Presenting: Several Unpopular Ideas @ Riot

Kal Vas Flam·5/17/2017, 2:10:34 PM·1 votes·265 views

Gonna cut this short and sweet. Downvote away.

Edit - Dunno why it numbered this, but it looks even worse without them, so I've going to leave them.

  1. More bans is not a good thing. In fact, a world with zero bans would be ideal. I legit feel that Riot takes forever to balance champs because of this cop-out, "Well, they can just ban it in ranked for now." I have no doubt that Riot is full of professionals who take their jobs seriously, but for a competitive game of this nature balance should a weekly thing. Whatever internal testing you're doing isn't really getting the job done, so you might as well hotfix balance on a regular basis and tweak it based on the real sample size. And at that point the entire concept of bans becomes moot. This game will never be truly balanced, but it should be close enough as to not have any "mandatory bans" due to certain champions being blatantly broken.

Also, it's always, ALWAYS the last pick who waits until the final 2 seconds of his selection to dodge. We're going to have some spurts of 30min-1 hour in-between games once we have 10 bans, and I am just not looking forward to that. I'm a casual; I'm a casual because I'm busy IRL, I don't have time to sit around for that long between matches.

  1. You could remove supports from the game and it wouldn't matter. In a world where LoL is 4v4, it's the same fucking game. Ward mechanics would probably have a to change, but support is the only role that just doesn't matter. Why? Why do you allow 20% of the game to not matter? There's a reason people have been finding ways to squeeze tanks and AP mages into the role. Hell, sometimes they just double on AD carries. MissFortune Yes, a good support wins the lane while a good ADC carries late game, but the point is you don't need an actual support champion to fill that role, and why are ADC's still a threat early game while supports aren't even there in the late game?

I used to think this was a low ELO problem. Like, "supports here just suck cause teamwork sucks, it's different at high ELO I'm sure." Then I watch pro teams, supposedly the best in the world, and the only difference I see if their supports know where and when to ward better than the Bronze-Gold players I get matched with. Looking forward to Redemption being gutted or removed as well - because we all know that's coming.

  1. The only way to ever get any real balance in this game is to create classes and class itemization. I started playing Ultima Online in 1997, and though I didn't know it at the time, it was a special game. It was a sandbox game without any classes or races to skew things, and it was balanced because everyone had all the same advantages. That's not the case in this game though.

In this game ADC's cannot just build tank like a top lane Shen would and get the same results. Top lane Shen cannot build an ADC Crit build and get the same results as a carry. You have classes in this game, and you need restrictive and targeted itemization. How many more tank Ekko's do you need before you accept that open itemization is broken in a game with this many wildly different character archetypes and scalings? We already have AP Maokai terrorizing people after an update that was supposed to make him lean more toward hard tanking. And you think that's it? You think it's over? Patch 7.9 is still fresh, people will break the fuck out of the new items - it's coming and your balance team will need MONTHS to fix it all. All you had to do was create class specific items and enforce their applications.

  1. Teemo needs a scouting mechanic. I don't hate or love Teemo, but I originally started playing this game years ago because I like the idea of being a scout running around the map collecting intel on the enemy. Instead I got some mushroom addict poisoning people to death like a sadistic scorned ex-wife during the 60's. Teemo is an established champ, OK, maybe you don't want to rework him that hard. Give me a scout though, either though a rework or a new champ.

6 Comments

Bunnymap5/17/2017, 2:17:48 PM2 votes

Oh boy First 2 lines and this is already Fitting board stereotypes.

Mecha MaIphite5/17/2017, 2:36:55 PM2 votes

You could remove supports from the game and it wouldn't matter.

Can you substantiate this? Because I see two main problems with this.

Firstly, different supports fulfil different roles. MF support was a counterpick; tank supports, mage supports, and utility supports all serve different roles, and one is more useful than another in a specific situation. That's why you get certain combos like Lulu and Kog; they work well together because Kog is a fairly immobile hypercarry, and Lulu can protect him with shields and peeling. Something like Brand support wouldn't work as well, even though he would be better at bullying. Similarly, ADCs who need to get kills early work well with aggressive supports. A Braum in the same situation would do his job, but something like Blitz might be better. Traditional supports, while replaceable with more niche picks, are still better in certain situations and therefore are not redundant.

Secondly, there's the practical problem of actually reworking every support into a jungler or a solo laner. Champions like Lulu or Janna who went to solo lanes were reworked because they had more gold, therefore having damage or tankiness that could rival a real solo laner, while also having a kit based on utility.

I'm also not convinced that having a 4v4 would be the same game; the reason support and AD are bot lane is to have more pressure on dragon. The actual location of objectives has an effect on how the 5v5 is set up.