@Riot - Can We Please Talk About Your Design Policy?
Hello All, Fiora All Night here.
Following the apparent guidelines to get attention from Riot here on the boards, I'm trying to spark up a serious and critical discussion on the game design policy and philosophy in a point-counterpoint format. This will be long so here's a tl;dr:
tl;dr - Hey Riot, some things in your stated design goals/policies aren't meeting up with what you are actually doing. We have no idea if this is an error or if those policies and goals have changed since you haven't told us. Can you please post your current design philosophy or at least stop by to address some concerns that we have? Please and thank you!
So, I'm sure pretty much everyone here has seen piles and piles of complaint threads here. What are they all about you ask? Well, some of us have some issues with past and recent decisions that Riot has made as they seem to go against what Riot has done and said in the past. Rather than bore you with a wall of text, let's try and get some fancy bullet notes in here!
- Mobility - Riot has stated several times now that mobility creep is a serious issue in the game that devalues and renders obsolete many beloved older champs who lack crazy MS boosts and dashes. Riot has also stated that part of this was due to them undervaluing mobility when determining a champ's power budget.
...So, what exactly happened here Riot?
even got a new MS buff on her Q. You have said that some champs 'have no weaknesses' and need to be nerfed, but when mobility is a huge reason why this happens...why do you continue to undervalue mobility and add so much of it?
Counterpoint - Mobility is fun. It is seriously awesome to zip around, dodging skillshots, and making huge plays by surprising your opponents. It's not hard to see the extreme fun potential of high mobility champions. A case can be made that mobility isn't the problem, but rather the lack of any tools for immobile champs to counter it.
- Counterplay -
...look, I love Akali and have played her since season 2, but it's hard not to feel bad for all of the people frustrated by her kit. Point-and-click burst that can 100-0 a key member of your team will never, ever be fun to play against. Let me take another shot at myself here:
...tons of fun for me but a lot of people hate her point-and-click kit, especially her ult. I feel that modern champs overall do better, but even the champs with skillshots and 'outplay potential' cough
cough can feel terrible to play against. I dislike nerfs in general but can you elaborate on why there doesn't seem to be even minor mechanics changes to even one skill despite tons of community suggestions?
Counterpoint - Point-and-Click may not be fun, but it is not inherently broken. On the flip-side, annoying 'outplay' champs could be exactly that...annoying. Reliable champs often do trade sheer power compared to others, but being reliable means that they can do some damage all of the time instead of champs that hurt more but can be dodged. Outplay champs do often require skill and aren't really a problem at lower levels of play, but against a skilled player they don't really offer much chance for you to do anything about them.
- 'Ball of Stats' - This one goes back a while.
...I rest my case. No, but seriously for a long time now a lot of champs have been accused of this, where playing against them stops being a skill-check and starts being a stat-check. Can you survive their burst? Cool, murder them. Either you do enough damage and they die uselessly, or they can soak just enough damage to get to you can kill you. Binary. There seems to be no apparent effort to solve this problem and even newer champs can fall into this trap if their kit is too straight-forward. The common complaint is that these champs are nerfed and forgotten. Can you please let us know if there is anything in the works, items, reworks, whatever, to address this?
Counterpoint - The opposite of this is the dreaded 'overloaded kit syndrome' that many people also complain about with newer champs. It may be the case that champs that have the tools to have other options and avoid utterly binary play-styles only overshadow the binary champs since they are the ones that need work done. You can still argue that this goes too far on some champs and that a healthy median can be reached for everyone.
- Range vs. Melee - The big one. The one that has gone on for years with no end in sight. We've heard this argument from both sides at least a hundred times. AD Carries and Mages dislike being deleted in
is hyper-mobile, but that mobility takes up a huge chunk of his power budget (because of it, he's constantly high-risk);
are healthy because they have the tools to affect ranged champions even when kited, but also give their opponents opportunities to outplay them, but champions like
,
or even
are a problem because either they get kited to oblivion and get to make zero impact, either they reach their target and it's pretty much a guaranteed kill for them, regardless of what happens. There are definitely some other factors that impact on this (minion collision creates pretty lopsided melee vs. ranged matchups, especially in top lane), but in a lot of cases the core problem is with melee champions being improperly designed, not with ranged champions being oppressive (though that's definitely the case with champions like
or
when they're strong).