The Burden Of Balance - Skill Shots, Mobility, And You

Kouga··14 votes·1,521 views

Hey, Kouga here.

I've been waiting for a good time to bring this discussion forward. I think you and I need to sit down and have a good long discussion about a few core philosophies within League of Legends and the impact it has on us. I've been playing League off and on ever since a friend brought home a beta key from PAX - so I've seen it all. I've seen a lot of discussion around champions and why some are so hard to balance or why they constantly seem broken - but I want to talk about more than just QQ threads about a specific champion. This is about a much larger question. Why are these champions problematic? And why does it feel so oppressive at times? And no, the answer is not because Riot hates you. The core of the misconception lies with what I call The Burden of Balance. This is a perspective that looks at how mechanics and design interact with player input, and how it effects the ways Riot can balance a Champion.

First, let's discuss Counter Play. Its kind of a buzz word. The trend has been giving the player options on how to respond to a mechanic or ability - this leads to an increase in skill shot (SS) abilities over Targeted Abilities (TA) and a rise of more mobility champions. But Balance and Counterplay are not the same thing. The community had regularly railed against the power of Nidalee's Spears - but this was a slow-moving, easily avoided skill shot. However the perspective that players had was that if she throws enough spears, one of them is bound to land, and that one spear was enough to make the whole ability seem unbalanced. Statistically, she was likely to eventually hit something (this is what I call The Blitzcrank Theory)

So we know that balance goes beyond that, but its still one of the easiest ways, on the surface, to give an ability "counter play." However, what good is it to have a skill shot if you don't have any way to dodge them? So to some degree I would probably associate the rise of skill shots, in part, to the increase in mobility. The whole point of making the ability a skill shot is to give the target options, so more mobility only increases the interactions you have available. Being able to jump, blink, or burrow around lets you maneuver around these additional skill shots. Even more "pseudo skillshots" - let's look at an example.

We've seen already the relation between mobility and ability mechanics with the recent Veigar changes. A mobile champion is designed to avoid an ability like that, but Veigar's previous state made it, for all intents and purposes, a targeted stun in the hands of a skilled player (this is the first real look at the Burden of Balance I mentioned, and we'll get to that) so Riot changed the mechanics of the ability to fit in line with their idea of balance and counterplay.

Now I'm not saying the Veigar changes were either negative or positive, I'm just saying that it fits with the trends that we've already seen.

So what does all of this have to do with champions like Lee Win or Zed? And more importantly, what does it have to do with non-mobile champions, such as Sejuani, or non-skill shot champions, like Fiddlesticks?

With Non-Mobile, Targeted Champions, The Burden of Balance is on Riot

This means that Riot has the primary ability (and responsibility) to balance these champions. I mean, this makes sense - they have the levers on their side. A player can't change how far Fiddle's Drain leashes or how many times his crows bounce. While there is certainly strategy to apply (Crow the crowd, not the isolated target), overall his big levers are just numbers. And players can't control that.

But here's the heart of the issue --

With Mobile, or Skill Shot reliant Champions, the Burden of Balance ALSO Falls on the Player

When you consider the Hard-To-Balance champions like Lee Sin or Zed, who require a huge amount of Player input, Riot's ability to balance them is a lot different. You start factoring in whole new layers. It isn't just, Can you land a Skill Shot? Its - can you predict your enemy pathing? Can you account for minions? Memorize the range and projectile speed of their abilities? Can you hit a stealthed champion, or one in the FoW? These are actual skills to some degree, the ability to observe, predict, react in different ways than a TA champion has to deal with. That isn't to say that a targeted mage doesn't require skill, but the gap between really good and really bad players are going to be much wider with these champions.

And that, I think, is the biggest problem with our perception. These champions aren't just Over Powered - if only it were that simple - but they just have a much wider skill gap. When used to their absolute max potential, they probably are magnitudes stronger, overall, than a champion that doesn't have those same mechanics. However, the player must be able to use them to this degree. Its no mystery why Lee Sin is the classic example of, "Our Lee Sin Vs Their Lee Sin" videos.

