[Serious] What In Your Guys' Opinion is a Bad Champion Design?

Jase135·12/2/2017, 12:34:13 AM·2 votes·820 views

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.

19 Comments

HalcyonDweller12/2/2017, 12:36:45 AM3 votes

In my opinion a good champion design is one that executes on a thematic and gameplay fantasy effectively. It should represent a cool and unique theme, and it should provide the player with mechanics that are cool and fun to use. Additionally those mechanics should be skill expressive, impactful, and fair to play against.

Dreadlocks12/2/2017, 5:04:36 AM2 votes

Look into the previous iterations of Rengar from release, to now.. Ull have a perfect idea of how riot took a sweet champion and theme and destroyed it

Gives No Lux12/2/2017, 1:26:20 AM1 votes

Bad champion design is like art, you can't describe it but you know it's OP when it beats you in lane.

5050BS12/2/2017, 4:09:08 AM1 votes

Yasuo Zoe The Dev for them has no clue how to design a balanced champ.

His thoughts "I know Ill make a champ that even when massively behind at 20m they will one shot anyone that does not build HP and Defs"

Mahou Chinchin12/2/2017, 4:44:19 AM1 votes

Bad champion design can be 1 of 3 things

  1. The champion has a tool for every job Essentially if a champion has no hard counters then they are badly designed. Yasuo is the only champion like this currently

  2. The champion has no synergy Abilities dont need to work directly into each other like Anivias q/r and e, but they can work like how Ammumu has 3 AOE abilities centered on himself and another to get him into position.

3.Has at least one ability that is fundementally overpowered This means that other abilities have to be almost useless to be allowed. See Trynd, Malph, etc. Ekko kinda fits here, but his non-ult abilities require a decent amount of skill so eh

  1. Has an anti-fun playstyle There are many playstyles like this, but the ones I can think of are full heal (soraka), trap n' pounce (teemo), pure annoyance (singed), and all rounder (yasuo)

I dont mean to say these champs are all weak or overpowered, just that they arent well designed

PhDs Nuts12/2/2017, 5:08:18 AM1 votes

SingedTeemo Their whole purpose is to win in the most uninteractive way possible.

HalcyonDweller12/2/2017, 6:55:56 AM1 votes

I thought of another one, although this one may have a poor score in fairness.

Vi - ex criminal turned cop who apprehends bad guys and punches her enemies a lot.

  • Her VO is very aggressive, much like somebody who would pick a fight. It fits her theme as a vanguard / diver.
  • Her Passive is kind of meh, it grants her a shield when she lands a spell on something, and it scales off HP, so it encourages her to build tanky if she needs it.
  • Her Q is amazing, the way it charges up and the knockback at the end is just so clean, the way she does the whole motion with a punch is even better. 10/10 such a satisfying ability to use. On top of that it takes time to charge up to full range, giving enemies plenty of time to see it coming and try to juke.
  • Her W denting blows rewards her for landing 3 punches in a row by giving her attack speed and damaging the enemy for some extra % of their HP. Not much to say here, normally I hate having a basic ability as a passive, but Vi makes up for it in style.
  • Her E is absolutely great for delivering on her gameplay fantasy, you punch things as Vi, and you can punch things again by pressing E and resetting her auto-attack while dealing a boost of damage and striking enemies in a cone behind your target. The AoE and sound effect makes it super satisfying to use. And the way you get to activate it to reset your basic attack and enhance it just makes you feel you are punching the enemies through your keyboard as you press the E key.
  • Her ultimate suits her theme pretty well, although it's definitely the ability that scores worst for fairness. Being able to single out a target and 'apprehend' them fits her theme quite well and it allows her to fulfill her gameplay fantasy of chasing down targets and punching them.

She makes a good diver, but she can also be built tank, so her build paths are flexible and she can succeed with a variety of builds, but no matter what you do when playing Vi, you will most definitely feel like you are punching things.

Shadòw12/2/2017, 12:41:45 AM1 votes

Malzahar Akali Shaco