League has a Pay to Win Problem
There are several fundamentals of game design that are broken when your business model is:
* Release new champions every year
* Having over 150+ champions
* Keep champion design to a minimum to keep people from being overloaded by complicated mechanics (example: Dota champion abilities). Though Riot is breaking even this rule of theirs for the "rule of cool" (ex: Aphelios, Sylas, Zoe).
* Sell skins and give the best skins to the most popular champions.
* Release a patch every two weeks.
As a result, this has changed league from a competitive game to a true "play for free with our new cool toys every month" game. Which I suppose was the endgame for League to begin with. We all knew they wouldn't be able to last on the model of a game where you just kept releasing champions. And now, we're at the cliff where champions overlap each other in abilities, champions can always feel outdated, and there exists a trend where you get the phenomenon that we all dread: "pay to win" champions.
The current pay to win champions are those who cheat the game balance for the sake of feeling cool and selling well, resulting in lopsided balance. It's easy to figure out which ones they are. Just look at the ones who are given a lot of press time, competitive time, and skin focus. I'll list the obvious ones:
- Senna (Senna is the definition of a broken design. She would do well in a game like Dota where they allow multi build champ, but League is not a game that has been balanced around this concept, resulting in this champ standing out way too hard.)
- Aphelios
- Akali
- Pyke
- Qiyana
- Zoe (at one point. Had to be nerfed hard to balance)
- Kaisa
- Sett (His low mobility is a good weakness, but it sucks having another tank buster)
- Ekko
- Fizz
- Darius (hesitant to put him, but he does a lot of cheating for his supposed balance)
- Yasuo
- A lot of mid AP mages and AP + AD assassins
Pay to Win champions are the result of the consequence of Riot's business choices finally coming to head. The community denied this was happening for a long time saying that the game is fairly balanced, but we're now ten years later into this design cycle and we have enough evidence to say to the contrary.
So has the community accepted this reality or are we just going to continue to pretend it doesn't exist?