I am somewhat satisfied with what Riot's balance, bugfix, and gameplay design teams are doing.

ReshiKillim··1 votes·231 views

Before you downvote, please actually read the post.

Though the Stopwatch prevalence has quite irritated me as someone who usually plays assassins, and though I'm still quite a bit salty about the Evelynn nerfs, I'm thankful for the fact that we haven't had any completely ridiculous abominations hitting live in a long time.

Zoe was only mildly ridiculous, despite that utterly massive burst damage and annoying sleep bubble. I'm thankful we haven't had to deal with things like Zoe building off-tank and being able still be able bully people with massive amounts of damage, like Tank Fizz, Ekko, Yasuo, (and probably more that I'm forgetting) were able to at one point.

Nothing that bullies the botlane like initial release juggernaut update Mordekaiser that 100-0s people on his third hit and third hit alone, IRJU Skarner isn't the unbeatable godking of the rocks, Lulu isn't being a monstrosity that's bullying toplaners out of toplane and making it a living nightmare, no feral flare or pre-sated devourer that just scaled infinitely and turned any AA based jungler into horrifying abominations that belong in the darkest dungeon.

And though I miss it, another example of an abomination that hit live was Taliyah's minefield on release. Though I still think parts of her kit shouldn't have been changed the way they were, every nerf Taliyah's minefield was given was well justified, though they made me sad.

For reference, Taliyah's minefield could 100-0 someone like Riven on Yasuo at level 1. For example, each of Riven's casts of Broken Wings on initial release could trigger up to four mines at once. At the time, each mine did 80 damage, not counting the initial damage from casting the spell. Riven could trigger up to 12 mines in one go for 960 damage at level 1.

Kindred isn't the goddess of feast or famine and infinite snowballing with endlessly stacking % HP damage on hit anymore, though I think she does need some loving. And while the jungle is pretty unbalanced, and likely to get more unbalanced in the near future, we don't have to deal with things like Sword of the Divine Sword of the Occult Triple Q Hypersnowball Rengar.

Or 60% armor pen barrels Gangplank. Or Poppy being able to ignore damage because she ulted a support, thanks to her rework. Or when Veigar made playing AP champions hell by scaling with enemy AP in addition to his own. Or having to deal with instant/near instant silences on high burst assassins. Or all those times Ryze was ridiculously overpowered, etc.

Nor do we have to worry about Tryndamere, Soraka, Nidalee, Tahm, and others randomly killing their allies. Sivir and Ryze don't have bugs that could instantly kill enemies anymore.

But most importantly.. Dodge stat is not a thing.

5 Comments

Azeranth2 votes

Right, all these broken champs that Riot prevented after they released them as broken. What about entire classes of champ like ADC and Tanks that scale and also have good early game thus rendering early and mid game champs like Bruisers and assassins totally irrelevant. Or support that gets way too much free gold, how jungle can just jack off in a lane because their camps are never up so they never fall behind. Riot has fixed glaring issues, but the game is broken as fuck for 20% of the people in every game, toplane.

ReshiKillim2 votes

1: Assassins are not irrelevant, they're all viable, though some of them are in a much healthier state than others. And Rengar is getting his revert.

2: Riot is working on giving bruisers a keystone that fits their needs, though it's taking time.

3: Though jungle is still heavily imbalanced, not all junglers can camp lanes all day, nor do all junglers.

4: Supports need the free gold to be relevant, otherwise they'll fall back to being so far behind that they're glorified CC bots.

5: ADCs should scale and also have good early game, the main problems with the majority of the current strong ones is low item costs and fleet footwork's sustain, which causes them to power spike earlier on and drive out much of the competition.

6: Most tanks are in a healthy state, though a few outliers have proven to be problematic.

Azeranth1 votes

If a champion has good early mid and late game, when are they weak? Other have weak periods, like mages, who are weak early, excel midgame, and maintain some meh relevance late. They're average. Or assassins with pretty meh early and mid games, but late game can do only one thing, which is one shot a single squishy. Trade their life for someone else's. Bruisers are good early, but fall of late game. This is all to give a upside and downside to all classes. What is the downside for tanks and ADCs if they are good at all stages of the game, including late which is the most important, where team fights occurs, the two things ADCs and Tanks excel at. It's seems a bit overloaded

ReshiKillim1 votes

What should be the downsides for ADCs, is a lack of early-mid self-sustain, vulnerability when alone, and overall squishiness. Fleet footwork has been a major factor in covering for all of these, since you get sustain, and better kiting which significantly offsets the downsides.

Much of the problems with the classes that are currently problematic is not that they don't have downsides, though there's a few cases of that with specific champ and rune combinations, but there's enough utility flying around to offset the whole squishiness part.

For example, the prevalence of Perfect timing. Not only does it give you the stopwatch, but it also reduces the cooldowns of GA and Zhonya's, so there's no disadvantage for taking it on an ADC.

Azeranth1 votes

There is no major downside to ADC for the purposes of skirmishes and objective control right now. They obtain their items and power spikes way to quickly compared to everyone else, and then outscales everyone. They bring power to the table fastest, and they bring the most of it. That is entirely unfair.

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