Let's talk about philosophies
Hey boards! I thought it'd be fun to take a break from talking about balance all the time and talk about philosophies for a change. Just a big heads up before we dive in: THIS THREAD IS INTENDED TO HAVE A DISCUSSION AROUND LONG TERM PHILOSOPHIES AND SHOULD NOT TAKE CURRENT BALANCE INTO ACCOUNT. So with out farther ado, here are some of mines:
I feel like tanks should actually be tanky and we should not have things such as "Tank Bursters." The whole point of tanks is to survive bursts.
And that assassins should actually be bursty and not have a 5 second delay in all their abilities. Now I understand there should be counter play, but not letting assassins assassinate by delaying their own abilities doesn't feel like the right step. Assassins should have the tools necessary to pick off a priority target quickly, that's their entire point. It should be up to the victim to buy something that lets him survive an assassin's burst. My suggestion would be along the lines of removing the delays in assassin's abilities and making anti-burst items available for victims to buy. It is their responsibility to survive a burst as a squishy by buying items, not the assassins's responsibility to not be able to do what they were meant to do in the first place by having delays in their own abilities.
I also believe fighters should actually be able to duel without ADCs complaining they can't "1v1 them." I really don't have much else to add to this one, I find it annoying when ADCs complain about not being able to duel fighters. Mate, their whole point is to win duels, they give up teamfighting for that. Why do you want to be able to do everything?
What do you think? Agree? Disagree? I'm curious to hear some of you philosophies as well.
are basically anti-burst/assassin items. Assassins are tricky by nature. On the one hand, people will complain about burst w/o counterplay, the other hand complains they can't kill their target (fast enough). Generally should be in 1-3-1 splitpush comps, better at splitting and taking out single targets but offering little to no teamfight utility or contribution beside their assassination. Assassins may or may not have poor wave clear.