Give the bottom 10 win% a buff, Give top 10 win% a nerf
Every patch. Makes sense to me. The weakest in each patch get a buff, the strongest get a nerf. Eventually the game will have something resembling balance.
Every patch. Makes sense to me. The weakest in each patch get a buff, the strongest get a nerf. Eventually the game will have something resembling balance.
It gets screwy. Let's say Zed has a 56% win rate. Oh man, let's nerf him! And Jinx isn't doing so well, so let's buff her.
Well come next patch suddenly a bunch of mages had THEIR win rates shoot up without even getting buffed! And somehow Jinx is at a 55% winrate even though she wasn't buffed that hard?!?!
The difficulty is that nerfing one champion indirectly buffs everyone that is weak to them. Conversely, buffing a champion lowers the winrate of everyone who is weak to them. And in some situations, it is better to nerf an ITEM that is too strong instead of the champions who use it.
Occasionally a champion's winrate absolutely skyrockets or plummets without their numbers even being touched because another champion, item, or some part of summoner's rift changed.
oh but the sheeple would have you to believe balance is so simple and each to achieve
and they see it as a simple equation of 2+2=4 when its far far more complex more like advanced calculus equation
Its more like geometry with very minor trig. There are restrictions to how much you can address one side/corner without drastically affecting another.
You still make a mountain out of a molehill with this argument, even if most people do underestimate the effort it takes to balance.
Besides, we know Riot doesn't even consider how something affects other things. Look at how ignorant Riot seems to be towards certain champion/class/item interactions when simultaneously buffing/nerfing patch after patch...all while they DO take that consideration with a select few things that aren't even as magnanimous.
The real issue is that Riot doesn't really put forth the effort required. Meanwhile the millions they pour into esports, advertising, and skin releases.
#They could easily do a lot better. The problem is that balance doesn't have a direct, measurable cash flow.
well woonstruck where is the $$ at ?
and that is the why we have what we have
The only things in the game that need balancing right now are items, and the lack of build varieties. Because whats the main reason champs get nerfed? ITEMS
Pretty much all of the problem champions right now are a product of design more than items.
Most of the popular ones atm snowball extremely hard and extremely easily before even completing a single item.
I was aiming it more towards the people who received nerfs because they synergyized so well.
just an example. (Or ranged abusing items meant for melees)
Jayce's strongest points are before he even hits 2 items. Not only that, but a good portion of his damage at those points is magic damage.
Lethality isn't what made Jayce strong. Jayce is just a very, very poorly tuned champion. The only thing that made him 'weak' recently was people still rushing Tear on him...which is why the people with hundreds of games had a 58% winrate, and people with fewer than 50 had abysmally low winrates before he rose to popularity again.
That said, I get what you're saying.
The last 3000000000000000000000000000 things to happen to Shaco were nerfs, but he is pretty good right now, one of the highest winrates.
Same with Ivern.
It isn't because they were touched, it is because their competition was touched.
It is supposed to be a rock paper scissors kinda deal, with everyone countering someone and being countered by someone else.
If champ A > B, and champ C > A, B > C.
If you buff A, you indirectly nerf C, and therefore buff B.
Don't forget that fact that if someone like azir has a 50% win rate, he's overtuned because of how hard he is to play. If most of the player base can use him and succeed, then the best players will be dominating 70% of games
Average winrates aren't the only thing you can take into consideration, like azir in his prime had a bottom 10 average winrate and still dominated pro play, ur rule would require him to be buffed even further
Or on the flip side, there are champions who have to be weak because of how their kit works, the game is generally a worse place when they're stronger