I'm new and curious about a few things

No1 Waifu··1 votes·325 views

Firstly. I really like Tristana, however there is one thing i dislike about her, the W, can someone please tell me why when you jump you are still able to be crowd controlled, it makes the escape attempt useless especially when you're almost always laned against Thresh or Blitzcrank, or traps on the ground, I'm in the sky why do ground based traps go off?

Secondly. This isn't game mechanics related but why does everything cost so much? I want to play all these cool champs; Taliyah, Azir, Anivia, Camille, Gnar, Gangplank, Hecarim, Irelia, Draven, Morgana, Mordekaiser, Diana, Sejuani, Vel'Koz, Viktor, Zed, Vladimir, Swain and Rakan just to name a few. IP takes forever to farm and I only get like 70-120 per match.

Thirdly. Why are some Champions ridiculously powerful and others seem incredibly weak? Wouldn't it be better if there was more variety than Jhin one trick, Yasuo one trick, Darius one trick, Garen one trick, etc

That's it for now if I think of anything else I might add it.

OK thanks for explaining some things for me, any tips for newbies?

9 Comments

UnboundHades1 votes

every champ has their own strengths and weaknesses it just takes time to learn then and for champs being expensive it took me around 3 years to get every champ and some runes with ip soooo(u fucked basically). and trist jump is a long distance ability for an adc that can be reset so it only makes sense as to why it can be stopped with cc

Foxynth1 votes

Try using her jumps to chase or to jump to the side. You kind of have to predict with ANY mobile champion when the CC will come so you can laugh as you simply move out of the way. Also the game revolves around working as a team with a million different ways to be played each game. All the champions are very expensive so that it doesn't become OVERWHELMING to play them all.

Brutalitops011 votes

1: You can still be CCed during her jump because if you couldn't, it would be much too strong for a basic ability. It's already the longest range mobility tool in the game other than semi-global ults, it has a way to reset it, it slows enemies hit, and it adds a stack to the E (dealing bonus damage if it detonates it). However, here's a trick to avoid that: start your W animation just before you get hit by a hook. If you having actually jumped when you get hit by the hook, you'll jump after getting hit to the same location as you would've if you hadn't been hit by a hook or anything.

2: First off, right now, Azir and Mordekaiser are legitimate garbage and there's no point buying them until they get reworked. If you buy them before, they are a complete waste of IP.

Second: Because reasons. I've been playing this game for 7 years and aspire to work at Riot, and even I can't come up with a reason why any champs older than the latest release (Xayah and Rakan) cost as much as they do. One would think that it's because they're more difficult champions with higher skill ceilings that Riot wants players to grind for and learn the game before they play, but Diana, Sej, and Swain are super easy. As are a number of more expensive champions.

3: Really, some of it is the META (not everything is going to be balanced all the time, especially with Riot experimenting with reworks literally every patch. No joke, for a couple of months now, minor reworks for older champions and items that are almost, but not quite where they should be have been coming out every single patch). Sometimes, items/masteries are really good and the champions who can best abuse them are strong as a result. Other times, it's the champions themselves. With a game that's constantly changing, everything being completely balanced is impossible. To quote Zed: "Balance is weakness." It really rings true, as the most balanced champions are A or B tier at best, while the champs who abuse busted items or have busted kits themselves are S+++++ tier.

l Dárius l1 votes

this guy listed respectable champs god bless

Foxynth1 votes

Can u teach me how 2 play Teemo pls t thank u

TehNACHO1 votes

Tristana's jump provides no invincibility or untargetability frames. This is actually typical design in the game, and the champs that do that are the exception. Tristana's jump does have an abnormal gimmick to it, however. It has a long wind-up time that doesn't count as a channel. This means that if someone CCs you, say they hit you with a Blitz hook after you pressed the button, but before Tristana launches into the air, Tristana will cancel Blitz' hook. Furthermore, it's like asking why champions like Anivia or Malzahar get hit by ground traps. The answer is that it's a game, and there are some consistencies you need to sacrifice to maintain different consistencies (why does Brand take damage from Ignite?).

