CertainlyT and unhealthy champion design (with poll)
Creating a discussion here, I want to see what peoples' thoughts are on this matter. Sorry for the long post.
I've had this long-time concern about the unhealthy gameplay elements that CertainlyT champions bring to the game. This isn't a rant against CertainlyT as a designer per se, but I think that for all of the positive elements his designs bring to the game (new mechanics etc), they are outweighed by the overall negative impact of his champions from an overall 'fun factor' point of view.
A quick recap on CertainlyT champions:
- Darius
- Zyra (co-designer)
- Thresh
- Zed
- Yasuo
- Kalista
All of these champions have been problematic on release, and with the exception of Darius, all have introduced unique new mechanics to the game. All have had to be significantly nerfed post-release except Kalista, whom I still believe has her inherent issues due to overly binary play (you either have targetted stuns and beat her, or you have skillshots and lose).
CertainlyT champions are fun to play, because they give you a sense of power. You have options, you can make those LCS plays, and you are in control of your own fate and success in the game more than almost any other champion. This makes them fun to play as, but unfun to play against imo, for these reasons:
- They have overloaded kits, with most skills having either a secondary active component, or a passive component.
- As a result, the champions usually lack clearly-defined weaknesses
- This means your success when fighting these champions is based more on the enemy making a mistake, rather than you playing well.
That final point is what really causes issues. Fun gameplay is based around making your own opportunities for success, and then capitalising on them. This makes you feel like you have outwitted and outplayed your opponent. It should also mean that you played to your champion's strengths better than your opponent played to your champion's weaknesses.
Playing against a Zed for example is exhausting if they are competent. When I beat a good Zed player, I don't feel like a boss, I just feel tired. Like I've had a game of dodgeball where only Zed is allowed to throw balls unless he fumbles, and even then I've had to sprint to catch that ball just to have a chance at throwing it back. Compare that to say the Sion remake, who has a ton of very easily-identified strengths and weaknesses.
Also, for a game which really made a name for itself back originally because of its emphasis on skillshot mechanics, to suddenly have Yasuo (windwall) and Kalista (constant dashing) invalidate these with their mechanics seems a bit against the game's design philosophy. Riot have been progressively moving away from targetted skills (particularly those with hard CC) for a long time now, and for good reason as they result in binary gameplay which lacks counterplay. If you intend to follow that design philosophy, you can't have a champion like Kalista who more-or-less requires targetted CC in order to reliably defeat her.
As I said, this isn't a hate post. I believe there are a LOT of issues with CertainlyT's designs to a point where they outweigh the positives, but the positives are there.
- Thresh for example is a very good support who never feels overwhelmingly oppressive to fight against (after a lot of nerfs at least) due to his hook being easier to dodge than Naut or Blitz's hooks as a result of its slightly longer windup.
- Kalista's soulbond mechanic has some real merit to it, resulting in some interesting decision-making at the start of the game, and opening up some healthy synergies with under-utilised supports like Alistar.
- Yasuo using movement as a resource is an interesting idea, but I wish it was used differently. Rather than it just applying a defensive steroid, what if it instead empowered his moves when at maximum flow? You could then make gameplay have much more meaningful peaks and troughs, where Yasuo could build MS items in order to maximise usage of his powerful skills (a bit like Rage), but at the cost of more consistent damage or survivability. Right now it feels like a bonus that was chucked on just because they could, and is more of a nice bonus than an intrinsic part of decision making when playing Yasuo.
CertainlyT, you've got some great ideas, but you need to show some restraint. A champion shouldn't be everyone's power fantasy, because that only works in a single-player environment. Giving free stats results in less viable decision-making when choosing items (Yasuo is forced to get IE & shiv, Kalista is forced to get Runaan's), and most importantly, a champion needs clearly-defined counterplay. Only Darius really has this (easily kited).
tl;dr
- Being fun to play as doesn't necessarily mean fun to play against
- His champions put too much control in the hands of the user, not enough in his opponents' hands
- Lack of clearly-defined counterplay
- Good mechanics and ideas are drowned out by overloaded kits
- Mechanics that make skillshots unviable are bad for the game and its current direction