A Question. For all of boards.

Skins Project··23 votes·3,480 views

#First a tl;dr Do the champions with high win-rates/play-rates actually bother you? Do you recall a recent game in which they have impacted you? (Poll below)

#So...

I'm a large boards user (At least in my opinion). I check several times a day, and I find myself out of threads to read at times. However. Recently, (who am I kidding all the time) I'v seen posts about how champions are "broken" or busted due to high win-rates and play-rates. This to be honest has bothered me quite a bit.

So all I'm asking is, despite how you might not like the current state of those champions, if you look in your last 20 games has there been even 3 games where those champions have heavily impacted you?


Currently the top 20 win-rate champions are (According to champion.gg, not the most accurate but a source non the less http://champion.gg/statistics/#?sortBy=general.winPercent&order=descend).

1.Ivern 2.Nunu 3.Pantheon 4.Twitch 5.Fiddlesticks 6.Aniva 7.Sona 8.Blitzcrank 9.Aurelion Sol 10.Kog'Maw 11.Ahri 12.Kayle 13.Ziggs 14.Talon 15.Lucian 16.Janna 17.Sion 18.Soraka 19.Skarner 20.Annie (plat+)


Of these champions the one's I personally have seen the most complaints about are

Ivern (8% approx playrate) Lucian (42% approx playrate) Ahri (22% approx playrate) and lastly Janna (14% approx playrate)

Their respective banrates however, with the exception being ivern are all below 2%.

So it seems to be that it isn't as much that they are annoying in game, or impactful. Rather it seems that people are looking at numbers and saying, oh that seems big and annoying.... Probs a bit busted.


To be fully honest consider boards like a good yawn. When one person starts yawning, the people around them are impacted and often times follow suit. This seems to be the case with most of these threads. One person comes out of a bad game with one of these champions, or just feels like ranting about something and takes one and goes. "Hey guys these numbers seem like they are over the top, let's complain about how riot doesn't ever balance and these champions are un-nerfable and un-touchable."


As such I would like to go over these four champions.

#Any input is welcome in the comments below


##Ivern

Sooo Ivern in himself seems to be a unique case. He's a support jungler and ONE of the only of his kind, the other being nunu whom is debatably not a support jungler. Take note that these two are also at the top two winrate champions. It's likely that the high numbers come from the relatively unique and beneficial playstyle. Being that the majority of junglers classify into two groups. Bruisers and Assassins, while not looking down upon these classes to look at the "ideal" team composition which consists of a tank top, bruiser jungle, mage mid, marksman bot, and support bottom. It's hard to find where an assassin or bruiser comes in. Being that the role of an assassin/bruiser is primarly to get at the back line and get rid of the marksman. However the support's role is to protect the marksman (and team) and hence by having an extra support one can see why it's an ideal team comp being that it counters the meta. Beyond that both Ivern & Nunu's kit have the semi-unique ability to help remove weaknesses. Ivern gives a gapcloser to those who are generally speaking limited by movement and Nunu has a teamwide slow & an ally buff that increases attack speed & movement speed (if I do recall).

##tl;dr Ivern (and nunu) have high winrates due to their style "countering" the meta and making up for allied weaknesses


##Lucian

Lucian has always been a meta pick or an out of meta OTP champion from what I'v seen. Currently he is strong due to the BORK changes. His kit's fluidity and skillcap have made him something of a fun to play pick, while strong in certain metas. Not too much to say on lucian personally. However BORK, IE, and BT changes are on PBE, so it might be better to see how those affect the meta before analyzing this.

##tl;dr Let's see changes before talking about this one


##Ahri

Ahri from what I'v seen is looked down upon for having a large safety net. Ahri is also the reason I created this thread (due to a recent Ahri complaint thread I was just on). Looking at her OP.GG specifically (http://champion.gg/champion/Ahri/Middle?league=) the only portions she shines at are winrate & pickrate. Neither of which are defining factors in a game, but rather results of a game. The most noteable point is her damage output is considered average/mid tier while her damage taken on the other hand is exceptionally low (Or high I might be reading it wrong, quite sure it's low tho). This comes back to the original point of the thread. Are these champions oppressive in game? Or are the numbers misleading. Overall she doesn't seem overturned at all, (& from what I'v read the boards would agree) but rather her safety is a bit irritating in game.

