Can Someone explain Riot's balancing logic to me?
So
was nerfed in this current patch and as someone who plays a fair amount of him I wasn't terribly thrilled about it but I was understanding of it. Swain's win rate was well over 50% in both the top and the mid role. He had always been a champion that was relatively successful but played by a relatively few people. However his synergy with the new mastery deathfire touch had admittedly pushed him a bit over the edge. This all said a nerf to him seemed reasonable.
But while they nerfed him they also nerfed deathfire touch which is where alot of his new found power was coming from. Again I can understand where riot was coming from but as soon I saw both of these nerf's I knew swain was going to get hit hard, but oh well champs constantly rise and fall in the tier list.
However what I don't understand is the rational behind this nerf when compared to the rational used for
who had been dominating both the mid and support role thanks to deathfire touch. Brand received a very mild nerf of slightly upping the mana cost of his W. The rational for this and I quote "Since Deathfire Touch (Brand’s go-to- Keystone) is also being nerfed, we’re going a little lighter here". Meanwhile Swain gets crushing blow to the length of his cc which is crucial for his (and pardon my french) slow as f*ck ass.
Heres the thing, Swain was described in the same patch notes as "Swain’s pretty good right now, using Corrupting Potions and Deathfire Touches to terrorize the world." How can Swain be considered to be terrorizing the rift to the point that he needs a strong nerf when at the same time Brand gets nothing. He was not being played as much as Brand nor was he winning as much as Brand was. I'm also sure everyone remembers the fact that Brand was heavily being band while I'm sure none of you thought of banning Swain once. The fact was Brand was far more cancerous and the stats prove it too.
Win rate Mid for patch 5.23: 56.30%
Win rate Mid for patch 5.22: 56.82%
Play rate Mid for patch 5.23: 11.17% (Average champ play rate for this patch was 4.08%)
Play rate Mid for patch 5.22: 7.34% (Average champ play rate for this patch was 4.08%)
Win rate Sup for patch 5.23: 52.23% Win rate Sup for patch 5.22: 52.22% Play rate Sup for patch 5.23: 9.46% (Average champ play rate for this patch was 7.14%) Play rate Sup for patch 5.22: 5.22% (Average champ play rate for this patch was 7.14%) *there is a large spike in the people playing support brand when it becomes evident how broken he is
Win rate Mid for patch 5.23: 52.23%
Win rate Mid for patch 5.22: 52.22%
Play rate Mid for patch 5.23: 1.76% (Average champ play rate for this patch was 4.08%)
Play rate Mid for patch 5.22: 2.12% (Average champ play rate for this patch was 4.08%)
Win rate Top for patch 5.23: 51.35% Win rate Top for patch 5.22: 50.82% Play rate Top for patch 5.23: 0.84% (Average champ play rate for this patch was 5.23%) Play rate Top for patch 5.22: 0.90% (Average champ play rate for this patch was 5.23%)
Swain's win rates and play rates while good were far from what I would expect of a champion terrorizing the rift as opposed to Brand who was in my opinion terrorizing the rift in a rampant wildfire sense. Since patch 5.24 swain has fallen well under a 50% win rate in both top and mid and his play rate has dropped even lower than it already was. Meanwhile Brand's numbers for mid have dropped , but he still is well above average in both win rate and play rate and worse his abusive stats in the support role have stayed relatively unchanged. To be perfectly honest this was the result is what I and a number of the people who commented on the patch notes predicted would happen.
So at the end of the day I just want someone to clarify how riot determines who is abusive and who is not as well as who to nerf and who not to. Why was Swain not given the same benefit of the doubt as brand that he would also be aligned to a healthier state with the nerfs to deathfire touch? Because after all of this it couldn't be less clear to me.