What is healthy gameplay?

Connoriam·7/6/2016, 9:05:31 AM·1 votes·640 views

I'd like to have many thoughts from both players and Rioters on the topic of what makes a champion on the rift healthy, or unhealthy. Thanks for any thoughts! [slayer-jinx-catface]

4 Comments

Mad King Hades7/6/2016, 9:10:04 AM1 votes

Well... Any champion besides Yi, Yasuo, and Fizz are healthy if you ask me. Yi, because lifesteal+attack speed makes him a god that no one else can match, not even Vayne. On top of that he is almost unkillable with his natural armor. Yasuo, he can get a pentakill of his ult and a windwall against abilities. Fizz, high ap power, an escape, and a knockup that hurts very much. On top of that he has some sort of bleed effect that lets DeathFire touch last for ages. So those are the only champs that I can think of that are unhealthy.

Any other champion is somehow balanced, they can be annoying I admit. But to learn to fight them is an experience that is fun.

Niyumi7/6/2016, 9:14:01 AM1 votes

Well, OBVIOUSLY, clicking on someone and deleting them with targeted abilities or auto attacks is healthy gameplay. No risk, no cost, no aiming, no thought, no skill -- but all the reward! That is the DEFINITION of healthy gameplay.

... At least according to Riot.

Zero Shingetsu7/6/2016, 10:38:44 AM1 votes

Healthy gameplay is competitive, fun play. It's things that rely on player skill and teamwork, and it's giving even the losing side chances to make a great comeback. Right now map control is too prevalent. It should matter, but it shouldn't be the only thing that matters, because winning teams then have every bit of momentum unless you have a fast, stealthy character who can also solo dragon.

I think certain summoners, primarily Ignite and Exhaust, should be removed from the game. If it were me, I'd remove all of them, but at least those two. They create an unfair edge that doesn't rely on player skill. With Heal or Barrier, you usually have to time the use properly, and the boost you get is pretty temporary. With Teleport, proper execution relies on player intuition. But Ignite is basically just a free kill when your skill wasn't enough to secure, and Exhaust is a one-click momentum shifter that only requires being in the area.

TyroneWatermelon7/6/2016, 11:20:27 AM1 votes

As far as I know-Healthy gameplay consists on two things: Visual,and Mechanical Visual also goes into two categories-Clarity,and Hitbox. Clarity means a clear visual and understanding of how,when,and what is happening,to both sides. As league evolved throughout the years,the clarity because absolutely better,unlike in older season,you didn't even knew what the fuck was going on and where your champion is.

Mechanical- effort-a Kit or a weapon,in any scenario-should never feel awkward and clunky to use,and should not feel underpowered-or useless,even when put out so much effort into-it should always reward when the player accomplishes the weapon/ability's prime purpose. For example- in league, if you manage to hit 5 times a single target as Darius in a rapid succession,you are rewarded with the ability to deal a huge chunk of true damage.(which is pretty low imo without any stacks.

Counterplay-this form of player interaction is the most important,and is best explained quoting Riot -"a player shouldn't feel like he couldn't do anything." A counterplay is the ability to React,Avoid,Outplay or Predict a moment,ability,by Visual,Dodge,Avoid For example-Vi's Q and W-Healthy gameplay; When casting,Vi charging,Slowing herself,and preparing OnePunch(heh) that deals devastating damage. You can SEE(Visual) that Vi is charging You can imagine(Predict)where she will dash(probably you) You can React/Outplay it by Dodgeing/certain circumstances. Vi's W-Denting Blows- You can Avoid- the damage and health shred,by simply kiting(adc intensifies) since Vi is required to be in complete melee range to ever be somehow useful and do something(bad counterplay for melee champions). Vi's ult-Assault And Battery- Is the toxic part of her Kit-you can See which target she has chosen(visual),but you can't Dodge,Avoid it(unless special circumstances like spell shield).

Now let's take a ranged carry for example-Vayne Tumble-Healthy Silver bullets-Pure toxicity Condom-Fine

Tumble; overall an offensive utility spell,bringing a dash,and a damage,possibly stealth. Visual counterplay-you can see where Vayne is tumbling to(unless invisible) You can Predict where she will tumble to You don't need(and you can't)avoid a right click(unless special circumstances like dodge/Untargetability.) Silver Bullets;first of all this spell is completely ridiculous to put on a carry,seriously max hp true damage by right clicking 3 times AND ON A CARRY? Like all the ad,as,crit and penetration they already get aren't enough... Technically,you Can see how much stacks you got,but that doesn't help for shit because you can't- Dodge/Avoid/Outplay right clicks,which is all she needs to do. (However,you can somehow avoid it if she right clicks someone else,but that's entirely up to her decision,and if she can't attack you she can't proc it,but death and CC is not a valid counterplay.) Condem - You can predict that she will cast it when you are close to a terrain/she's escaping. (However,I didn't mention that prediction is not a valid counterplay if you can't do anything to avoid/dodge) You can outplay it,by using mobility to somehow change direction/whatever. Her Ult is just a bunch of stats. Would be perfect example of an adc if her silver bullets were removed. I hope my long unreadable text helped,and if I'm wrong or got grammar mistakes,I'm on mobile/English is not my native launguage.