##tl;dr Average damage output, below average damage taken. Seems to be less of an annoyance in game rather then more of a champion with high numbers


##Janna

So Janna is the one I have the most experience with out of the four. She's one of my favorite supports. Looking again at the Champion.gg (http://champion.gg/champion/Janna/Support?league=) she seems to have a "Low impact" when it comes into gameplay. She's near the bottom when it comes to gold earned, kills, damage dealt/taken, & csing. On the other hand she has the lowest average deaths, and is top-tier when it comes to assists. What is derived from this is once again safety. Boards/players in general don't seem to like her for her safety and her very low skill floor and her seemingly non-existent impact upon the game. This is due to her kit being composed primary of utility, and her ability to keep people off her adc. (once again going to the anti-meta situation) At the same time however, I never see anyone complaining about playing against her. People seem to just dislike how easy she is to pick up.

##tl;dr high safty and high impact although seemingly unnoticeable in game. Doesn't seem to be as annoying as a pick as much as just complained about due to the rates & low skill floor


Ech... This thread went a bit off course.

Overall what I'm saying is do these champions actually annoy you? Do they dominate you in game? If they do please tell me how so (I might be able to offer a solution ^^) or are they just seemingly "busted" or "broken" due to the illusion of numbers.


Finally if these champions do need to be changed (nerfed) these are reasonable nerfs from my point of view

Ivern- Each ally who dashes to the q reduces root duration. (Duration is slightly increased) Then his E no has a lowered damage value if destroyed early rather then full damage

Lucian- BORK changes, talk to me when they're out

Ahri- Move her move-speed passive from her q to her actual passive, giving her safety, but also reducing it. Also makes the passive more impactful then below 75%, wait for large minion group Q.

OR

Ahri- Change move-speed to be based off of hit count. Instead of 215 (I think) bonus make it +30-40 move speed with an additional burst right before it reaches the end of it's path (before returning) of 2^x * 5 bonus move speed for a duration that lasts until .25 seconds after the orb returns. Caped at a given amount to prevent super move speed ahri (Although I wouldn't complain ;)) (I.E a full minion wave of 6 would give her 30+ 64*5 move speed or 350 move speed)

Janna- Shift a bit of power away from her shield. Her other abilities are all utility and if used well have huge impact zones, but the unreliability of it makes in most cases easier to be a shield bot then to optimize your utility.

#Please I took my time to write this post, in which really attempted to analyze/pin-point the things about these champions that bothered people. So please take your time to reply below, or even just upvote for visibility or answer the poll.

Your local Boards User

-Skins Project

148 Comments

KyojiTakajo7 votes

I'm pretty sure Janna has been one of the most heavily nerfed champions in the game, and she's still a great pick. Her entire kit is peeling, and that's invaluable for an ADC. I don't see how she can be a "bad" pick without utterly gutting her numbers or reworking her.

Skins Project1 votes

Yep.

But overall my points were, even if they are "busted" or "strong" when you look at their winrates & playrates, are they oppressive in game?

When you see a Janna do you get tilted, or know the next 20-60 minutes of your life is going to be hell because of how the game goes when you see that champion?

Or are you like, oh sucks. Moving on!

Dreadlocks1 votes

When you see a Janna do you get tilted, or know the next 20-60 minutes of your life is going to be hell because of how the game goes when you see that champion?

When i 1 tricked Rengar yes.. (before recent rework) She was a huge cock block.

Skins Project1 votes

Well...

Kinda the job of the support to keep the assassin of the adc....

Soz I can see why that would suck for you.

Risk of Fate4 votes

[deleted]

Skins Project3 votes

Thank you for your input.

Yes. The problem is when people see champions like Ahri who can snowball they assume the best course of action is to play passive and not let them snowball. However snowballing can occur from just CS. Ahri as a champion with her kit can be oppressive and "zone" or trade quite well in lane.