Riot will have a much easier time balancing a Champion like Annie, who has very clear power limits. Even though her ult is a skill shot, its pretty reliable. So making her stronger or weaker is going to be pretty easy - just change her numbers.

So Kouga, what does this mean for ME?

Basically, I'm just trying to present a perspective, a lens through which we can view some of the mechanical, design, or balance changes that comes down from Riot. I heard some raging on the forums earlier because Sej was getting a nerf, but Lee still isn't removed from the game. When you stop looking at this from the realm of "OP VS UP" and start considering, "what makes this Champion strong? What options would Riot have to change it?" it might make some of these a little easier to swallow. If Sejuani was a little overbearing, Riot can try pulling on exactly one lever and see how she does. But Lee Sin, or Zed, or Ahri - they have much more complex factors into their power level. You pull on one lever too hard, and it can completely change the way that champions functions.

Well, that's my two cents. If you have your own thoughts I'd love to hear them. If you would like to see some of my other thoughts on the game, take a look at my own Reward System idea. Thanks for reading.

Your humble player, Kouga

8 Comments

Magnathar2 votes

I don't have much time in my hands, but this is really interesting! How the depth of a champion can affect how difficult it might be to balance. If there's a lot of player input needed, then it is more out of Riot's hands, or they have to change a mechanic to try and move that champ towards more healthy gameplay design.

Btw I also play since beta (Sep 09 to be precise) and have been ever since, and I love Ahri :3 Ahri

Kögâ2 votes

Worth the read, I never paid attention to op or up but what a champ CAN do. However I never looked at it with the perspective of how can riot balance complex kits (Zed, Lee, Nid) vs non-complex kits (Fiddle, Annie).

SmokingPuffin2 votes

When you consider the Hard-To-Balance champions like Lee Sin or Zed, who require a huge amount of Player input, Riot's ability to balance them is a lot different...That isn't to say that a targeted mage doesn't require skill, but the gap between really good and really bad players are going to be much wider with these champions.

I think the core story here is that Riot hasn't been clear about what level of play they are balancing for. These sorts of high skill champions are always going to be better in competitive than in casual play. Riot has historically been balancing for "all levels", which is a non-answer answer. The result has bee that these guys have been playable but honestly weakish in solo queue, while dominating the competitive scene.

I don't think Riot has yet answered the question of how they intend to balance around the various levels of skill differentiation present in kits.

Riot will have a much easier time balancing a Champion like Annie, who has very clear power limits. Even though her ult is a skill shot, its pretty reliable. So making her stronger or weaker is going to be pretty easy - just change her numbers.

I think Annie is actually quite hard to balance. Her kit is super binary. She will naturally tend towards being amazing or sucky because there isn't much interaction in flash Tibbers.

If Sejuani was a little overbearing, Riot can try pulling on exactly one lever and see how she does. But Lee Sin, or Zed, or Ahri - they have much more complex factors into their power level. You pull on one lever too hard, and it can completely change the way that champions functions.

I didn't get your point. Sejuani has quite a lot going on in her kit. It's very easy to accidentally make the best Sejuani build an heavy AP mid laner, as happened last year. There are also quite a few balance levers you can pull; look at her rework to see some examples.

Kouga1 votes

{quoted}

I think Annie is actually quite hard to balance. Her kit is super binary. She will naturally tend towards being amazing or sucky because there isn't much interaction in flash Tibbers.

Sorry I didn't reply earlier, I didn't get a notification and I try to respond to all thought out questions or comments on my threads.

In terms of Annie - her kit, IMO, isn't that binary. When people say binary they historically either dominate a game or are a complete non-threat. This is problematic because it can be for a variety of reasons, including skill level, team comp, enemy team comp, etc. When I consider a Champion to be 'binary' its because their gameplay pattern or design relies very heavily on inconsistent factors or those outside of the players control.