As a F2P model, Riot would go under if everything was too easy to access. Furthermore, while I understand the ideal behind being able to play whatever you think is cool, many of the more expensive champs are likewise way more mechanically or strategically intensive and I'd wager you'd actually have a terrible experience even trying to use these champs without their respective runes or the core mechanics required for them to function. Notice that mechanically and strategically simple champions tend to be far cheaper, and in general, they are a way better learning experience into the game than their 6300 brethren.

I'm confused with #3, I think your question is asking something entirely different than the problem you are trying to express. It's only natural that those who mastered a champion are naturally above the curve over many other players, all else being equal. Furthermore, it's only natural in a game with 130 or so champions that balance can not be perfectly symmetrical among all champions. On top of this, you can tend to notice that the champions at the bottom of the curve tend also to be the champions that Riot has specifically noted as their weaker designs that they want to reiterate in the future. And then you realize that some numbers are just botched, such as Lucian or Thresh or Yasuo or other "fun" champions having a disproportionally high pickrate for their winrate at all times no matter how weak or strong they are. And THEN you have to consider that everything's contextual, what may seem weak may actually be a hyper niche sleeper OP that just isn't finding their opportunities, or when it comes to small sample size, maybe there's some other factors that you aren't able to notice in such a small sample. In general I find the premise of your question here flawed.

xelaker1 votes

[{quoted}](name=No1 Waifu,realm=OCE,application-id=3ErqAdtq,discussion-id=hNd61wEZ,comment-id=,timestamp=2017-07-10T02:18:27.140+0000)

Firstly. I really like Tristana, however there is one thing i dislike about her, the W, can someone please tell me why when you jump you are still able to be crowd controlled, it makes the escape attempt useless especially when you're almost always laned against Thresh or Blitzcrank, or traps on the ground, I'm in the sky why do ground based traps go off?

Secondly. This isn't game mechanics related but why does everything cost so much? I want to play all these cool champs; Taliyah, Azir, Anivia, Camille, Gnar, Gangplank, Hecarim, Irelia, Draven, Morgana, Mordekaiser, Diana, Sejuani, Vel'Koz, Viktor, Zed, Vladimir, Swain and Rakan just to name a few. IP takes forever to farm and I only get like 70-120 per match.

Thirdly. Why are some Champions ridiculously powerful and others seem incredibly weak? Wouldn't it be better if there was more variety than Jhin one trick, Yasuo one trick, Darius one trick, Garen one trick, etc

That's it for now if I think of anything else I might add it.

First- Dispel the notion of reality. Second- It's a free to play game man, there has to be incentive to use real money. Third- Champ power is relative to the person playing it. Yes, a one trick pony is gonna be good at his one pony.

Shuyin1781 votes

Third- That and Riot doesn't know how to balance their own game. They keep adding things before fixing the old stuff throwing the balance off even further. Once the Pre-Season stuff when Runes Reforged hits, Riot needs to chill for about 3 months with new content and just focus on balancing the runes and champions specifically during that time. Once they are settled, THEN give more new content, like the Eve rework.

ModKnightsKemplar1 votes

As to your third point, it's really more complicated than there being a few OP champs and the rest left out to dry. The game changes constantly, so who is good and who is not changes pretty drastically depending on the patch and even on your skill level. For instance, Yasuo gets weaker and weaker in higher tiers of play, so don't think that just because he seems OP that he stays that way as player skill increases.

Of course, keeping a game this large and complicated balanced is a big job. I think many people don't appreciate the amount of complexity involved in that task; they do a pretty good job for how much there is to balance. My favorite site for checking out stats is op.gg, partly because it helps you keep track of the changing win rates, play rates, and ban rates of every champion. Gotta be careful with how you interpret stats; just because someone has over 50% win rate in plat+ games doesn't mean they are strong, for example. It sorta depends on who is playing them and how often (and what skill level, as I mentioned before).

I realize I kinda hit you with a wall of text there, but that actually sorta helps my point; this is a complicated topic. It's one that is the subject of much discussion on this sub-board, so don't hesitate to make threads and ask people about what's going on! There's a lot of opinions out there about game balance.

More from Gameplay