Thoughts On Ballancing and why im probalby going to quit leauge soon

WC9 Umbra·9/17/2019, 9:58:14 PM·23 votes·11,745 views

Before you read, i know this is a lot of text, but this has been building up inside of my head for a while now and i had to let it out. This is more to players that are heavily invested in league

Iam a D2 Darius OTP and quit playing ranked about 2 months ago. I only play Decay games from now on. I have been playing leauge for over 5 years now, and its getting less funn every patch. Its not that i dont want to play leauge, its just that i cannot enjoy it as i used to. This could be me changing, but i also think its riot ballancing the game in a way that is not funn for most players.

I have a lot of good menories in league and it hurts not being able to enjoy it anymore.

I didnt use any statistiks for this. This is mostly subjective. This is a Darius perspective on the game. Feel free to add your point of view in the comments.

Counterpicks:

Yes counterpicks are important and should always exist. But at this point it has gone a little to far i think. Counterpick Meta is not funn. No one wants to loose game in champ select, or already be at a huge disadvantage, when the game hasnt even started yet. I get it, for proplay, its way more interesting to watch and there drafting is a huge part of the game. But for soloq i dont see the funn in it. When the enemy Toplaner locks in something like Kennen or Jayce, you are already way less likely to carry the game, due to how save the enemy laner can play. And if they basicly neutralize you in champ select, they chance of winning a coinflip is already higher, than if they played a proper meele champion. I am not saying, that there is nothing you can do about Ranged toplaners, but if you ask me the amout of work you have to put into beating them, is unreasonably high, when comparing to meele toplaners. For Example, Riven is good against Darius, but if you are good on Darius, you can beat a Riven, and same aplys for the Riven. If either Darius or riven makes a small misplay, the other one can capitalize on that, and snowball the lane. But when facing ranged toplaners, the amount of misplays they have to make in order to die, is a lot higher. The better Player should winn. Counterpicks should only so much compensate for a skillgap. I think for now they are too effective.

Note on Ranged Toplaners:

For some reason most ranged toplaner have an escape tool. So even if they make a mistake, they have a tool to make up for that mistake. Some spells are on a reasonable Cooldown, like Gnar E cooldown is 22 at rank 1, but some champs like Kennen or Karma, have it on a realy low CD (10,12 sec CD), wich sets it on a way lower cooldown than most engage spells from mele champs, wich tent to be on 18+ sec CD.

Note on Klepto:

Main problem is Kleptomancy on Ranged champs. Their Poke can already be hard to deal with at times, and they are likely to get a CS lead early on and them getting rewarded even more by Klepto, makes it kinda unfair.

Note on Ranged champs and Keystones:

Some Runes have their Variation depending if they are taken by Meele oder Ranged champs. (Fleet, Conq, Graps, Glacial) But somehow other Runes dont have that difference. Klepto on Ranged is the same as on Meles, when Rangeds can use it way more effectively. Phase rush is the same story. A Ranged Champs can always make more use if a move. On top of that, they can obviusly activate it from range, giving them an even bigger advantage. Aftershock has also been a problem on ranged champs in the past. I dont know why riot just disables it for ranged champs, that would have saved us from a lot of trouble. There is a good reason why Ranged champs have lower base movementspeed values. I am not calling for these Runes to get nerfed into oblivion, but for them to be more effective on Meele Champs.

Ballance of scaling champions:

I dont think champs that scale realy good into mid and lategame should be allowed to also have a realy strong early game. Usually champtions are either strong early, mid or lategame and are not strong in all 3 phases of the game. Olaf is a good example for this. His early game is realy opressive, and if he gets ahead in lane its torture. But the further it goes into the game, the faster he falls of duo to his low range and bad engage. Very strong Early. But then there are some other champions, like Riven, Jax and Fiora. All three of them are very Potent early game, and can beat out any mele toplaner if played right. They Have a Strong early game, and will scale better than any other Toplaner.

I dont think it maks any sense from a gameplay view, to have champs that scale like this: strong Early --> stronger mid --> even stronger lategame. It is NOT funn to play against, knowing that one death will end the lane for you, but when they die, they can always rely on good scaling.

Good Examples for scaling:

Aatrox Urgot Kayle Darius Gangplank Mordekaiser Yorick

Bad Examples for scaling:

Akali Riven Tryndamere Fiora Jax

Mage Items and MR:

I think mage items ovver too much utility and are too effective.

Mage items vs Bruiser Items:

item 3152 300 HP, item 3165 300 HP, item 3151 300 HP, item 3116 300HP.

item 3078 250 HP, item 3071 400 HP, item 3053 450 HP

Just as in movementspeed values, there again is a good reason why ranged champs have lower base hp than meele champions. I will not explain why, because i think it should be fairly obvious to anyone who is playing the game at a decent level.

Then why do Mage items, that any mage can buy in a dmg oriented build, give more, or just a little less HP than Bruiser items. And while item 3078 and item 3071 do not stack well together, the Mages items stack very well together, and it is not rare to see 2 or more on the same champion.

