If you think league is unbalanced..

Arcade Andrew··1 votes·543 views

youve never played hero league in heros of the storm...

Ranked in HOTS doesnt even have BANS

thats right ZERO BANS

and dont even get me started on the t1 champions that are broken as fuck

League is perfectly balanced compared to HOTS

7 Comments

GG Noob Team1 votes

Thats just 1 example, but how about smite? Balance over there is much better than here.

Arcade Andrew1 votes

never played it. I cant pass judgement on a game ive never played

shadecrapper1 votes

Yeah... thats like saying I shot the deputy but at least i didnt shoot the sherif. But games like this can't be balanced, they should be close but they cant be balanced. Although something get out of hand cough cough vayne cough cough

Shénzhì1 votes

[{quoted}](name=Arcade Andrew,realm=NA,application-id=3ErqAdtq,discussion-id=Zj1ERhXA,comment-id=,timestamp=2015-09-09T15:31:00.798+0000)

League is perfectly balanced compared to HOTS

#Hm..

asamu1 votes

Actually, balance isn't the issue with league... It's that base champion stat scaling is awful, and champions have different numbers of well-scaling damage abilities, which causes huge individual peaks/fall-offs at different points in the game, and very few champions have a consistent ability to perform throughout the game, which can make it incredibly punishing to play the laning phase against/as certain champions. Also, mobility and CC... some champions have way the fuck too much of it (Riven and Lee sin for example... Leona as an example of too much CC; 3 CC abilities...) and true damage shouldn't exist in a game that revolves so much around non-health defensive stats, especially % max HP true damage (Vayne/fiora), even if the champions with it are balanced because of vulnerabilities, it's a terrible mechanic to have in the game because it nullifies necessary defensive stats.

In addition, items are excessively powerful relative to base stats/ability damage, which pushes ~50-90% of champion damage output into items (depending on build; it's ~90% for ADCs, and can be similarly high for full glass mages; for tanks it's closer to 50%, assuming ~1.5-2 damage or hybrid tank/damage items), and the same is true for Effective HP, albeit not quite as extreme in the numbers. I would probably consider league a better game if there were no items/runes/gold (assuming it was reasonably balanced), because it would tone down the disparity in champion performance relative to the time of the game, and would make damage output/defense much more reasonable, which would also help balance the effect of CC and mobility, since mobile champions wouldn't be able to 100-0 bruisers with 3 defensive items and get out.

In HoTS, Hero scaling is rather consistent throughout the game, with few heroes having excessively powerful peaks/fall offs, and with team-wide exp, there isn't a period in the game where one person can snowball into becoming god of that game for 10+ minutes (Which is the most frustrating part of league IMO; it's not fun to be that person that's stomping everyone, and it's not fun to play against it), and with no items, the disparity in stats doesn't get so extreme; carries aren't dealing 10x the damage of tanks, but they also don't have 1/10 the survivability; it's more like damage dealers have ~150-250% of the damage and ~40-60% of the survivability.

Also, the game is relatively new, so it would be rather unreasonable to expect particularly good balance, which overall, isn't much worse than LoL's when you consider the number of characters that are strong/viable relative to the total number of characters.

Matezoide1 votes

Or

Or

Or

They are both unbalanced.

Shocking, i know.

AtheosisX1 votes

LoL really isn't that bad baance-wise most patches. Lately it's gotten much worse.

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