It's recommended to go "all in" and try to unleash your entire kit on her. This forces the Ahri to either back and lose xp, pop her pots, or spam her abilities more then usual to get her passive which results in mana loss and major weak durations. Her CD's while not exceptionally high they are high enough to give her a window of weakness. Beyond that especially early she needs all three abilities to be able to chunk anyone. + if you are a melee and go all in it's easier to dodge her Q on the way back. Being that the base stats and ratios are average, but the true damage hurts. However on an engage, one is given more time to dodge the returning q being you have the entire travel time, rather then the remaining.

Also for those who find her W punish one too much for going in, Ahri generaly maxes Q first, and her w's damage is low in early levels. + If you are forcing the Ahri to max W of E due to your trades, she is losing more power in teamfights in which her charm duration could make or break a fight.

Lucian as I mentioned above is likely to be "changed" soon due to the BORK changes. I would rather wait to analyze/judge him. His kit leaves him either strong or weak. Currently he is in a above average spot.

Ivern and Janna are both "low impact" by themselves. However their abilities synergies well with teams, making them extremely strong picks overall. Especially due to their ability to keep vulnerable glass cannon players alive and dealing damage, and making up for weakness I.E. Juggernauts overall.

Risk of Fate1 votes

[deleted]

Skins Project1 votes

Hmm..

Well times have changed since I was an Ahri OTP so what can I say xD

Her W gives her more damage, however it is unreliable, due to the way the w locks on. The E gives more POTENTIAL damage due to the lengthened charm. Depends on wether your playing as a kite mage, or if your playing as the assassin who ults in charms w's and q's the team before ulting out.

Risk of Fate1 votes

[deleted]

Skins Project2 votes

^^

Alright then. Thank you for the large amount of insight you've given on your main. Hope to see you on the fields someday!

YerALizardHarry2 votes

To be honest no I'm not that bothered by the general winrates, its when I op.gg someone and see that they have a 65% wr on whoever out of like 100+ games. That scares the shit out of me. Play rate bothers me though, in an illogical sense but bothering all the same ; when I see a lucian picked on my team or theirs' every game I always wonder if they get the stereotypical fed adc and we get the shit one. This idea has been around forever but whenever a popular champ is picked I'm wondering whether they are bad or not. Also fuck you, you made me yawn

StarlessCrusader1 votes

I can't say much about the other roles but for Ivern and Janna I can say they are annoying.

Ivern has an gap closer that is also a stun usually 14 sec cd early game with a 1.2 sec stun, and goes down to 10 secs late game with a 2 sec stun. If he lands that in an ADC or assassin it's a great engager. He has support like abilities with his shield and his bushes to surround the baron or Dragon since you're not able to hide them anymore. His jungle clear is fast and can counter jungle extremely easy if no one is paying attention, because to be real he will almost always counter jungle. He can just use his passive then smite and it's his. His teammates also can get red or blue buff after Ivern hits level 5. This can make a game 5v4 if the enemy jungler is getting counter jungle'd, unless the enemy jungler is making up for it by having more lane presence, counter jungling first, or killing him. His ult, Daisy is basically a blue buff that can tank towers. Ivern can't carry well on his own because of his support like abilities but he relies on his team and being an aid to them, and as you know they're not a lot of people who like support.

As for Janna I agree that she's great at keeping people off her teammates. But I would like to point out her passive, W and E. I've been told by many ADC's that they like Janna players. Her passive helps her adc get to lane faster which offers more presence in lane. The W doubles as a Slow when used and allows you to not get creep blocked when running too or away from enemies and passively gives you movement speed. If you're jungler happens to get cloud dragon you're able to help others like mid and jung because of you're high mobility. Her shield is the best thing about her right now. It's able to save lives and has a cd of only 10 seconds that also grants extra AD. A well timed ult and q can save lives if you have enemies with a hard gap closer I.e. Akali, Rengar, Diana. A good Janna and a well placed ult can force the enemy ADC under tower, and Janna's ult heals more than sorakas ult.

Most want to play/have too support as a hard engage, or tank. It all depends on your team and what's best for them. I would also like to point out that it's a lot more fun to play a flashier support like Morgana, Blitz/Thresh/Leona, and the new champion Rakan which I won't lie is pretty broken.

Skins Project1 votes

First. Thank you for your insight. Second sorry if I'm sloppy in this reply, I'm exhausted atm and I'll probs reply again 2morrow because of that.

