How should each class work? What is their position in game between other classes?

HideSide·2/29/2020, 9:43:28 AM·1 votes·2,206 views

OK, there is lot of threads that discuss something like: "This champ shouldnt do this but should do this cuz his class usually do it like that and this class shouldnt be a thing cuz what they do and how they do it is completely wrong and they shouldnt be able to do this".

So lets talk how should proper members of each class look like.

Should tanks deal as much dmg as ornn? Should tanks have 0 dmg to just take dmg and have 0 influence themselves? Should they have something else?

Should assassins go everyone 100-0 Hp in one go? Should they be opportunists that can just pick free kills and nothing else? Should they have ability to bypass peeling and be almost unkillable via mobility?

Should adc deal as much dmg as assassins? Should they be able to kill others just with good support? Should they be heavily dependent or independent on support?

Should juggernauts be a thing? Should they win every melee fight? Should they have lowered amount of CC? Should they be beaten by other classes in melee range?

Should mages have better items? Are they weak so they have to have better items?

Should bruisers do lot of dmg? Should they be also tanky and agile? Should they be master of all? Should they win just by making use of advantage that they are flexiple? Should they be just flexible and act as "fake counter"? ( not fake taxi)

Should supports be just useful only when their teamate/s are useful? Should they be strong on their own? Should they be playable against other classes on solo lane?*

So, what are your thoughts on ongoing topics and probably the biggest problematics of the whole game as an balance issue?

6 Comments

LanceTheJungler2/29/2020, 11:28:27 AM2 votes

Tanks. Melee champions that have high survivability with high CC and moderate damage that allows them to defend themselves against champions they should be able to 1v1 ( assassins mages and adcs ).

Assassins. Champions that are mobile, with high base damages, and bad scalings, reliant on flat penetration in order to kill their targets, resistances should heavily reduce their damage. Defense should always outscale their penetration reliant damage.

ADC. Reduce their DPS, so that the game isn't entirely revolving around one shotting the ADC.

Juggernauts. Shouldn't be a class. My best suggestion would be to nerf / remove what makes them dominate melees ( darius passive AD, mordekaiser passive, sett passive ) and in exchange give them more target access and / or CC.

Mage items are fine, honestly perfect, when used by mages. It's when assassins get a hold of them though that they use them to not only have high base damages but also hyperscale and ignore what should counter them.

Bruisers should be the best 1v1 class. Beating burst classes due to building moderate amounts of health and resistances, beating tanks due to high sustained damage in melee range, and beating ADC's for obvious reasons.

Enchanters shouldn't be viable solo laners, instead Riot should go back to making more supportive midlaners like Lux Orianna and Zilean.

Woodakoodashooda2/29/2020, 9:50:02 AM1 votes

Reading this, all I could think about was.

https://www.youtube.com/watch?v=elRxbGJuCw8

Joe 2nd2/29/2020, 9:50:46 AM1 votes

In my opinion, Assassins should not have aoe dmg. Most of assassin have weaker pre-6 lannig phase, but after they hit 6 they have so much kill pressure and they can use that to get to wave, clear it in 2 sec and go roam. I have nothing against them roaming (that is what they are made to do I guess), but I dont like that they have so good wave clear. If you want to roam they you should be risking falling behind. That will be real high risk high reward, and not this push lane and then walk a bit to see ig there is kill until next wave.

Thefrostyviking2/29/2020, 3:56:04 PM1 votes

Tanks should have some damage but ideally more DPS based rather than Ornn´s "1comboKO" version, IMO he is seriously overbuffed in this regard.

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Assassins i honestly think should be more cleanup and opportunity based rather than also being pretty much guaranteed a kill for landing a combo that often is actually simple enough, not dirt simple but simple and consistent still.

They should not be able to jump in and oneshot someone in the blink of an eye before vanishing before anyone can retaliate, at least not without say a tank to jump in first and draw the initial wave of attacks.

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ADC´s need a rework in terms of how their damage work i think, ideally i´d see them be made to work more as anti tanks and fighters in some manner like making crits bypass armor instead of doing a giant heap of bonus damage ontop of also building armor pen.

While they get to keep having good sustain and high DPS via expensive items and maybe even a bit better defensive capabilities.

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Juggernauts need work so that while they are consistently the strongest melee early and scale well (not as well as the duelists/skirmishers or tanks into teamfights) they also have more clear cut counterplay and are less impotent against ranged as a reward.

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The mage class needs no real new items aside from perhaps some manner of actual mana options for item 3285 because its just mainly this slot that has truly terrible options.

What is needed however is AP iterms tailored for AP assassins, fighters and even the tanks........i would say the marksmen as well but between rageblade and nashor it seems to be alright.

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Divers (AKA brusiers) as in mobile melee like Irelia/kled are fine, they trade some of the overbearing damage and bulkiness that their cousins the juggernauts have and instead get mobility.

In a melee 1v1 they should be stronger than any other melee class except juggernauts and then skirmishers post the early game.

Disclaimer, i believe stronger means just stronger and not autowin even if a lot of mistakes are made x)

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Supports are tricky, i honestly would prefer if they only had the ability to truly shine with an ally around and did not have the ability to be completely excellent even without one, in turn they should be pretty dang excellent when this is done well.

Soraka with just 2 abilities(she cant W herself) should not have been able to just steamroll a toplane rooster in which most have 3 each with such ease.

:.:.:.:.:.:.:

As for other stuff, jungle needs a rework to make their ganks less impactful....i would ask that they gank less but mindlessly clearing camps gets old fast so i wont.

Ideally towerdiving should be made harder as well.

Midlane.........many champs here just feel overtunted outside proplay to be honest, currently many assasins but i would not be surprised if several mages like say Vlad are just waiting for counters to grow weaker before taking their place.

Toplane needs a way to impact the game more but also not be so extremely jungle dependent, it´s pretty bad when you have a lane with picks that only have the weakness off being hit from behind when they tunnelvision too much on torturing some poor soul.

And you literally have to add something like Mordekaiser with that R to get around it.

Additionally i´d like something like a magic resistance thornmail that applies the GW on anyone hitting them with abilities, a spirit visage alternative for those who cant use the healing passive well would be nice too.

Maybe even a MR sunfire cape........Moonlight cape?