For example Akali was a very binary champion - her entire kit is based around her AD/AP levels. Therefore her ability to anything in the game was completely reliant on her being, and staying, ahead of her enemies in terms of gold. With 0 CC and very little utility outside of her shroud, she can either murderstomp the enemy team, or she can't.

Annie, however, is still a reliable Champion even without snowballing ahead. Generally if a Champion makes a decent support (who, in turn, usually have CC or utility skills useful with or without excess gold) they aren't a particularly binary champion, in terms of design. They might feel binary - because if the enemy team snowballs ahead of you, there isn't much most supports can do.

So Annie being "amazing or sucky" has more to do with the player being able to land it than Annie's kit. Even though its technically a skill shot, the fact that there is no travel time - that Tibbers just "appears" there - means that, for all intents and purposes, it can be considered a targeted ability once you get past a rather low skill threshold.

SmokingPuffin1 votes

In terms of Annie - her kit, IMO, isn't that binary. When people say binary they historically either dominate a game or are a complete non-threat. This is problematic because it can be for a variety of reasons, including skill level, team comp, enemy team comp, etc. When I consider a Champion to be 'binary' its because their gameplay pattern or design relies very heavily on inconsistent factors or those outside of the players control.

For example Akali was a very binary champion - her entire kit is based around her AD/AP levels. Therefore her ability to anything in the game was completely reliant on her being, and staying, ahead of her enemies in terms of gold. With 0 CC and very little utility outside of her shroud, she can either murderstomp the enemy team, or she can't.

I think you have the bolded backwards. Binary champions tend to be so because of the consistency of their play pattern. Akali is binary because she's unbelievably sticky. Annie is binary because she's going to stun you, and the question is whether that's going to be enough to kill you. Old Veigar had the same design problem.

All three of these cases come down to the same thing -- these champions are extremely reliable. Their play pattern is going to work, which means that there isn't much counterplay. You're pretty much looking at "be a mile away" or "be tanky enough to survive the burst" as counterplay options. I don't see anything inconsistent about these play patterns, and that's more of a problem than a solution.

Annie, however, is still a reliable Champion even without snowballing ahead. Generally if a Champion makes a decent support (who, in turn, usually have CC or utility skills useful with or without excess gold) they aren't a particularly binary champion, in terms of design. They might feel binary - because if the enemy team snowballs ahead of you, there isn't much most supports can do.

From where I sit, the support role is loaded with binary champions: Leona Blitzcrank Alistar Nautilus Annie Taric Most of the hard engage supports become pointless if they fall behind, while they zone super hard when they get ahead.

I don't understand the distinction between 'is binary" and "feels binary" you're trying to draw.

So Annie being "amazing or sucky" has more to do with the player being able to land it than Annie's kit. Even though its technically a skill shot, the fact that there is no travel time - that Tibbers just "appears" there - means that, for all intents and purposes, it can be considered a targeted ability once you get past a rather low skill threshold.

Annie being amazing or sucky has quite little to do with the player being able to land it. At any level of play worth balancing for, Tibbers is going to land. The thing that makes that amazing or sucky is how valuable an AoE stun is in the game design at the time. That's what makes her hard to balance -- basically, she's all about the flash Tibbers in serious games, and flash Tibbers lacks both play and counterplay.

air tiger1 votes

Thank you for your well-written perspective!

just a memory1 votes

Flash Tibbers has counterplay. If you are playing against Annie and are aware of Annie, you can expect a Tibbers combo. You can Flash just as easily as Annie can. If you are a squishy carry, you should make an effort to stay out of her range.

The best way to deal with Annie is to send your Tank or Bruiser or Assassin or Mage in to try to kill Annie quickly to prevent her from using her ultimate on multiple allies. In a teamfight, this scenario will generally play out 2 ways. A) You kill Annie, averting Tibbers. B) You don't quite kill Annie fast enough, so she panics and casts Tibbers combo on you, maybe killing you. In both teamfight scenario's this is a win because you removed the threat of Tibbers.

Kouga1 votes

Bumping for great justice

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