The difference in impact of nerfs and buffs in ther current balancing

Glory97·1/16/2018, 11:07:45 PM·3 votes·461 views

So when riot nerfs a champion, they slowly tone the champion down bit by bit over several patches. (zoe is the most ridiculous champion: nerf e trap set-up time by 0.2 seconds, q nerfs on pbe; Ezreal nerfs came through slowly: First to cleptomacy then afterwards nerfs to his q) But when riot buffs a champion it is going to be a ridiculous insane buff that leads to tremendeous increases of pick/win/ban-rates. ("Double-the-damage-of-brands-passive, nunu-buffs on pbe). Why can't riots balancing team buff champions at a moderate pace (slowly adjusting stats over several patches). And if you want to keep the fast pace insane buffs, then let the nerfs be at the same pace. There was no reason to do slight-adjustments to ardent censer over more than half a year when it was clearly that broken. There is also no shame in overnerfing a champion/item and then buffing him slightly the next patch.

3 Comments

Bronze 6 Yasuo1/16/2018, 11:10:12 PM1 votes

Welp. This is the balance team we have so we are going to have to live with it. /;

H1 H0w are Ya1/16/2018, 11:23:27 PM1 votes

99 percent of the time they gradually buff champions at the same rate they nerf them, you just tend to notice the huge ones. Ive never seen Riot buff a champion more then I have seen them completely gut some champions.

GayFluffyUnicorn1/17/2018, 3:03:12 AM1 votes

I'm really noone to defend the current live design team but generally buffing the shit out of a champion and gradually toning him down is easier to bring him into a good spot. Even a 1 armor buff can affect his winrate and you will never know why his winrate actually went up. Was it really that 1 armor?