There is a serious toxicity that comes from Riot Games when they class a champion

Bultz··2 votes·1,357 views

This game is a one giant shit hole and most of us can agree to this. Aside from riot constantly ignorantly changing champion balance to sell skins, they blatantly and purposely ignore the rule of class for champions. I'll simplify it,

Tank = do little damage, but no be killed. Fighter = skilled champion who do the most damage. Range adc = big reach mean they no equal to fighter level damage, but safers mage = much damage, but no can run. assassin = run in. die? no? run out. okay damage. support = support.

This is the only realistic way to balance a game. A champion like mundo running around unkillable, because mindless and undignified balance teams who shall not be named, buff him, is okay until his damage is way to high, which it is. And grevious wound doesn't do jack fucking shit to him. You can't be a tank and a fighter that is why juggernauts are toxic af.

Yasuo isn't a problem to counter as long as he is squishy. Tank Yasuo was a problem, so he got nerfed. But this rule apparently only applies to Yasuo because every other class doing this is apparently okay for some mentally fucking r%%%%%ed reason.

%%%%%e with range like adc need to have half the damage any fighter can have. They are by no fucking means front line fighters. They have plenty of crowd control to stop people anyone from getting close. SO them doing Yasuo level damage, abusing any and every item, and just being a toxic class is all because Riot gives them way to much for their cry baby mains.

Magic damage is balanced out by making mages immobile, except every new mage that comes out is just out running everyone. Neeko is a clone of LeBlanc and both are toxic. Most mages are toxic. Magic damage should be for mages, not everyone.

Assassins run in and out. They are meant to kill low hp champions. Atm they run in and kill a few full hp champions by 1 hitting them and walk away.

Support champions are to fucking support. They have to much in their kit to be able to do a lot of damage. If they get damage this game goes to shit. As it has.

Riot refuses to acknowledge that classes need to be classified and not share classes with one another because you get problems like Pyke, blitz, etc, who are doing to much damage with 4 different types of hard CC. Like this is the cause of all problems in this game. You can't add classes together and expect shit to be balanced.

11 Comments

Morgana Q Misser6 votes

Support=Support LOL

Bultz1 votes

[{quoted}](name=Morgana Q Misser,realm=EUW,application-id=3ErqAdtq,discussion-id=a9J8qPyA,comment-id=0000,timestamp=2019-04-16T01:35:56.845+0000)

Support=Support LOL

I mean is it that hard a concept? If I can grappel you, knock you up, silance you, then stun you, does it make sense that I am 1:1 with you in terms of damage?

Jamaree1 votes

{quoted}

I mean is it that hard a concept? If I can grappel you, knock you up, silance you, then stun you, does it make sense that I am 1:1 with you in terms of damage?

Depends, because there are four champions in the game can do that or close to that in a certain degree, and most people wouldn’t call Nautilis a support.

ZackTheWaffleMan2 votes

but nautilus is a support tank

Morgana Q Misser2 votes

If you can't CS or go to a sidelane to pick up levels and I can out damage you because your bot lane has been feeding me (and I play a damage support) then obviously I will out damage you

Dynikus5 votes

They blatantly and purposely ignore the rule of class for champions I just made up and are how I view things, but aren't necessarily the only way to view them.

FTFY.

This is the only realistic way to balance a game

It's not.

Slythrin Umbreon1 votes

Well... He started good with tanks, but then 5 words in everything just starts going downhill

Zero Shingetsu2 votes

Sure, I'll be your only upvote.

I agree with your basic premise. Here's your theories, why they make sense for good balance, and what's actually happening right now:

Tanks in theory: Small damage, lots of utility and tons of durability. Only mobile in short bursts, for the sake of initiating. They don't fight to kill, they fight to maintain a battle line and protect teammates. Tanks in practice: Melee damage-dealers who don't actually have to build damage to be successful. Some do build damage just to rub it in. Almost impossible to escape from, thanks to 40% CDR being almost guaranteed with any full build in the game. May or may not actually be able to take damage, depending on the opposing team comp.

Fighters in theory: Big, reliable damage in exchange for minimal mobility and having to exposing themselves to risk in order to deal their damage. Fighters in practice: Sustain, sustain, sustain. Get in, rip off tons of damage per hit, and heal most of it back when they take damage.