Third I'm really happy my post was able to generate discussion of this type. Thanks again for cooperating like that ^^

As I mentioned above atm (let's be real, all the time) it's been something of a marksman meta. Your ADC is your carry, you keep them alive, you win. The rest of the roles revolve around them in most cases. I'm not saying the rest cannot carry, but rather the ADC is the best position to do so.

Of the roles we have

Support Marksman Assassin Tank Juggernaut Mages

(These are the few I'm going to clearly define atm)

Supports help keep the ADC alive, keep the marksman alive and keep assassins off them, great examples as mentioned are Janna, Ivern, (And lulu as of now.)

Assassins' role is to kill a key figure, generally speaking the carry (as mentioned ADC is in the best position) hence a support "Counters" assassins.

Tanks are meant to soak damage/peel/provide utility which gives the adc time to dish out the damage & once again gives survivability

Juggernauts & Fighters (Realized I didn't include them) are there to kill the tanks so their back lines can get at each other.

Mages are there to provide a burst/dps that either whittles everyone down or dominates one person

Finally Marksman are there to deal the solid DPS and originally at least siege.

Hence this being a marksman meta, assassins are strong, anyone who can kill the marksman is strong. I.E. popular junglers such as LEE who can 1 shot.

Therefor having an Ivern who shuts down the jungler's ability to get to that point of game where they are able to do such a thing as 1 shot, or even prevent them from doing so when it comes to the time is counter-meta enough that it's a bit busted. Janna is just very good at doing her job, but due to her low overall "impact" is ignored in many cases.

Not sure if you picked it up in the wall of text up above, but Janna is one of my favorite supports. When I suggested any changes it was moving her power budget around a bit to make each ability more impactful or more reliable. These two are especially special being that as you mentioned it's more fun to play a flash champion. These two ruin those flashy champion's ability to do those flashy plays and hence are strong and considered annoying.

I feel like I missed a lot here, so feel free to correct me. Thank you for your time!

Ivern and Irelia1 votes

Hello there. I recently made an in depth post on Ivern discussing his issues and ideas for possible changes. Id greatly appreciate it if you took a gander.

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/xEcuPAmP-the-official-unoffcial-ivern-mains-discussion-on-ivern

Skins Project2 votes

Of course!

I'd be delighted to look through it.

I'll take a glance when I have some time, so I'll respond again (most likely on that post) in about 5-6 hours. Thank you for your input!

Blakiepug1 votes

My in-game frustration usually isn't centered around a champion's win rate. It's more about how toxic I personally feel a champion's kit is to face. For instance, I don't mind facing Kog'Maw, but Ivern on the other hand, with his Q root and a Daisy that seems like it never goes away, feels much more oppressive in the sense that he can take away player agency very easily. Heck there are even some champions with lower win rates that really get to me personally because I just flat out don't find them fun to play against like Jhin.

Skins Project2 votes

That was my point exactly!

(Only sorta the other way around)

Boards often times makes posts that start flaming about how a champion is busted or broken due to high winrate/playrates.

So I wondered, are these champions oppressive in game? Or are the numbers more of an illusion.

Are people just looking for something to complain about? Or do they genuinely find these champions oppressive, and the best argument they have is the winrate/playrate!

TacoTheKitten1 votes

[deleted]

Skins Project2 votes

Annie counters Ahri if it helps xD.

If you play rengar or yi, just remember to try to approach behind minions and zig zag a bit. Ahri NEEDS to land that charm if she isn't snowballing like hell. For yi it's also smart to q right before the ball comes back.

Kayle/trynd/ziliand all tend to be annoying due to invulnerability, however kayle is a bit more noticeable due to her high DPS and potential hyper-carrying ability.

TacoTheKitten1 votes

[deleted]

Skins Project1 votes

It kind of comes down to design VS playstyle.

She was designed as a kite mage, not an assassin. However her playstyle has shifted towards assassin.

Not quite sure what else to say there.

TacoTheKitten1 votes

[deleted]

Skins Project1 votes

Anyone who has decent extended trades does good. Or high burst.

I.E. anyone who can do alot of damage if given time will more or less crush Ahri in lane.

Ahri prefers poking & trading over long extended fights.

