Champion Feel vs. Competitive Performance

Teridax68··11 votes·783 views

(Warning: wall of text. TL;DR below sums most of it up)

It's obvious by now that some champions have massive discrepancies between appreciation, plus sometimes low-elo performance, and competitive success, whether it's by looking at pro picks and plays (e.g. Worlds) or these boards. While there's likely also a lot of bandwagoning here on G&B, even that often says something about certain champions: RekSai and Azir, for example, have been nerfed repeatedly over time to the point where they don't feel good to most people, but are both competitive staples due to power they have that is harder to appreciate (e.g. Rek's Tremor Sense, Azir's massive safety, versatility and bullying potential when played perfectly). This raises the question: how can Riot bridge the gap between power appreciation and competitive performance, or between low- and high-level play, in a manner that can be applied with some reliability?

So far, besides flat-out buffs or nerfs, many balance changes have targeted champions by making them harder to play, whether it's by a) making their abilities a bit harder to use (e.g. Leblanc getting her hit zones reduced a while back), b) punishing them harder for ability misuse (e.g. increased mana costs, bigger cooldowns, etc.) or c) paring down most of what makes said champion too strong while keeping their high-level play potential intact (e.g. Ryze's nerfs, which kept his reliability, and many of LeeSin's nerfs, which took out some of his power but kept his core versatility). As a result, some of these champions have ended up being too difficult, or not enjoyable enough, at low levels, while still being strong (and sometimes still too strong) at a competitive level, which is why champions like Azir, Rek'Sai or Lulu are seen in a disproportionate amount of pro games while having dissatisfying, even abysmal, average win rates and general player perception.

But what about the opposite? So far, Lee Sin is the only champion to have recently been made easier to play with the buffs to his passive and ult, but otherwise few champions have been changed to feel specifically better for lower-elo players (even the Juggernauts have been made either more complex/mechanically intensive and/or just flat-out too strong regardless of skill level). Rito has mentioned on several occasions that they don't balance around low elo, and they're mostly right to do so, but would there not be more ways to reconcile the feel and low-elo performance of some champions with their high-level play? Azir is likely never going to be that accessible to most players, but Rek'Sai should, by all rights, feel good for everyone, as she's not too mechanically intensive (she's pretty strategically complex, though). In the case of effects that are hugely underappreciated at low elos, wouldn't there be a way of better educating players in those brackets? Vision is the biggest example, what with it being so core to the game while still being largely ignored in Bronze, Silver, etc. This is definitely a player skill issue, but I also think it's also something Riot can improve on, as League overall has a notoriously steep learning curve for a video game, yet has generally poor and insufficient learning resources within itself.

TL;DR: Rito's generally good at balancing champions without affecting them too much in pro play, but terrible at the reverse, and needs to look into more ways to make champions feel powerful or play better at low elos without being competitively OP. Part of this is an issue of power that's difficult to appreciate unless you're at a higher level, which should probably be smoothed out (everyone should feel the importance of wards and vision regardless of elo).

What do you guys think? What would you propose Riot should do to bridge this gap? There's probably no hard-and-fast way to make every champion feel better in the same way, but surely there could be ways to make champions easier or more accessible without breaking them in pro play.

12 Comments

SoMNia5 votes

The last time I can think of that they changed a champion because it didn't "feel" as powerful as it was, they reworked Sona, and we all know how that turned out. I'd prefer it if they weren't so resistant to the idea of "invisible power" (champions performing better than players think they can/have). What they said about Azir (and what they did with Lee Sin) worries me, too, because I think the existence of SOME champions with a high skill floor, who feel weak/don't perform well in the hands of unskilled players, is not a problem. Not every champion needs to be equally "accessible". There are approaching 130 champions. If one is too hard for a player, they should play something else. If they're really determined to play the hard one, they should LEARN.

As for educating players, a better tutorial and better bots would go a long way. One of the most glaring issues is the lack of a jungler bot. You learn the importance of vision because of ganks, and the jungler is the one who most consistently creates that threat. If that doesn't exist when you're learning the game, you will never learn to expect enemies to be anywhere but in lane, right in front of you. Even when bots do roam, they never gank properly, and they don't invade your jungle.

