Champion classes discussion

nìngen·1/10/2019, 7:04:43 PM·3 votes·1,981 views

Hey guys, I wanna start a conversation about what I think is one of the 2 things that make the game feel "not fair" right now : badly executed champion classes (the second thing being the current MMR system) These are based on how things feel rather then statistics since we don't know them; What they are supposed to be and what they currently are, each individually:

Tanks: Imagined concept: hard to kill, good amount of cc and initiation, but importantly no damage Riot's explanation :

Tanks excel in shrugging off incoming damage and focus on disrupting their enemies more than being significant damage threats themselves.

Current state: -hard-ish to kill (currently even if you get only armor on first back you still lose 3/4 of your HP from a single combo from a champ that went dirk, which kinda defeats the purpose of lethality), I've seen this happen often with Aatrox f.e.; -good amount of cc and initiation; -way to much damage for a tank champion, big base damage with low cd;

Lets look at Malphite for example, clearly a tank champ, great initiation, decent cc with AS slow and MS steal, and ult obviously, the problem is even if he goes full tank his combo will deal a half or more of a champs hp on top of slowing the targets AS and MS and stunning him,after that he can probably finish his opponent as his Q and E will come soon. The correct implementation of the tank concept for him would be for example maybe more AS and MS slow but significantly less damage making him kill a champion only if he has a damage dealer with him. Of course much more then this goes into play but the idea should stay the same.

Only exception where a tanky champion should have damage is if he is a Juggernaut, great concept with a clear disadvantage of being immobile.

A class that doesn't have such a clear disadvantage is Skrimishers as Riot calls them, or bruzers as we do: Imagined concept as explained by Riot:

Skirmishers aim to shred through any nearby enemy that approaches. Because Skirmishers lack high-end burst damage or reliable ways of closing in on high-priority targets, they are instead armed with situationally powerful defensive tools to survive in the fray, along with extreme sustained damage to cut down even the most durable targets.

A risky concept, the "not fair" feeling mostly comes from this class, since they mostly feel like they don't have an disadvantage at all: -high damage(their "sustained" damage quickly turns into burst damage if they are only slightly ahead) -extremely high mobility -"situationally" powerful defensive tools (only situational defensive tools of them are Yasuos w (he still has his shield) and Fioras w(also has ult heal), Jax ult and Tryndamere ult are only cd wise situational)

So a "bit" of everything, no clear disadvantage is a badly designed class in my opinion, mastering these champions makes them feel even less fair to play against. Some counter arguments might me: high skill cap( only some of them), bad in teamfights( only situationally), bad if not ahead( this one is just another proof that they aren't healthy since then they become not fun to play alongside with not fun to play against); Good thing about this class: they look flashy doing stuff...

Botlane:

A pretty nice concept, a team inside a team, individually weaker then anyone, together slightly stronger then a non-botlane champion since it requires good cooperation, different types of supports and carries(kill botlane/ hyper carry/ utility); very good concept overall; Current state: -a thing that I think most people agree, we don't wanna see mages, bruzers, and anything else on bot besides marksmen and supports, the idea of a role in League is one of its most attractive attributes. (even for a preseason to see a normal botlane so rarely is discouraging, people should experiment with different ADCs and their builds rather then how can i pick a bigger cheeser on bot, not only bot wise this whole preseason should be named cheeseseason, since that is the main theme in the last month). -a think for support that feels bad: ever since last season, when Riot decided to make junglers and supports able to carry the same amount as other roles, it feels like the previous enchanters became enchanters+lane pokers, and the lane pokers became botlane AP carries. Janna, Lulu, Soraka, Nami now have incredible poke potential, while I can't even tell how much games you can solo carry as Vel'koz, Brand, Zyra support (they offten have the biggest damage dealt in a game which should never happen concept wise) -the recent addition of a assassin support is just beyond any reasoning, thematically a very bad decision, we already have some great examples how a good fun support champion looks like (Thresh, Rakan, Bard amazing support champions, very fun to play, fun to play against, while still sticking to their theme of no damage)

Generally I'm interested in what people think about the decision to make all roles have the same carry potential, I personally think it's a bad decision, the game felt way better when everybody knew their place (Example of Doublelift not knowing his place when walking into Crowns range even after a won teamfight), Mid was the strongest in general, ADC a late game monster, toplaners either teamfight or splitpush monsters, while jungle and support are the most important early champions. It should never happen to see a jungler that was PvE all game come to a lane and be able to 1v1 a laner, which is often seen nowadays, even supports can often win 1v1's. Now it feels like 5 individual carries vs 5 individual carries, very discouraging time to play.

Obviously these are not all the classes, else are either well balanced or I don't have a good understanding of them. I'm interested to know what you guys and possibly Riot think about the current state of the thematic in League roles.

All champions are obviously around 50% win rate, but that doesn't make them even remotely healthy for the game. (If that was the case you could just make a champ that has a 50% chance to win or lose a game when it starts and call it balanced). Interesting thing how 2 champions are released so close to each other yet one (Rakan) is super well balanced and healthy but the other (Zoe) insanely unhealthy and unbalanced. I guess its a thing about who makes the champ since one champion designer has a much better understanding about the game then the other.

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