone on here the game would be a disaster.

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=QLXl78u0,comment-id=,timestamp=2016-03-20T01:01:39.303+0000)

Most of the threads on the boards are not about champions who are overpowered, but instead about champions that people despise playing against. Compare Jinx and Kalista. In season 5, Jinx was generally considered to be the strongest ADC and one of the strongest champions in the game, yet she was rarely complained about that much; whereas Kalista (with a kit full of heavy hard-counters and frustrating strengths) got thread after thread dedicated to her.

I agree that Kalista is frustrating to play against, particularly as a melee champion, but this is also incorrect: when Jinx was popular, she was complained about endlessly, and even now the occasional thread pops up calling her toxic. Every time a champion rises in popularity, the number of complaint threads surrounding them rises as well.

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=QLXl78u0,comment-id=,timestamp=2016-03-20T01:01:39.303+0000)

It's a similar situation with bans. Maybe a champion isn't being banned in the majority of games because they are overpowered, but instead they're being banned for a far more serious reason - no one wants to play a game with those champions in it.

Usually bans apply to both. Champions like Poppy, Kindred and Nautilus all have fairly healthy kits, they're just too strong, which is why they're banned pretty often. Problem is, they still get called toxic on the boards because most people here equate balance to design. Even champions like Kog'Maw or Braum, who both have clear counterplay, have been called toxic at times when they were especially strong.

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=QLXl78u0,comment-id=,timestamp=2016-03-20T01:01:39.303+0000)

Rather than dismissing this (based on the champion's performance) as the champion being balanced but frustrating, this should be something that is a major focus - everyone hates playing against this champion, so they need to be worked on far more urgently than mere balance problems.

The last time that happened, Kassadin got a rework, and look where he's at now. The problem with this kind of mentality is that it encourages knee-jerk reworks that set out to "fix" a champion's current issues without looking much further, and whenever that happens, the champion still ends up having problems that need to be addressed with further design changes. Reworking a champion takes a lot of in-depth analysis and careful evaluation to do right, and despite literally years' worth of experience, Rioters still don't have a 100% success rate either, so rushing reworks instead of producing balance changes is not the way to go.

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=QLXl78u0,comment-id=,timestamp=2016-03-20T01:01:39.303+0000)

Over time, the number of champions that are considered unfun to play against has slowly risen, so that it is no longer possible to even ban the worst ones. I think this is currently a major problem for League of Legends, and probably one that will end up losing the game a lot of players in the long run.

This gets said every season. Last year players were complaining about Warwick/Azir/Ryze/Juggernauts ruining the game, before that it was Annie/Fiddlesticks/Braum/Yasuo, and so on. I'd say the level of anti-fun has gone down over the years, it's just that we, as players whose opinion of the game is affected by every match, don't really think in the long-term. Champions like Rengar and Leblanc have been in pretty much the same state for over a season, but it's only past a certain point that their design issues reached the upper tiers of unhealthiness. I agree, there are a lot of things Riot needs to look at to improve on the game's long-term health, but they've been doing that for the most part.

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=QLXl78u0,comment-id=,timestamp=2016-03-20T01:01:39.303+0000)

If the balance isn't perfect, people are likely to complain a bit, but they will expect it to get better, and can probably ban the outliers.

Adding to the above, I think the opposite is true. Champions that were toxic for a long time only get talked about when they see more frequent play, and even healthy champions get complained about when they're popular. Balance has never been perfect, but that's usually the first thing players here talk about, and feel most strongly about too. Analyzing the fundamental design of a champion or mechanic usually takes time, effort and a somewhat lengthy OP, but that's not usually not the kind of thread the Gameplay Boards favor.

Nameless Voice1 votes

{quoted}

It would be nice to have a source for that, because in Champion Insights, among many other places, Riot has explicitly stated that they want to make very sure champions and mechanics are fun to play against, and take it into at least as much consideration as enjoyment while playing said champion/mechanic. Terms like "counterplay" and "outplay potential" have been used so often by Riot and various individual Rioters in the past that many people on Boards have poked fun at them for it.