We HAVE simple, "easy" champions as well as "expert" ones. What we need is a better way of teaching players to master basic skills, so that when they get their hands on a hard champion, they at least understand HOW that champion can be powerful if played correctly. This would save Riot from having to expend part of a complex champion's power budget on something really straightforward to throw a bone to novice players. As long as accessible champions still exist, let the hard ones exist, too.

Partholonian2 votes

{quoted}

The last time I can think of that they changed a champion because it didn't "feel" as powerful as it was, they reworked Sona, and we all know how that turned out.

Namely, she's actually still really good in most elos, but people think she's weak?

She really isn't a novice champion anymore though, since her positioning requirements are so much more demanding than they were with the long range auras. Short range + squishy is not a recipe for beginners to do anything but feed.

1000angrybees1 votes

It's not that she's not good, per se, it's that when it comes down to it, pretty much every other support just offers more in some way. Most supports function well in that they can build their 'traditional' support sets, but Sona benefits way more from building AP than she does traditional items (which isn't the best on such a throttled income). Not to mention building a straight up support set means she's literally just a walking ult, which everyone including Riot wants to avoid (although I'm not sure what they're doing with Sona anymore)

SoMNia1 votes

She's squishy, short-ranged, has a very straightforward kit, and (because straightforward power can't be allowed to be overwhelming) is completely outclassed. If she had the power to execute plays at short range, that would be another story, but she doesn't. She is effective in the hands of a skilled player against less-skilled ones, but she can't go toe-to-toe with her equals. Of course, she can always Flash+R like Annie...

Teridax683 votes

Sona's a huge can of worms on her own, and I have mixed opinions about her rework. On one hand, I think invisible power is a genuinely bad thing, and usually one that screws both power appreciation and lower elo play, but not really pro play (pre-rework Sona had occasionally seen competitive play because team-wide permanent stat bonuses were OP, but a huge amount of people were also complaining that she was weak in spite of a high average win rate, as is the case now), so reworking her auras into smaller, temporary bonus zones was a great move. On the other hand, Sona's rework failed spectacularly in addressing every other issue with her power, namely with her kit not having any real specialty (she's stuck halfway between keeping some personal power in the form of mediocre poke/burst/sustain, while also not providing bonuses to her team without other supports outclassing her at any individual effect) and her power being spread too thin across too many features, many of them redundant (e.g. her Q active, Q aura on-hit damage, Power Chord on-hit damage and Q Power Chord amplifier, all of which achieve the exact same purpose). On top of that, it is unfortunate that she is so heavily dependent on AP at a time where supports still cannot reliably invest in large amounts of the stat, and that compounds her feeling of weakness even more.

As for champion accessibility, while I agree that not every champion needs to be equally easy to pick up, I do think every champion should convey their power well enough for even the most rookie of players to at least feel how they are strong. Orianna, for example, is pretty mechanically complex, but has a playstyle that is elegant and intuitive enough that you can somewhat guess what it should look like from the start (and how powerful it feels), and then master it thereafter until you become truly proficient at her. By contrast, a new player who picks up Azir would probably get such small returns from trying to understand him that they'd likely just give up out of frustration, and that's definitely not something worth happening. I also think a significantly higher-than-average skill floor would only be worth keeping if it's the only way for a champion to truly work at their best, and even for Azir or Lee Sin that doesn't seem to be the case (Lee received buffs that made him a lot more accessible without making him that much more powerful in pro play, and Azir's gone so far over the deep end that he's likely going to receive similar changes in the future to become more newbie-friendly and less competitively dominant). Not every champion needs to have a uniform performance across all elos, but inaccessibility for its own sake has no worth if there are ways to reduce it at no significant cost in depth.

SoMNia2 votes

Well said. I have no arguments. I'm hoping preseason changes will make caster supports struggle less with their builds, though I'm not sure what changes they have planned for gold items.

I still wish we had jungler bots.

Teridax683 votes

I hope so too. One of the biggest obstacles to proper caster support viability right now, imo, is that their itemization is still pretty unstatisfying: AP is always tempting, particularly since it contributes to their utility, but is either far too expensive in most cases or insufficient on AP-utility hybrid items, and we're still stuck with pure utility items that are mostly boring in terms of stats (they effectively turn caster supports into spammy manaless champions), in spite of often really cool actives. Another issue, imo, is that aggressive tanky supports are also far more reliable as a baseline (and likely a bit too reliable), as their hard CC isn't dependent on items and their defenses don't require much item-based variance when picking off specific targets, at least not until teamfights become really serious.