ADCs in theory: Less immediate damage, relies heavily on a steady flow of basic attacks. Tradeoff is that they don't have to expose themselves to danger (if they're skilled). ADCs in practice: Exactly the same as fighters, only with less CC and more mobility. Essentially ADCs are invincible late, unless you flank them while they're distracted by your team. Even then, if the ADC is sufficiently built and you don't have Executioner's Calling, you're probably going to lose 1v1. ADC vs. ADC is a coin flip or a contest of mechanical skill.

Mage in theory: The classic glass cannon. Can rip off a ton of damage at range, usually through AOE spells that require aim, but has no real way to stay safe if they get jumped. Mage in practice: Probably one of the classes that sticks most reliably to its original design. However, more and more mages have self-heal and CC, making it increasingly difficult to duel them. Once upon a time, dueling as a mage required an immense amount of mechanical skill. Now you just need to be able to cycle your CC and apply your burst with enough AP.

Assassin in theory: Huge amounts of damage, but usually in the form of up-close burst. The problem? Assassins are also glass cannons. They're identical to mages, except that they have mobility and reward exceptional mechanical skill. Assassin in practice: Initiate, burst, flash/ghost after target, get kill. Repeat as necessary or withdraw at your leisure. Runes like Predator, Conqueror, Triumph, Phase Rush, Fleet Footwork, and Nimbus Cloak have taken a lot of the edge off playing an assassin.

Support in theory: Be austere, eschewing gold in favor of helping your carry get gold. Ward everything. Heal, buff, and debuff. Control the map. Deny access. Support in practice: There's some of that. There's just as much strapping Ignite, damage, and space-age lasers onto the assassin support and trying to do as much damage to champions as possible.

It's not that this is always the case. It's not like you can never stop a Talon from having his way, and it's not like every Sivir is a powerhouse that can right click her way to a pentakill. But by design, such things are far more common than they were ever originally intended to be, and I don't really see how what we have now can be considered good role balance.

VoraciousX1 votes

[{quoted}](name=Zero Shingetsu,realm=NA,application-id=3ErqAdtq,discussion-id=a9J8qPyA,comment-id=0002,timestamp=2019-04-16T07:07:16.538+0000)

Sure, I'll be your only upvote.

I agree with your basic premise. Here's your theories, why they make sense for good balance, and what's actually happening right now:

Tanks in theory: Small damage, lots of utility and tons of durability. Only mobile in short bursts, for the sake of initiating. They don't fight to kill, they fight to maintain a battle line and protect teammates. Tanks in practice: Melee damage-dealers who don't actually have to build damage to be successful. Some do build damage just to rub it in. Almost impossible to escape from, thanks to 40% CDR being almost guaranteed with any full build in the game. May or may not actually be able to take damage, depending on the opposing team comp.

Fighters in theory: Big, reliable damage in exchange for minimal mobility and having to exposing themselves to risk in order to deal their damage. Fighters in practice: Sustain, sustain, sustain. Get in, rip off tons of damage per hit, and heal most of it back when they take damage.

ADCs in theory: Less immediate damage, relies heavily on a steady flow of basic attacks. Tradeoff is that they don't have to expose themselves to danger (if they're skilled). ADCs in practice: Exactly the same as fighters, only with less CC and more mobility. Essentially ADCs are invincible late, unless you flank them while they're distracted by your team. Even then, if the ADC is sufficiently built and you don't have Executioner's Calling, you're probably going to lose 1v1. ADC vs. ADC is a coin flip or a contest of mechanical skill.

Mage in theory: The classic glass cannon. Can rip off a ton of damage at range, usually through AOE spells that require aim, but has no real way to stay safe if they get jumped. Mage in practice: Probably one of the classes that sticks most reliably to its original design. However, more and more mages have self-heal and CC, making it increasingly difficult to duel them. Once upon a time, dueling as a mage required an immense amount of mechanical skill. Now you just need to be able to cycle your CC and apply your burst with enough AP.

Assassin in theory: Huge amounts of damage, but usually in the form of up-close burst. The problem? Assassins are also glass cannons. They're identical to mages, except that they have mobility and reward exceptional mechanical skill. Assassin in practice: Initiate, burst, flash/ghost after target, get kill. Repeat as necessary or withdraw at your leisure. Runes like Predator, Conqueror, Triumph, Phase Rush, Fleet Footwork, and Nimbus Cloak have taken a lot of the edge off playing an assassin.

Support in theory: Be austere, eschewing gold in favor of helping your carry get gold. Ward everything. Heal, buff, and debuff. Control the map. Deny access. Support in practice: There's some of that. There's just as much strapping Ignite, damage, and space-age lasers onto the assassin support and trying to do as much damage to champions as possible.

