@Riot: Since you hate "binary" Champions, how do you make them less binary?

darkdill··1 votes·350 views
Celes, the Dark Crusader

Making a Juggernaut Champion is harder than it looks. The one I've made (in the above link) is suffering from the "Feast or Famine" problem, in that she either gets into a fight and kicks ass, or gets completely kited and dies while dealing no damage.

I gotta ask how you guys would make a close-range juggernaut (low mobility, high damage/durability) less binary.

EDIT: Downvoted for asking design questions. Typical.

3 Comments

TehNACHO1 votes

You need to give them more functions that just "Deal Damage" and "Take Damage" because the vast majority of what defines how powerful a champion is relating to these points is what items they build and how they effectively spend their gold. Specifically, incorporate functions that do not scale directly with gold or levels, but with application.

Take Darius' heal for a moment. Most of the boards hates it I know but let's reframe it like this: If Darius' heal had low base values and high scaling, wouldn't you think that'd make Darius even more feast or famine than he is now? If he falls behind, it wouldn't do anything for Darius. If he's ahead, that scaling would shoot him through the roof. Instead of trying to balance Darius' heal based on scaling and numbers and items, Riot instead based the heal on how many people he hits; it's based on gameplay patterns instead of just gameplay numbers. If you are a skilled Darius, it doesn't matter if you're ahead or behind, you could always take advantage of that heal. This lessens the feast or famine elements in Darius' kit and emphasizes using raw skill to supplement his abilities, in this case optimal positioning.

tl;dr: Build the champion based on gameplay actions, not raw stats.

darkdill1 votes

Well, she does have a unique "Curse" mechanic on her E medium-range skillshot. If she hits an enemy Champion with it, they get Cursed and take true damage if they attack or use abilities (though said Curse damage can't kill). She has to hit with a skillshot, so there's counterplay right there.

The Cursed player could also simply avoid attacking/using abilities for the short 3 seconds of the Curse, as the cooldown on the skillshot is long. Or they could simply throw caution to the wind and try to stomach the damage or outpower said damage with lifesteal.

Big Lincoln1 votes

i would say giving them multiple options to handle multiple situations, but having none of them being a sure/guaranteed thing

i.e Darius Q is a very strong ability. High damage, immense potential sustain, but it's slow and telegraphed and can be dodged or avoided.

as a rough example, giving them a way to negate or avoid poke but making it situational or area-restricted, or counter all-ins, or make running away from them a very unappealing option without actually giving them a way to inhibit it directly (i.e bleeding more the more you run away)

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