Counterplay isn't what people thinks it is

slippykitten··1 votes·795 views

This has taken me a long time to realize, but the very idea of counter play, in the way some people mean it, is entirely bad for the game. Let me lay it out for you.

**The right way to think of counterplay: ** When i get in a game lobby, i begin tactical decision making to try to secure a victory. I pick certain champions for a team comp to beat theirs, i take certain summoners to counter their abilities. Maybe we even recognize one of our carries got counter picked, so we pick a jungler we know can shut that enemy carry down early.

When the game begins, i make decisions to counter my opponents decisions. I expect that at this point i can make the right choices to beat my opponent, and if i don't, i lose. If i feed my lane, then i know that, as a team, we have to now make other decisions to try to counter play the fed carry. Maybe that means buy a thornmail, maybe that means blow all cd's on one person, but the decisions i make inherently have to change to counter the enemy team.

The wrong way to think of counterplay: When i get into a game lobby i can just pick whatever champ i feel like playing and no other champion or team comp should have an inherent advantage over me. If i feed my laner, i should be able to still press my buttons just the right way and beat them. *I should feel strong at all points of the game, and be a relevant threat, no matter how poorly i am doing. *

My spells, item choices, playstyle, and objective focus is just about what i like and should not have to change to counter my enemy. There should always be a way i can just run into any enemy champion and beat them, regardless of all previous tactical decisions.

Of course nobody would word it that way exactly, but that is what people mean when they say "x champion just has no counterplay" - They USUALLY mean that they just played a game where they made all the wrong choices and then had no ability to 1v1 that champ.

You should not be able to 1v1 a champ that tactically counters you AFTER you fed them. To make this even possible, you literally have to reduce the game to nothing more than a fighting game, making tactical decisions obsolete.

Tl;dr - Counter play doesn't mean you have the ability to beat the enemy team by pushing the right buttons, no matter what previous choices were made. Counterplay means that at the start of a lobby, each team has equal opportunity to counter their enemy with tactical decisions that begin at first ban and end at the victory/defeat sign.

4 Comments

ModKnightsKemplar1 votes

I agree with all your points, but you left one out that I consider important.

Counterplay also requires that there are things to stop a champion even if they get fed. For instance, Katarina has counterplay because her damage is largely negated by holding a stun for her.

There are champions that are unstoppable once they get ahead. This is a problem for the game. LoL lasts 30-40 minutes a game, if it's close. It's horrendously NOT fun to play that out if all the decisions are made in champ select. That's why you need to have individual counter play for each and every champion.

I'm not saying EVERY champion should be able to counterplay any other champion. I'm saying that each champion needs to have something that can shut them down a bit, even if they get ahead.

slippykitten1 votes

{quoted}

I agree with all your points, but you left one out that I consider important.

Counterplay also requires that there are things to stop a champion even if they get fed. For instance, Katarina has counterplay because her damage is largely negated by holding a stun for her.

There are champions that are unstoppable once they get ahead. This is a problem for the game. LoL lasts 30-40 minutes a game, if it's close. It's horrendously NOT fun to play that out if all the decisions are made in champ select. That's why you need to have individual counter play for each and every champion.

I'm not saying EVERY champion should be able to counterplay any other champion. I'm saying that each champion needs to have something that can shut them down a bit, even if they get ahead.

Right, there should be options at all points of the game. However, sometimes players mean they want the option to spend 500g that just lets them beat the crazy fed zed 1v1, and that just doesn't make sense from a tactical gameplay stance.

If ONE person is fed, but the gold is relatively equal on both teams, you should have options to beat them.

ModKnightsKemplar2 votes

Of course. You always have the nooblords who think that Kata is OP because they gave her 12 kills in lane. Nothing to do about that.

When I play duo with my buddy, he often says "What do you do when [whatever champion, probably an assassin] gets 6 kills and then roams us?" And I always say, "Lose. And try to not get paired with idiots next game." Sometimes, it's a forgone conclusion, and I have no problem with that.

slippykitten1 votes

Obviously this is quite general. When a certain champion has a problem with "counterplay" we should mean that there are not accessible options to dealing with that champion, not that the champion just 'feels strong' verses the champion i like to play.

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