I can't seem to find the source of that statement now. I've edited my original post slightly to de-emphasise it. Either way, the post was several years ago, and attitudes may have changed since then.

I'll certainly agree that Riot's stated design goals and philosophies are great and point in the right direction for the game - my only problem with them is that some champions simply don't follow them - and some of those were even released after they published the goals.

You talk, in short, about how the boards don't really agree on anything and often can't tell the difference between bad design, incorrect power levels, and just not knowing how to deal with a champion. This is true. I'd bet that if you picked any champion, you could find threads there about them being overpowered, underpowered, no fun to play against, unappealling to play, fun to play, etc.. But I also think that the well-thought-out threads where the writer actually bothered to investigate and analyse problems often tend to crop up for the same small set of champions over and over again. People will complain about anything, but when certain things are complained about repeatedly and consistently, then it hints that there's a problem there which needs to be addressed.

The same applies to bans. Sometimes people ban because the champion is overpowered, sometimes they ban because they absolutely despise playing against the champion regardless of their power level, and sometimes (more rarely) they ban for other reasons (such as not wanting the champion on their team.) When there are heavy patterns there, it suggests that something is wrong, and should be looked into. If the champion is overpowered, it suggests that they need a nerf. If everyone hates playing against them regardless of power level, it suggests that they need a rework. I think both are equally valid problems to be investigated and potentially acted upon.

You mention that Riot have rushed reworks on some champions (such as Kassadin) - nowhere was I suggesting that they rush reworks, but the problem that I have is that they don't ever acknowledge that champions need reworks. Even just saying "We know that no one has fun playing against this guy, so we plan to eventually rework him to be more fun to play against" would go a long way towards giving hope that problematic champions are eventually going to be dealt with - but we don't get that much. We have no idea if Riot actually acknowledge these problems and want to improve the situation, or if they are happy with the current situation.

You talk about the number of toxic champions going down - to some extent, that's true, but I always feel that Riot go after the wrong targets first. Some champions get knee-jerk instant nerfs/reworks to address problems in their kit (Veigar comes to mind), while others are allowed to exist untouched for years, even when they have bigger problems.

In any event, I think that dealing with that backlog of "hated champions" should be emphasised much more strongly as a goal for Riot.

Teridax681 votes

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=QLXl78u0,comment-id=00000000,timestamp=2016-03-21T00:07:46.656+0000)

I'll certainly agree that Riot's stated design goals and philosophies are great and point in the right direction for the game - my only problem with them is that some champions simply don't follow them - and some of those were even released after they published the goals.

This I completely agree with, Kalista again being one of the biggest examples of this. A little while a Rioter did a recap on last year's champions and their shortcomings, and Kalista's counterplay (or lack thereof) was brought up as one of her main flaws.

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=QLXl78u0,comment-id=00000000,timestamp=2016-03-21T00:07:46.656+0000)

But I also think that the well-thought-out threads where the writer actually bothered to investigate and analyse problems often tend to crop up for the same small set of champions over and over again.

That's true, but they're not usually the threads that go to the top, or stay on the front page for long. The most popular threads tend to be short fire-and-forget comments about how X is toxic/should be removed/is bad/etc., or rants rehashing other threads' comments, while many threads that give in-depth analysis of the state of X mechanic and how to improve it barely stay over the bottom for more than a few days, especially if they don't touch on hot-button topics of the week/month. In the worst cases, threads or posts that do feature reasonable statements, but go against the "boards meta" -- e.g. pointing out that Cassiopeia never really played like a proper "poison mage" even before her rework, that Sona has decent pick and win rates in spite of her perceived weakness, that Karma was so unpopular and so poorly designed that she absolutely needed an overhaul, etc. -- get silenced immediately with heavy downvotes.

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=QLXl78u0,comment-id=00000000,timestamp=2016-03-21T00:07:46.656+0000)

People will complain about anything, but when certain things are complained about repeatedly and consistently, then it hints that there's a problem there which needs to be addressed.