Also completely with you on jungler bots. It's mind-boggling how there is absolutely no implementation of jungling in bot games, let alone the tutorial, so that new players might end up leveling through to 30 without ever realizing that pretty much every game is played with a champion living off the jungle on each team. There's also a heap of other issues that makes this even more difficult, like the amount of runes necessary to have a decent first clear (and the IP needed to unlock them), but the core problem is that League currently does a really poor job of establishing the importance of the jungle, and by extension that of vision, counter-vision, jungle objectives and the like, to learning players, and so there's this huge set of basic fundamental game knowledge that newcomers have to figure out through guesswork, third-party guides, spectates or painful trial and error, all within a player environment that tends to be unfriendly as a baseline, and particularly hostile towards learner-level mistakes.

SoMNia3 votes

Oh, for sure. Supports don't have gold. Support items, even the hybrid AP ones, are low cost and weak on stats as a result, which makes them slot-inefficient. A support "full build" will cost 2/3 of something like an ADC or APC, and leaves them wanting to sell their junk for real items in the late game...but they STILL don't have gold.

I remember the first time I tried to jungle. I had no runes and no leash. Unsurprisingly, it did not end well. Good thing it was bots. But yes, people don't realize why vision matters because when they learn the game, there's nobody coming out of the jungle to eat their face. More experienced players yell at them to place wards, but they've never budgeted to buy any, and it screws up their build path. Those who end up supporting don't know why there's a Sightstone in their recommended items (if they even play a support champ), because they can't imagine why you'd need to see some place and not be there. The game doesn't teach them, and the other players rage at them for not knowing. There's a serious problem with how new players learn the fundamentals.

TNHA Baritone2 votes

I applaud you for figuring that out.....wow. (not sarcasm)

Summonerrr 12 votes

I think that new player education and tutorials could go a very long way.

Having some kind of mentorship program (a seperate que where lv 30's are paired with lv10's and below, for instance) where experienced players opt-in to teach newer players the game and are rated by said players on their performance (basically like a teacher-review program except less dumb) would be a very effective way to help new players learn the ropes.

Either way, really anything is better than bots you can 40-0 by exploiting their crappy vision, chase, and trading AI and a tutorial that's been outdated for so long that it actually hurts new players.

lofi n chillhop1 votes

yeah I've heard riot say how like, the easiest way to balance is to balance at competitive level, or something.... but really, they NEED to consider solo queue a different beast than LCS. there are champions that are downright unplayable in LCS that are great in solo queue and vice versa. both scenes should have a balance team looking at them regularly.

Lucky Iccy1 votes

I would also like to point out there is a whole other kind of champion that has extreme differences in play between low elo/solo que and high elo/competitive teams. Mainly that is any champion thats core concept is teamwork. You have to remember even in high skill levels, in solo Q you cant really talk to ur team and typing takes waaaay to long....in addition to being amazing at the game, pro teams also get to be in the same room with headsets and can plan plays in real time, as well as playing with the same ppl and growing to learn the other teammates style. Ofc this is by far most pronounced at low elos but holds true to a lesser extent throughout.

The biggest champs/abilities i can think of for this are RekSai Ashe Bard Lulu and every support/adc ever

Rek Sai- tremor sense is really good, but its often very hard and/or time consuming to get the info you gain from it to your teammates Ashe- Hawkshot is an amazing ability, i mean like super potent and in pro setting one of the strongest...low elo solo que its borderline useless outside of saving yourself from ganks. Bard- Really unique and cool champion, but without the ability it insta talk to with teammates, setting up solid journeys and ultimates is very difficult Every support/adc ever- This is not blame the other half of the duo lane hour...but ponder this if i have to stop and type "going in now or going in when X occurs...ive missed my chance to do it. Its so hard to engage or disengage or even walk as a pair to ward when you have to stop and type it before hand, often causing the moment to pass.

Overall its more that pros, while amazingly skilled, aren't even playing the same game we are, and in a weird way, its easier for them. Being able to talk free with ur whole team in real time is amazingly powerful

More from Gameplay

More by Teridax68