Champs and Items should be the same on ALL maps.

Harvey Rabbit·8/30/2016, 10:42:07 AM·4 votes·542 views

It's a straightforward game design concept: champs and items should be the same on all maps.

For example: I chose Singed in Hexakill once this week, then when I played him it was strange --- something was different from normal about this champion! Some googling revealed that Singed has received nerfs in the past specifically for the Twisted Treeline map, so when you play Singed on Twisted Treeline he is not as strong as normal Singed. There are some big problems with this, the most obvious being transparency. If you are going to have "adjustments" to the champions depending on what map they are on, those adjustments should be CLEARLY AND UNAMBIGUOUSLY MADE VISIBLE to the player selecting the champion.

**The information that I was able to find about Singed nerfs on TT was little bits and pieces buried on the LoL wikia site, not anything comprehensive or authoritative, so for all I know there is more than what I found, and there are presumably other 'adjustments' to other champions for different maps that are by no means transparent. **

When you have a supposedly competitive game where players are spending many hours trying to master different champions and game dynamics it seems like an obvious principle that those champions should play the same regardless of what map they are on.

And don't even get me started about all the special Twisted Treeline items and the lack on that map of many standard items... If you have to remove certain commonly used items (such as Rabadon's Cap) and add other similar ones depending on what the particular map is, then you need to seriously take a look at your itemization overall and figure out why it is broken. Btw, this situation with the items is extremely confusing for a new player (which I recently was). Nothing in the item list builder tells you which items are available on which maps, much less why.

6 Comments

Minarde8/30/2016, 10:48:22 PM2 votes

There are some big problems with this, the most obvious being transparency. If you are going to have "adjustments" to the champions depending on what map they are on, those adjustments should be CLEARLY AND UNAMBIGUOUSLY MADE VISIBLE to the player selecting the champion.

I wholeheartedly agree with this. After more than three years, Riot still hasn't figured out how to display map-specific balance changes. The Boards sticky was a decent stopgap solution, but Riot removed it for some reason when they combined Maps&Modes into Gameplay.

If you have to remove certain commonly used items (such as Rabadon's Cap) and add other similar ones depending on what the particular map is, then you need to seriously take a look at your itemization overall and figure out why it is broken.

It's not itemization being broken, just map differences. Wooglet's replaced Deathcap because Deathcap was essentially a trap item. It's extremely expensive (which clashes with faster game pacing) and provides neither utility (e.g. CDR, MS) nor defense (which causes problems in smaller maps). It's similar reasoning to why Moonflair Spellblade exists.

Nothing in the item list builder tells you which items are available on which maps, much less why.

It doesn't? The website seems to list the correct item availabilities. I thought the client item builder thing did as well. I definitely agree with your frustration if it doesn't.

Zero Skill Tank8/30/2016, 11:14:55 AM1 votes

They could made it more visible, but overall item differences are a much needed thing.

There is nothing "broken" with item system that forces it - TT plays way faster than SR, it needs faster item system.