[Serious] What In Your Guys' Opinion is a Bad Champion Design?
Just to preface things a bit, I come from Smite. I alternate between the two games once I become burnt out on one. Playing them both has made me wonder about the small things involving champion design, and what makes a release successful. For those of you who don't know, in Smite, there are a multitude of other game modes than the equivalent to Summoner's Rift, Conquest. Imagine if the rotating game modes were right there next to ARAM. These modes typically involve higher gold spooling. This is important and I'll come back to it later. There are a few gods that have just been labeled as pubstomp gods, and will likely never see any balance changes. Multiple Pre-work Yorick scenarios. This can be attributed to their volatile kits for the most part, especially in the other game modes. For example if a champion with poor early game sustainability is put into a mode where the gold gain is tripled... suddenly their options for counterplay have been removed, because they hit their strongest point faster. Yes, the other gods hit that point as well, but they don't scale as well, so they fall off faster. As a result, there seems to be a divide between Conquest and the rest of the modes in terms of balance. Wouldn't that qualify for a rework, if a champion is only capable of pubstomp and their kit is either simply outclassed by the newer releases, or they're gated by a lack of versatility? If anyone else is knowledgeable of Smite I'd be happy to discuss this in a more specific manner, but I can translate such an idea to a League of Legends view as well.
The Dev for them has no clue how to design a balanced champ.
Their whole purpose is to win in the most uninteractive way possible.