A Mage with 600-900 bonus HP is a lot more effecive than a Bruiser with 600-850 bonus HP.

This just gets worse due to the existence of the single best item in the game. item 3157

I think it has the Single best Active in the Game, because i have seen it change the outcome of so many games by itself. It also gives armor, wich scales very well with the tons of bonus HP mages are getting.

CDR is also a big Problem. You can get 40% cdr with just one or two items. (item 3152 +item 3157 +20% from runes, or item 3285 +20% from runes)

There are a lot of Mage items that have CDR now. A lot more than it used to be. Having 40% CDR used to be a Luxury, that you had to take some downsides for, but nowadays its hard to have less than 30%

three more mage items are a huge problem.

item 3152 is way too cheap. Compared to bruiser items its way too effecitve. The cheapest powerspike you can get as a bruiser is Black cleaver for 3000 Gold, protobelt is 500 gold less, but still they can oneshot you with it. The power spike is just as good, for a much lower price. Combining it with Zhonias makes it even more ridiculus, because the HP and armor scale very well together.

item 3165 it is just too good. For some reason it has 2 very good passives combined in just one item. Magic pen has always been core on a lot of mages. But since the Item rework they also get Healing reduction for free

item 3135 gives too much penetraion. Combine that with how much flat penetration exists, and tanks start to look realy squishy.

Note on MR items:

item 3065 is the only viable option most of the time. item 3194 for some reason has 100 HP less than item 3065, making in bad in comparison item 3001 Only good on tanky Champs that deal magic dmg. item 3156 Basicly dead, because it doesnt stack with steraks. There are not enough MR items and the options we have are not great.

item 3194 and item 3065 have terrible build paths. item 3211 is a terrible item and doesnt do anything for you in lane or mid/lanetgame.

Also these two items have Base reg as a stat, wich doesnt realy make sense. It doesnt make you more tanky, and having more base regen, when your HP pool is like 3k+ is irellevant.

If you compare that with the wide range of armor items, it becomes obvious that something has to be done.

Note on healing reduction:

the amount of healing reduction there is forced riot to buff all champs that rely on healing, to still make them somewhen usefull, even if healing reduction is being build.

That again forces you to get healing reduction every time a healing champ is picked, because if you dont they will be too strong.

It is not funn to have to buy a 800 gold item (item 3123 ), just to not auto loose to healing champs, nor is it funn to loose, just because your enemy bough an 800 Gold item.

Note on raptors cloak:

Shame it doesnt build into any good items

Teamplay:

I get it, its a team based game, and its more funn in competetive to watch a well coordinated team. But For soloq, the more team oriented gameplay is not funn at all. Solo Carries are rare these days and require way more efford than a few seasons ago. It doesnt feel like the best player decides the game, but the worst player does. If one of your teammates doesnt want to winn, the chances are, you wont winn. Is a game of "who gets the r%%%%%"

Y%%%%%u obv. will climb over time if you play good, but as someone who doesnt want to waste hundreds of hours into league just to get a decent rank, this feels very unrewarding. If iam playing good i want to climb, and not play 300 games to winn 170 of them and climb through that.

Powercreep:

There is too much dmg in the game. Runes giving a lot of damage, wile the defensive ones are a lot weaker than the dmg ones.

It is a oneshot, or get oneshot, wich i dont think is enjoyable.

Note on new releases and reworks:

This falls also under powercreep. Riot has the tendency to make every new champ and rework "better" than the previous, aka overloading the kit to absurd levels, best examples being Akali, Kaisa and Irelia. Even after countless nerfs these champs are still top tier, wich i think says enough for itself. They dont seem to care if somethng is funn to play against or not. This leaves older champs

Tank ballancing:

Stop giving tanks more damage. If you want to buff them make them tanky. Tanks, its in the name.

Skinns affecting game ballance:

It probably has always been like this, but i feel like lately riot has gotten too greedy.

Kaisa is one of the strongest champs in the game and has been like this pretty much since her release. But since she has a prestige skin and 4 other skinns, she clearly is getting favored by Riot.

Khazix was already in a good spot before the buff they gave him. They clearly buffed him to sell the tons of championship chromas they released last year.

Evelynn was in no need of a buff, but strangely also has a prestige skin.

Riven is getting buffs on pbe the same time a prestige skin is getting added.

Closing words:

i will stick to league at least untill next preseason. I dont want to drop league, but if it gets worse as it did the seasons before, im afrain there is no other way to me.

A lot of my friends in Dia+ recently quit league for similar reasons.

24 Comments

Zero Shingetsu9/17/2019, 11:30:56 PM16 votes

The game is beyond repair. I've said it six dozen times, at least, and others keep saying it as well. There's no fixing it. However, a good game developer would either at least try to fix it (Riot is actively making it worse), or at the very least, retire the game and move on to a fresh project. I'm fairly sure Riot knows every single employee it has is incompetent. With the singular, tiny, nearly indiscernible shred of competence left in the front office, they've made the call that this team would never be able to make a good game from the ground up. Therefore, they continue to string this collection of broken bottles and tin cans along behind their sputtering van, hoping to get to the bank before they run out of fuel (the players).