It's not that this is always the case. It's not like you can never stop a Talon from having his way, and it's not like every Sivir is a powerhouse that can right click her way to a pentakill. But by design, such things are far more common than they were ever originally intended to be, and I don't really see how what we have now can be considered good role balance.

To be fair most assasins use electrocute, and very few use any of the runes you've described. I'd say assassins are another one that sticks very closely to the design you described. A Katarina after she uses her entire cooldowns isn't gonna be able to do anything else, and I've done this before, after I blow everything I'm literally just sitting there auto attacking, with the occasional auto reset from E, and I usually die if they survive the initial burst.

Zero Shingetsu1 votes

{quoted}

To be fair most assasins use electrocute, and very few use any of the runes you've described. I'd say assassins are another one that sticks very closely to the design you described. A Katarina after she uses her entire cooldowns isn't gonna be able to do anything else, and I've done this before, after I blow everything I'm literally just sitting there auto attacking, with the occasional auto reset from E, and I usually die if they survive the initial burst.

I see loads of Talons, Pykes, Yis (only technically an assassin...?), and even some Katarinas using Triumph these days. The others are a bit more rare (though I had an Evelynn DESTROY my team with Predator recently), but Triumph is commonly getting assassins in my games 3-4 kills at around 10% health.

Bultz1 votes

[{quoted}](name=Zero Shingetsu,realm=NA,application-id=3ErqAdtq,discussion-id=a9J8qPyA,comment-id=0002,timestamp=2019-04-16T07:07:16.538+0000)

Sure, I'll be your only upvote.

I agree with your basic premise. Here's your theories, why they make sense for good balance, and what's actually happening right now:

Tanks in theory: Small damage, lots of utility and tons of durability. Only mobile in short bursts, for the sake of initiating. They don't fight to kill, they fight to maintain a battle line and protect teammates. Tanks in practice: Melee damage-dealers who don't actually have to build damage to be successful. Some do build damage just to rub it in. Almost impossible to escape from, thanks to 40% CDR being almost guaranteed with any full build in the game. May or may not actually be able to take damage, depending on the opposing team comp.

Fighters in theory: Big, reliable damage in exchange for minimal mobility and having to exposing themselves to risk in order to deal their damage. Fighters in practice: Sustain, sustain, sustain. Get in, rip off tons of damage per hit, and heal most of it back when they take damage.

ADCs in theory: Less immediate damage, relies heavily on a steady flow of basic attacks. Tradeoff is that they don't have to expose themselves to danger (if they're skilled). ADCs in practice: Exactly the same as fighters, only with less CC and more mobility. Essentially ADCs are invincible late, unless you flank them while they're distracted by your team. Even then, if the ADC is sufficiently built and you don't have Executioner's Calling, you're probably going to lose 1v1. ADC vs. ADC is a coin flip or a contest of mechanical skill.

Mage in theory: The classic glass cannon. Can rip off a ton of damage at range, usually through AOE spells that require aim, but has no real way to stay safe if they get jumped. Mage in practice: Probably one of the classes that sticks most reliably to its original design. However, more and more mages have self-heal and CC, making it increasingly difficult to duel them. Once upon a time, dueling as a mage required an immense amount of mechanical skill. Now you just need to be able to cycle your CC and apply your burst with enough AP.

Assassin in theory: Huge amounts of damage, but usually in the form of up-close burst. The problem? Assassins are also glass cannons. They're identical to mages, except that they have mobility and reward exceptional mechanical skill. Assassin in practice: Initiate, burst, flash/ghost after target, get kill. Repeat as necessary or withdraw at your leisure. Runes like Predator, Conqueror, Triumph, Phase Rush, Fleet Footwork, and Nimbus Cloak have taken a lot of the edge off playing an assassin.

Support in theory: Be austere, eschewing gold in favor of helping your carry get gold. Ward everything. Heal, buff, and debuff. Control the map. Deny access. Support in practice: There's some of that. There's just as much strapping Ignite, damage, and space-age lasers onto the assassin support and trying to do as much damage to champions as possible.

It's not that this is always the case. It's not like you can never stop a Talon from having his way, and it's not like every Sivir is a powerhouse that can right click her way to a pentakill. But by design, such things are far more common than they were ever originally intended to be, and I don't really see how what we have now can be considered good role balance.

Yay upvote! lol but yeah and without a strong foundation or an outline on the classes, champions abuse builds and items easier causing massive meta problems such as ADC basically abusing and being able to use items not meant for the class.

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