"Everything needs a counter" is not good design.
I hope this thread doesn't get drowned in the ocean of tears Ekko has unleashed.
Anyway, I often hear the statement in the title: "Everything needs a counter". And by a "counter" I don't mean "It needs to be possible to play around it", but "It must be possible to negate this ability". As if an ability is not balanced if it cannot be countered specifically. However, let's take this statement:
It must be possible to counter X.
The issue I see with it is that it can be said this way too:
It must be possible to make X useless.
True, not all counters make things useless, but they're usually so strong as to make no difference. Worse, we start getting counters to counters. As an example, armor counters physical damage. In turn, we have armor penetration, which counters armor which counters physical damage. So basically, if a team gets nothing but physical damage, you're supposed to stack armor. But then they can still get away with it if they stack armor penetration.
I'm not saying counters are always bad, but rather that it's not always bad if something doesn't have a specific counter. Sometimes, it's fun for your abilities to just do what they're supposed to do all the time. As for counters themselves, I feel like you should be sacrificing a lot to get them. Let's compare LoL to another moba, DotA 2. True, stats don't work the same way, but both games have armor and armor penetration. Now, armor is a fairly common stat and is something most heroes will get naturally. Tanks and supports get armor in their builds and most hard carries in that game are "agility heroes" who use the agility stat which grants them damage, attack speed and armor. Armor penetration however is a very rare stat, available only on a handful of items and isn't that effective. The amount of armor reduction is fairly trivial late game and is mostly useful to gankers in the early game. In fact, when you want armor penetration in DotA 2, you don't think "I'm going to build this item", but "I'm picking this champion who has abilities which reduce armor".
So, what are my points?
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Not everything needs a counter.
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Counters should be something which heavily gimp you in another area, meaning it's not a good idea to get them unless you really, really need them.
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Item which function as counters should not be part of the standard item build of any champion except in rare exceptions.
Also note that I am not saying that an uncounterable ability or stat is necessarily balanced. But maybe instead of a counter, it needs a nerf?
Also, buff
because I like him.
cost him a huge portion of his survivability and his ultimate slot when obsoleting a huge amount of champions on
is a PASSIVE ability? Does Riot truly believe that
walks into a bar...
AA
does it better.