Lugg1 votes

Ivern and Nunu can't really carry games. What they do is make it easy for the rest of the team to carry. If you have bad teammates, you won't win with Ivern and Nunu, but if you have good ones, you will have a ridiculous win rate.

Panth is hard to pin down. He is super oppressive and toxic early and mid game, but he does fall off late. The problem is that you rarely get to late game if he gets ahead. Lee Sin falls into this category, but his fall off is much less. Both need to fall off earlier in the game if you leave them as they are right now.

Twitch is too strong early now. Old Twitch was the perfect definition of a hyper carry, he was really weak early but a monster late. This is how all hyper carries should be. High risk, but high reward. Kog and Vayne fall into this as well right now. If you pick a hyper carry, you should probably lose lane 90% of the time unless you face another hyper.

Lucian needs a longer CD on his dash and he would be fine. Right now he is just way too safe and doesn't have a weak point in the game at all. He is good early, mid and late.

Ahri needs the movespeed on her Q removed. Once again, good at every stage of the game and way too safe.

Janna needs several nerfs. She has been the best support for ages now, regardless of meta. Her shield needs the AD buff lowered or removed and the CD on her tornadoes needs increased.

Anivia needs nerfs. Her combo is completely unavoidable if you don't have a dash or flash up and does insane damage. Same with Taliya and Brand.

Talon and Kat still snowball WAY too hard. Tank Fizz and Ekko should NEVER be a viable build. Those champs are naturally hard as hell to kill. If those builds are allowed to stay, their damage needs literally gutted into the ground.

Pretty much every top laner right now needs nerfs. Top lane is stupidly OP at the moment. Darius needs to lose the resets on his ult, Fiora needs to completely lose the heal on her ult, etc. The main thing is that most top laners do WAY too much damage for how tanky they are. If they build damage, they should be pretty squishy. If they build full tank, they shouldn't do damage.

Sorry for the long reply, but the balance in the game right now is pretty much a joke.

Skins Project2 votes

Hmm..

I don't mind a long reply. Thank you for your insight. I'm not going to go too much into balance. This was more focused on how oppressive it felt in game, not the state of balance. Besides, with the mid-season update, it's hard to say how much of this will last.

PrinceOfStorms1 votes

Tank Fizz and Ekko should NEVER be a viable build. Those champs are naturally hard as hell to kill. If those builds are allowed to stay, their damage needs literally gutted into the ground.

Riot has been systematically nerfing Tank Ekko at least, by moving Ekko's damage from his bases and into his scalings. But let's assume that it wasn't the case, and Ekko's damage was to be gutted entirely because he can be hard to kill. What would he actually bring to the game? Basically immortal? Non issue because the enemy team can just ignore him, as he has probably the hardest to land CC in the game (Parallel Convergence) and with no damage he would not contribute.

Plus Ekko's not that hard to kill if you consider the fact that any CC aside from a slow prevents him from using any of his defensive tools. Ekko is a midgame champion, because he needs 2 items to powerspike but falls off late because he gets deleted by anyone with CC.

Skins Project1 votes

Yea.. The thing is the "hard to kill champs" generally speaking have a lower impact just kit wise. In return for their immortality they lose utility.

Lugg1 votes

Ekko has lots of utility as well. He is so overloaded it's sad. He has a slow and an AoE stun, so he can zone very, very well.

Skins Project1 votes

Try landing redemption on the entire enemy team. Done?

Now try landing a smaller slower effect that requires you to go in to activate.

Lugg1 votes

You don't have to land it on the entire team, if you just get two people, you have won the teamfight. Plus it's main purpose is to zone, which it does very well.

Skins Project1 votes

Same difference. The stun useful as it is is very little utility in comparison to the risk, and success.

Lugg1 votes

It's a god level ability when used in the Baron or Dragon pits.

Skins Project1 votes

In dragon or baron pits, it would be surprise entrance.

I.E. they don't know your there or they'd back off a bit. In which case there's no difference from AP ekko

Lugg1 votes

I'm not saying take all of his damage. He needs to be treated like LB was in the last nerfs to her. She is now a hit and run mage until she can get ahead. This makes her probably the most balanced she has ever been. This is how all high mobility assassins should be, the have to poke you down for awhile before they can all in. This is the best way to have counterplay against them.

