Riot Please: Balancing and Direction Recommendation

Whisper87··5 votes·297 views

So basically I know a lot of my posts are long and therefore difficult for Rioters to ever read or glean enough to make changes. So here is my concise recommendations.

  1. Stop obsessing over classes and focus on interesting champions - they may be tough to balance, but champions with very unique kits make the game fun despite being a little one dimensional. Patterns of play don't really feel like they are different enough from champion to champion. We see a kind of thing where the most successful champions within a certain class all do very similar things.

  2. Stop focusing on champion damage output - there need to be champions who have such strong utility it doesn't even matter that they can't do damage, and instead we keep dialing damage numbers up or down until things become unplayable or must-pick

  3. Stop providing crutches - there is way too much coverage between runes and itemization to cover the peaks and troughs of a champion's scaling. Consider some older iterations of Caitlyn where she would be like strong in lane, garbage for a bit, then pretty ok at 3 items, then pretty good for a bit, and then really strong again at 6 items. I feel like this kind of dynamic power scaling is getting phased out of the game. What makes a champion viable should be THEIR KIT, not their ability to abuse certain items or certain runes.

  4. Prioritize champion identity - we could use more champions who hard counter specific things or are really good at certain things, in a trade off of cooler/more powerful skills in return for less versatility.

  5. Stop catering to one tricks - we want to play the champions we choose, not the items or runes we choose. It's ok if some champs seem basically unplayable into certain things. We don't need gimmick crutches like Stopwatch, Duskblade, and Minion Dematerializer so that you can potentially play anything into anything. It just makes your already strong generalists even stronger by covering their few weak points.

  6. VARY PATTERNS OF PLAY - Specialize classes/champions.

We've homogenized LOL way too much. Our list of meta picks is consistently way too small, and the champions we see exceling almost always tend to be kind of generalists within their class. The peaks and troughs aren't far enough apart, and I would say there are fewer peaks and troughs in general. We don't mind having hard counters. There aren't that many really serious one trick players out there, so creating an environment where people have to learn multiple champions to climb is healthy. I'd love to see a world where like 4-5 of the top picks within a certain role all have very different patterns of play.

4 Comments

mrnm3 votes

"It's ok if some champs seem basically unplayable into certain things."

keyword being some. I do not want my lane to be decided by who gets to pick second.

Whisper872 votes

That's the idea is moving some importance away from lane phase. Right now being strong in lane is basically mandatory across the board.

Do like DOTA and give us options. Sacking a lane should be a viable strat if you are applying pressure elsewhere. Allow low econ top laners to supplement their income with jungle a bit. Or make gold generation items with stats so shitty you would never want it unless you are playing a low econ laner with high high impact utility and you are just looking to eke by. Like maybe I'm behind by a level and 30 cs coming out of lane but guess what? My AOE CC is so strong that it doesn't really matter as long as I get a good engage (Like think a Maokai but one who does shitty damage and is slightly worse in lane than he already is). The problem is that if you make Maokai's laning and damage noticeably worse, he becomes unplayable, those two things need to be less of a necessity. Or implement things like playable versions of Trynd, who are just absolute ass in teamfighting or fighting in jungle, but can just punish you through lane so so hard. Again issue is that in order for us to make Trynd not useless, he would have to have broken laning ability.

Let the counterpicking move away from laning and into GAMEWIDE COUNTERPICKS. Again thinking about like the Poppy-Zac interaction on a wider scale (you'd have to nerf some things to justify changes like this,). Let me give some examples here:

  • Enemy team has a Maokai or Vlad top with a Raka/Janna support? --- Lets add a mortal strike to Thresh's ultimate.

  • Enemy team has a Yorick or a Ivern? -- Let's buff Nunu Q so that he does bonus damage to summoned creatures and can chomp Daisy or that specter for 80% HP, or one shot a Morde ghost.

  • Enemy team has a lot of flanking dashers? - let's make Braum E block not just projectiles and damage, but the first dash/jump to collide with his shield also gets stopped.

  • Enemy team has too much shielding? - Let's make a champion who can sap some shielding from targets and apply it to themselves or teamates.

See the cool thing is that even the OP champs would have specific counters, so you could focus on banning things that work against what you want to play instead of feeling like you need to ban the OP's. Or like let's say you pick Zac and then the enemy team takes Poppy, well guess what? You now have the option to have your teammate take someone who shits on Poppy in lane super hard. Or let's say you take Maokai and Janna, so the enemy team takes the mortal strike champ and the champ who saps shields...well they just spent two picks countering your tank and your support, meaning your carries largely went uncountered.

These are the kinds of game-changing super impactful and creative utility that we are not afforded in league because with how well rounded most champions are and the current need to have high impact at every stage of the game. Like it should be ok to have a support who is as shitty at laning as Janna was like 3 seasons ago, but is still viable because holy shit when they hit 6 they have an aoe mortal strike with slow. There should be some champions who are kind of easy to shit on in lane, but as long as they can get through lane less than 25 and 1 kill behind, they can make up for it with their team fighting kit. Or champions who feel as bonkers as the original Lee Sin early game, but conversely late game they are freaking horrible in equal proportion to how good they were early. Supports who have bananas defensive utility, but next to nothing in regards to aggression, so that they become really good in protect comps or against snowball comps, but are just very meh outside of that.

I know one-dimensional champions sound more boring, but assuming you are going to play more than like one game a month, in the long run this is actually way more interesting. RIOT---STOP REQUIRING CHAMPIONS TO BE GENERALISTS TO BE PLAYABLE

ZT Xperimentor2 votes

I applaud this thread and concur entirely; can't stand their direction of homogenizing everything.

ZephyrDrake1 votes

then go play Dota, League is just not the game for you

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