It's a sad thing, when they had so much potential. The truth is, League was never a truly good game. It was a fun game, early on, but it wasn't a good game. It had the potential to be something great. Rather than realize that potential, Riot went in all the wrong directions with their human resources and ended up squandering every bright spot in the game's future.

If only my fans would let me stop playing, I'd never have to look at it again for any reason. Oh well, maybe these posts will eventually get my account banned or something... Most companies would have already banned such dissident speech, but Riot is notoriously good at ignoring the boards.

Anime Es9/17/2019, 10:01:38 PM8 votes

But Darius is broken

5050BS9/17/2019, 11:50:19 PM7 votes

fyi wall of text crited me after first paragraph.

on the Counter picks issue I agree. Its gotten to the point that some champs just lost lane hard because I picked First. Its BS. Champs should not counter other champs THAT hard. BUT also champs need to NOT require a counter to be stopped.

It all rolls back to the game Balance that is just shit.

Hayaishi29/18/2019, 2:18:24 AM5 votes

I quit this game due to balancing around pro play.

Every problem with balancing has to do with pro play. The moment Riot started to balance solely for them its the moment game quality for the average player decreased.

HeeroTX9/18/2019, 3:37:24 PM4 votes

[{quoted}](name=One Dunk Man,realm=EUW,application-id=3ErqAdtq,discussion-id=fYwObt3h,comment-id=,timestamp=2019-09-17T21:58:14.870+0000)

Y%%%%%u obv. will climb over time if you play good, but as someone who doesnt want to waste hundreds of hours into league just to get a decent rank, this feels very unrewarding. If iam playing good i want to climb, and not play 300 games to winn 170 of them and climb through that.

Ideally, "climbing" should be brief and simple. The POINT of climbing should be to get to your proper rank so that you can play "even" (and theoretically "fun"/competitive) games. The problem is that it seems like "climbing" has become an end unto itself, especially since you get a bunch of smurfs that just want to noob-stomp.

Ragnaveil9/18/2019, 4:13:53 PM2 votes

Your mage item points and points about good and bad scaling were already enough to give you a upvote.

preternatural9/18/2019, 3:43:07 PM1 votes

nah bruv, you are a darius OTP. what you complainin bout?

Lovelle9/18/2019, 8:40:43 PM1 votes

As a Trundle OTP I feel you. Both immobile melees and tanks get the short end of the stick these days. Since resistances have no real scaling anymore, every fight basically becomes a dps check, which gets old fast.

Literal IRL Tree9/19/2019, 9:46:26 AM1 votes

Revert the AP item buffs on Void/Rabadons and make mage items have less cdr. Keep the lost chapter items at 20% but remove cdr off of Zhonyas to make them actually lose something when they want to buy it. Increase the cost of Protobelt by 200-300 gold to better match its power level, maybe give it like a .1% better ap scaling for compensation for late-game power on those who buy it. Nerf the offensive runes/Buff the defensive ones. Rework Aftershock to do no damage and maybe make it like old Maokai ult but nerfed down. Nerf flat pen across the board by 3 on all items. These would be a decent fix to the damage creep anyway.

The Kombinator9/19/2019, 10:03:30 AM1 votes

CDR used to be the "support" stat. Cheap, and low other values. It went perfectly with the supports' large base values, and low scales style. Supports were always a bit special, because of the lack of gold (Pyke excluded). In the past this were solved by cheap support items with CDR, and usually some not too strong active effect. Getting 40% CDR meant a great trade with AD, or AP for others.

Now everyone has it, and enchanters still balanced with 40% CDR. Lulu ult with 40% CDR has bigger CD, than several assassins' ult wih 0.

Yenn9/19/2019, 10:10:57 AM1 votes

Posts like this are weird.

Darius with Ghost dumpsters Kennen. Darius without Ghost is still in favor of Darius. It's one of Kennen's lowest win rate match ups, at 42-46%.

Apprehend is roughly the same range as Kennen's auto attacks. If he gets Apprehended and Darius ghosts, he's guaranteed dead even if he ults. If he gets Apprehended and there is no ghost, he loses ~70% of his health, and he has no sustain. Darius heals over a portion of harassment he's taken from the Apprehend pulling him into the outer edge of Decimate, and Cripple allows at least two extra hits before he can disengage.

A common strategy is for Darius to rush Phage, kill a minion as Kennen goes to CS or harass, and then use the speed boost to get in range to Apprehend. Kennen has to anticipate this and use E immediately. If you don't use Apprehend and he anticipates wrong, you're guaranteed to have him the next time he tries to get in auto range.

The same applies to Gnar, but worse. His auto range is much lower than Apprehend. Any time he autos and Apprehend is up, he's guaranteed to get hit by it. The only mitigating factor here is that he's not reliant on movement speed, so he can disengage faster, and has more survivability.

I think it says more about the state of balance that you can climb with this champion without having a very good understanding of his match ups.

sykesGG9/17/2019, 10:08:27 PM1 votes

ehre