How could mechanical engineering processes help RIOT balance their games.
Hi , while looking at my old engineering lessons i saw an opportunity to write riot about this.
When creating a product you always have limits in terms of usage , weight and everything.
a good practise according to most is to calculate what is the medium maximum your item can tolerate and divide this by two.
So if you rope can hold a maximum of 900 kg you'd advertise it as a 450 kg. if you elevator can widstand 2 tons, you'd advertise it as able to carry 1 ton.
if your keycaps can be used 4 millions times before showing any problem, you can advertise it as a 2 million one.
What i imagined for league of legends is a way to balance their champion : if champion is fun to play against at 2x the power and fun to play as at 0.5x time the power, it's gonna be fun at 1 time the power for both people.
Skyrim kinda does that for it difficulty. it just divides your damages by 4 on legendary and multiply it by 4 on easy.
i think this is a good general practise to see if you didn't make a mistake when designing your champion. It doesn't need to be ultra balanced at 2x the power, just that you can see how to play against.
if nasus got 4 times the stack in lane, you'd still bully him. there is a real counterplay to him.
if anivia dealt 2 times the damages , you'd be dead at level 2. it's crazy unfair how much it deals for how little it cost this early.
If aphelios dealt 0.5x damages, he'd actually be balanced.
i think you get the idea. Basically, if your kit isn't working with buff up and gutted down numbers, there are a lot of chances your champion will need crazy interactions with items and will be very hard to balance in the future.