Usually yes, but I also think there are a lot of factors to Boards that distort that -- on one hand, Boards are a relatively small sample size relative to the League community as a whole, and their opinions have often differed quite drastically (such as when Riot canned a potential Lee Sin rework), and on the other, Boards, especially Gameplay, tend to work like an echo chamber. There is a fair amount of posters here who a) spend a lot of time here and upvote/downvote purely based on whether or not they agree with the OP, b) go here to vent and jump on the occasion to complain about the game, including the aforementioned bandwagons, and/or c) know exactly what to say to get upvotes and will do whatever they can, no matter how low-quality their content, to farm them. The end result is that the threads on here often tend to repeat the same thing because it's basically the same few people repeating the same message over and over again, and not necessarily because of actual problems with the game, or problems that are especially high-priority.

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=QLXl78u0,comment-id=00000000,timestamp=2016-03-21T00:07:46.656+0000)

You mention that Riot have rushed reworks on some champions (such as Kassadin) - nowhere was I suggesting that they rush reworks, but the problem that I have is that they don't ever acknowledge that champions need reworks. Even just saying "We know that no one has fun playing against this guy, so we plan to eventually rework him to be more fun to play against" would go a long way towards giving hope that problematic champions are eventually going to be dealt with - but we don't get that much. We have no idea if Riot actually acknowledge these problems and want to improve the situation, or if they are happy with the current situation.

I agree, Riot could do a lot more to improve on this front, particularly since they have acknowledged in some comments that they know about some champions' issues and plan to nerf, buff or rework them in the future. The problem is that they can't really turn those into a binding statement, either -- putting an official list on who needs work implies that they're working on those champions, perhaps now, perhaps far later in the future, except they don't have a set timeline to give to people who expect those reworks to land as fast as possible. Another issue is that it makes it difficult to go back on their announcements -- perhaps the problem with X champion was with their class's itemization, for example, and not the champion itself, except now they've got to disappoint a lot of people by cancelling a rework they expected. On the flipside, there's also the issue of disappointing current fans of a champion who know in advance the effort they'll put into them may not be worth it for a project that has no set deadline -- perhaps they have a few weeks, months or years before they have to relearn that champion, except there's no way to tell.

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=QLXl78u0,comment-id=00000000,timestamp=2016-03-21T00:07:46.656+0000)

You talk about the number of toxic champions going down - to some extent, that's true, but I always feel that Riot go after the wrong targets first. Some champions get knee-jerk instant nerfs/reworks to address problems in their kit (Veigar comes to mind), while others are allowed to exist untouched for years, even when they have bigger problems.

In any event, I think that dealing with that backlog of "hated champions" should be emphasised much more strongly as a goal for Riot.

Often, champions get reworks not so much because they're high-priority, but because a designer just happened to find something good for them, as was the case with Ashe and Maokai, two very successful reworks. I personally think that's a pretty good way to go overall, since that usually ends up with good results, whereas "forced" reworks or mini-reworks like Kassadin, Zilean, Veigar, or pretty much every Juggernaut except for Darius, tend to flop.

I do agree that Riot's rework process has some flaws, and I personally think the recent trend of roster projects tends to have mixed results, mainly because those champion reworks need to be done on a deadline and can cause problems if particular cases need more resources given to them (Mordekaiser is a clear example of a champion who needed a full VGU, if only to find a way to make him healthy in a solo lane, and not just a roster-level rework that awkwardly shunted him into bot lane without addressing his core problems). Similarly, half-reworks or multi-part reworks, e.g. Zilean, tend to not work as well as they should, imo, because those champions still end up feeling incomplete and look like they'd benefit from in-depth work done to them in one go. I think the most successful reworks tend to be the ones that take a champion and try to make them the best they can possibly be, and change them without expecting to have to redo their design ever again (even if they might, a lot farther down the line). Even if that tends to not be 100% reliable either (Ryze flopped, though probably because the scope and resources of his rework were too low, and Fiora causes trouble even when she's not overpowered or abusing inappropriate builds), I like those kinds of reworks better because they're less likely to require further heavy work down the line, and feel like a lasting and stable improvement to the game.

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