2Rods1 votes

Anivias combo is not unavoidable. Her Q is ultra slow and avoidable. Without her Q Stunning, her E doesn't do the extra damage. Unless of course her R if fully ramped up, but you still have time to get out of that as well. Shes been nerfed over and over and over and is yet again nerfed with adap helm. Her win rate is what it is because the lack of knowledge ppl have laning against her.

Sincerely. 1.5 mil pt Anivia main

Whiteeye Avelyn1 votes

Hey people not knowing how to fight a champion is not a bad thing for some people just look at old yorick and urgot. Its a plus in most cases cause no one knows just what they can do outside of the people who main them.

Skins Project1 votes

Lol...

I miss old Yorick.

Legit stayed top and kept healing with E and farming until tp came up again..

Ahhh I miss those days.

Skins Project1 votes

Dang...

Nice points..

I used to play Aniva a lot pre-ult changes.

Aniva is for sure out-playable, especially with mobility creep.

Aniva relies 100% on landing her Q, especially early on.

Staying on top of her also gives you a strong advantage, for her ult's damage doesn't ramp up too much and is expensive for Aniva to keep (Still staying early game atm) + staying close makes it quite annoying for the Aniva to land her Q, and hence the rest of her kit.

Lugg1 votes

The Anivia Q is avoidable if you are at range only. Otherwise it's an auto hit every time due to the big hitbox and you get combo to death in 2-3 seconds with no escape if your flash is down.

Kukan Seishin1 votes

God bless you and this post holy dude

Skins Project2 votes

Glad you enjoyed it ^^

AgeOfTheMage1 votes

I honestly don't care about win rates or pick rates, mainly ban rates. ban rates show how unfun a champ is to the community.(or maybe i'm being dumb and not knowing what i'm talking about)

Skins Project1 votes

Your right on ^^

I wasn't using ban-rates directly because more often then not bans are used for strong picks, not unfun picks in most cases.

My entire post was

#s VS How they play.

Is the champion oppressive?

Is Ahri miserable to play against?

Or are the numbers just seemingly high.

AgeOfTheMage1 votes

yeah, honestly ahri is a bit unfun, i mean, her kit is cool n all, but getting charmed once then have everything spammed on you till you're dead isn't fun. It's the same for a LONG list of champs ex: blitz, lux, ahri etc. the "i land my q, e or one ability so i can spam everything on you so you die without being able to do anything" but at the same time, that form of cc is a skillshot, meaning it's their fatal flaw as well as their best way to win/get a kill.

Skins Project1 votes

Interestingly what you dislike about ahri is what most people find healthy/ok.

What people dislike is her Q movespeed passive or ult stacks giving her safety.

(in most cases)

AgeOfTheMage1 votes

I mean, I understand the point of hard cc, to lock down an enemy for you to attack them, but with cases like ahri lux blitz etc, it's hit the cc or die. the only problem I have with her Q is the return true damage I find no point in it.

Sasogwa1 votes

I don't really like the options of the poll. I chose "annoying but not oppressive" when I actually meant "oppressive but I don't like to dodge games"

Skins Project1 votes

Yea sorry, I wrote this when I was tired so I missed an option or two.

Then you can't change the pole ;-;

Soweeeee

k wìx1 votes

I'm somewhere between 1 and 2 on the poll - Certain champions are very difficult to play against. I am a gold/plat/diamond support main that likes to play a lot of control, so high-mobility high-burst champions are my bane.

I have no issues with Ivern & Janna .... Infact I usually like when I see them. I think they are fun to play against.

However, I almost always use my ban on one of the following: LeeSin Lucian MasterYi Vayne Yasuo.

This isn't because I think any of them are broken, but they definitely are all 'in meta' and are extremely strong against my main. Most of them are commonly complained about.

As for Ahri ? She's in the sweet spot between the two groups. I dont mind her too much, and her ultimate cooldown keeps her juke game pretty in check. I don't really understand all the crying about her - though she is getting pretty popular.

Skins Project1 votes

Yea sorry about that.

I was tired and missed an option

(Oppressive and annoying)

& that was my overall question.

Are the rates high?

Or is the playrate annoying.

I'm glad you think overall it's fine man!

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