Champion Feel vs. Competitive Performance
(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:
and
, 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.
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.
's nerfs, which kept his reliability, and many of
'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
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.
'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.
, 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.