@Riot @Everyone - Game Desgin Discussion : Is counterplay really that great of a design ?
The question in the title was put on my mind by the numerous treads that says the game isn't fun anymore and by discussion with my brother. If you want, you can read only the Bold parts of the texts, these are the most important ideas.
Counterplay and its necessity has been part of the design philosophy of Riot since quite a long time. The idea behind is that** you should work to play and master a champion**, and to be able to do what the champion is supposed to do. It does seem right at first glance. The first incentive of a player is to win. If it wasn't the case, there would be no meta. Of course, losing is frustrating, but losing with the feeling that you could never win in the first place is far worse. That is why you don't like being up against players far stronger than you, players that cheats, or unbalanced and/or unfair champions. It is easy to write rules against the formers, it is far harder to make sure everything is right with the latter. ** The notion of counterplay is the solution to that problem **
Counterplay comes at a cost, and that cost is fun. Champions are now harder to play than they once were, and most of the time, their actions have counterplay, which mean that you need to work a lot to potentially produce results. If we suppose that every players have equal mastery of their champ, it leaves four outcomes in every situations : you played well and your opponents didn't, your opponent played well and you failed, you were both successful or you both failed to do what you wanted. Statistically, that leaves only a favorable outcome in 1 situation on 4. Guess why some people complained that professionnal game where stale to watch. If every actions that I could possibly do only had 25 % of success, I wouldn't do a lot of things either. In 2 outcomes, nothing significant happened, and in the last outcome, you missplayed. You can't have fun when what you are putting efforts into take so much risk to be for nothing. Furthermore, snowball in League of Legens has two face :** a negative outcome** will affect negatively your ability to progress further towards victory and will affect positively the progression towards victory of your opponent. The stakes are always very high. It creates a lot of negative pressure.
**The problem is further exacerbated by the fact that ADCs (their ability to deal damage, Tanks (their ability to tanks) and Enchanters (their ability to protect their allies), are exempt from the counterplay rules in some way. **The skill of an ADC comes from its ability to survive, while dealing damage. The skill of an Enchanter (aside from traditionnal Support work) comes also from its ability to survive while protecting important allies, namely the ADC. The thing is, when a Enchanter is doing their job negates a part of the skill needed to be an ADC, and negates part the skill needed to be an Enchanter. On the other hand, Tanks are the cause of the reliability of ADC damage, because their defenses are too reliable, since they come mostly from bought stats. That is why Enchanters and Tanks are often seen as staples in a team, and ADCs mandatory.
Both of the situations explained in the two former paragraphs are the reason the game isn't fun. For opening the discussion, I will propose my solution. First, we must reduce the impact of a failure by making the ability to progress towards victory unaffected by a failure would be a first step, but quite drastic one. For example, making gold and xp income only tied to time would be one way, though maybe not the most desirable one. Also, making sure that Tanks need to work to be tanky, that Enchanters need to work to protect and that ADCs need to work to kill. Also, a complete rework of defensive stat would be needed. The ability of a Tank to take hits should solely decided by its own skill, not by items. The same would goes for others classes reliant on the ability to take hits, namely Fighters and Battlemages. In the same order of idea, a removal of Tenacity and Slow Resistance, followed by a global nerf to CC, with the ability to buy new items that would boost CC effectiveness, in multiple forms (either duration or effect, for example). The Idea is to have items only boosting the outputs of champions, while tying their survivability (through Range, Mobility and Tankyness) in their kit. Also, CDR would not be buyable, but given at regular interval during, to accelerate the speed of the game.
So, I invite you all now : please, share your thoughts. Let's debate.
is half the time because each champion can only use one control ward at a time. In a teamfight setting, this doesn't matter because Twitch comes out from 850 range which is one of the highest in the game.
can begin his stealth from across the map and keep it. Then he can leap from a large range and instacrit for massive damage.
is similar, although he is pure melee range.