Abilities that are too involved: A new paradigm in champ design

ModKnightsKemplar··3 votes·527 views

Around the era of Kalista/Yasuo, I noticed the rise of a word that circulated profusely around discussions of balance. That word was "overloaded." Champions were being released with double passives, and with more passives on their abilities. There were walls of text opponents had to understand to even play against those champs. Those champs had kits that seemed to make earlier champions completely obsolete. It seems to me that there's a new trend. Champions with a single defining ability, and lackluster kits everywhere else.

I don't have a nice succinct word to describe the kind of ability I'm talking about, but you know the ones. Let's make a list, shall we?

  • Gangplank E. Changing just 1 of 4 abilites, and he feels like a completely different champ to me.
  • Mordekaiser R. Seriously, that dragon, and the changes that resulted, are just forced.
  • Ekko R. I actually don't know his other abilities. I know I have to dodge his boomerang and not get baited by R. Then I win.
  • Tahm Kench W. For weeks, we've been watching Riot try to balance this thing. He also has "ultra-passive" syndrome, somewhat.
  • Illaoi E. Again, I only vaguely know what else she has, because managing the vessel is the only important bit.

I'm trying to avoid this sounding like a bash thread, but does anyone else feel like this is problem? These champs have a play pattern that revolves around this one skill, so the contest between the player and his opponent is managing his one skill. It takes over the game. This is especially damning for champs that have this ability as a non-ultimate (Tahm Kench, Illaoi, and Gangplank). You expect an ultimate ability to define a champion, at least to some degree, but we can see in those cases that the "real" ultimate is somewhat tacked on. TK gets a free summoner spell (essentially), GP gets some global presence, and Illaoi gets a way to make her tentcles from her E more menacing. These ultimates do NOT define the champion. You barely care about planning around them, because planning around the "lesser" ability is more important.

I understand that it can still be "balanced," technically. I won't argue that all these are game-breaking, necessarily. I just kind of wonder if anyone else is raising eyebrows at the design principles there. For me to play against Illaoi and only have to care about 1 of her abilites is kind of crazy. Even Blitzcrank makes me care about his knockup and AoE silence. And shield. Wow, I just made my point again without even meaning to. Perhaps the most hated/recognized ability in the game, and I can still tell you what else Blitz has in his kit, because his hook doesn't completely dominate it. He actually has other tools. That's good design!

Having non-ultimate abilities be THAT influential is kind of jarring to me, and I'm wondering if anyone else cares. So, community, do you care?

7 Comments

Paroe3 votes

Its lazy to design a champion around a "Core ability" rather than a "core theme". Tom kench is one who suffers from both of these; his kit is balanced around a single ability that is thematically accurate.

ModKnightsKemplar1 votes

That's what I've been thinking. I mean, take Darius, for instance. He's got the axe, and he's brutal. That's a core theme. But ALL his abilities play on that, and they are all important.

Contrast that with Illaoi. It just isn't the same, in my opinion...

Paroe1 votes

{quoted}

That's what I've been thinking. I mean, take Darius, for instance. He's got the axe, and he's brutal. That's a core theme. But ALL his abilities play on that, and they are all important.

Contrast that with Illaoi. It just isn't the same, in my opinion...

Illaoi is centered around the "tentacle" ability. her soul pull is a great - pardon the pun - vessel to get more tentacles out but its a ridiculously powerful zoning tool because its damage is almost guaranteed. Its easy to break out of, but the vessel effect is to... persistant. it shouldnt proc when you leave the zone; theres no counterplay because it forces you near her where she can hit you.

Bootleg Gay3 votes

It is hard to play against these champs sometimes because of this, but it also makes them that much harder to play as. Riot has been making more and more intricate designs, and while it may feel really overwhelming, it has a good price; they change gameplay more than usually. Granted, telling how a Skarner shrine works or how the vessels mechanic functions is really annoying, but I've been enjoying the ride.

Of course, I'm not a professional, but I honestly find most of these champs balanced too. (Other than Tahm... Holy shit I hate that champ) but otherwise I like playing as them and against them. As for info on the champions you listed:

  • Ganplank is still a good mix of bruiser and skirmisher. Set up barrels in advance and anticipate where and when he'll place them.

  • Mordekaiser only gets a Dragon if he helps to secure it for his team. Even if he gets it, his ult is down until it dies. Use this moment to play defensive and hopefully call for backup; you're effectively playing against an epic monster too.

  • Ekko's ult moves him to where he was 4 seconds ago. If he's been standing around the same spot, it's almost useless. Make sure you bait him first; he's a bursty utility assassin that relies on planning, but he has a backup plan by using his ultimate. If his ultimate is down, be sure to look out for his slow. It can turn into a stun if he enters the area.

  • Tahm Kench absolutely has to get his passive stacked on you first. Deny him this by staying behind minions or by kiting. If you're melee, be sure to simply stay out of his reach while trying to get to the backline. Honestly, this one is tough to avoid though.

  • Illaoi is really strong right now, but everything in her kit is telegraphed. Time yourself and you stop her from damaging your and healing herself. She has no hard crowd control, so dodging is easy, and when she grabs your soul, don't be afraid to fight back. Just be sure not to line yourself up for attack when you do, as it could turn into a bait.

Hope that helps a bit if you needed help and hope you enjoy the rest of your gaming.

ZT Xperimentor2 votes

I agree I prefer the older champions compared to the newer ones (reworks counting as new since it's removing the old aspects). Though I'm disappointed on these 1 trick pony champions, they're at least more balanced than the overloaded ones. Seriously, playing against the overloaded ones is always a pain.

ModKnightsKemplar2 votes

They ARE more balanced. That's at least the redeeming thing. They just seem very one-dimensional to me, which is decidedly different than being diverse (although not mutually exclusive. They can be both).

ZT Xperimentor1 votes

That I can agree on.

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