Why some archetypes are doomed to cause trouble - they just don't fit (Warning: Long Post Incoming!)

SaltyToplaneGoat··60 votes·3,545 views

This is more the rant of a sudden idea of an impulse of a sudden "pling" in my coffeine-overloaded brain at 5 AM (edit: Six AM now it took over an hour to type all this lol), than anything actually thought out, but please bear with the wall of text that I am going to slap into your faces now. Who I am? No one cares. Am I qualified to talk about any of this? Not sure, but given the nature of this board I get the idea that it has never stopped anyone from making a thread. Is reading all this a gigantic waste of your time? I hope not, at least I'm trying to make it a somewhat _informative _ waste of time.

Day and night, night and day, this board flows over with complaints. And some with good reason, after all a game can be good, but I would never go as far as to call it perfection. So there is always a reason for the complaints, at least for some of them. Sometimes the reason is obvious. An overtuned number here, a bugged interaction there, you know, the usual stuff that tends to get fixed sooner or later. In some cases a lot later, which is also a problem at times, but these are not the issues I'd like to explore in this text. These are all things that can be easily changed, modified, or even removed within a few days - and without changing the game drastically. Oh sure balance might shift, the meta might be in shambles, but League of Legends will still be League of Legends, no matter what part of the champion roster currently takes the spotlight.

No, the problems I want to talk about run deep, deep in the very structure of this game. To some part they were previous mistakes, some have even been fixed already, and some are almost impossible to solve now as they are inherent to the MOBA genre as a whole.

Out of all ludic (meaning defined by mechanic and not by setting) videogame genres, such as "The FPS", "The RPG", or "The Puzzle Game", "the MOBA" is one of the most fascinating subjects for historical analysis. For one it is not an "independent" genre. Puzzle games and Roleplaying go back far far beyond the times someone filled a gigantic room with metal parts and called it a calculation machine, and the shooter has been there since the dawn of the genre, with the old "Doom" often being cited as the source of it. But the MOBA came later, a mod created from another game, a frankenstein-ish creation by taking parts of RPG and Real-Time-Strategy, but mostly RPG. That in itself is nothing new, genres in every medium tend to mesh, just look at the last 100 years of movie history. But in this case something weird happened: some of the core elements used were not suitable for a transition from Singleplayer or CO-OP to competitive Multiplayer - at least not suitable as the elements of the shooter or other genres were.

And this is why some mechanics and archetypes that worked perfectly fine in their "original genres" suddenly start acting up here or have to be completly removed - like the Dodge stat. Randomness was completly fine in RPGs and still is a massive part of them - after all every single Dungeons and Dragons session is still played with dice. And who's going to complain about it being unfair to play against? The monsters you slaughter on every run? Hardly.

Crit also falls into here, as it is a problem to why marksmen pretty much run this game since season one, but less about that now, I got a more important point to make:

But the even bigger problem is how entrie archetypes were taken over into this enviorment that is not suitable for them. I will now list three (there might be more to find) examples of archetypes that can only work in this game if they are massively undertuned and can cause massive problems if they are even a teeny tiny bit too strong:

1.) Damage over Time

Every single DoT mage has proven problematic. Cassiopaia? Reworked, then the Rework Reworked, and still an inaesthetical excuse for a lack of art and vfx ressources on her updates. Mordekaiser? Let's not talk about it, or Malicious will probably get PTSD or something. Yes he needed a rework, BUT NOT LIKE THAT FOR HEAVEN'S SAKE! Malzahar? Had his DoT power-budget removed and stuffed into the ultimate. And Ryze? Let's be real, at this point reworking him once a year has already become some sort of tradition. Can't wait for the next version.

The core problem with damage over time is that it has to be PERFECTLY balanced for it to work. Either you kill the enemy fast enough or you don't. Given that you play against burst-champions that means your DoT has to be "slightly slower burst" to be able to compete, which means that either you are brutally OP or you are absolutely useless, depending how the numbers are tuned. Or the numbers are so high that you might as well call it "burst per second", in that case you started playing a burst mage with a seemingly infinite rotation. That's the worst case scenario to so speak. The problem is that once you are not that strong or close to it, those champions feel so abysimally weak to play that they completly vanish from the game.

This makes balance a nightmare if you ever want these champions to be even remotely viable.

Technically marksmen also fall into this category, but for some reason here the solution is not nerfing it down but instead pumping up the damage of assassins and mages and melee carries so they can be killed so they need more damage to not be completly countered which needs more damage to... - and so on and so on, and here we get some fun damage creep in.

**2.) Melee Carries ** This is maybe a bit less problematic and potentially solveable, but the way it is handled now is... not good. The melee dps character is a staple in every good RPG, digital or on paper. The warrior, the barbarian, the berserker, etc. etc. It fulfils a certain aesthetical- and power-fantasy that mostly includes jumping into a crowd of enemies and smashing them all to pulp. And in the RPG or Dungeon Crawler world that is completly fine and without any problems. The only issue now is when it comes to a player vs player setting. We all know how nasty a strong Yi or Xin or Yasuo can be. And we also know absolutely shit they are to play if they are not on that state of power.

The ranged high damage dealers of the game usually also have weaknesses, mostly in a lack of mobility, a lack of defensive tools, or with their main damage being gated by cooldown and ressource, as well as mechanical skill required to utilize it. HOWEVER, a melee damage dealer needs survival tools and mobility to even be remotely viable, or he will be kited into oblivion. But with an inherent weakness of the core-design removed, that can only lead to problems.

Again an archetype that worked wonderfully in the world of PvE, because even when they were strong you didn't need to play against it.

3.) Dedicated Healers

This here is more of my own experience. I'm not sure how often you broke my poor banana-goat's back with the nerf bat, but apparently it was not enough. I recently have more than a 100 games with her, she is my highest mastery champ, and most of these games were played FULL AP TOPLANE. Oh and I also hold a good winrate with her that way. This is not for bragging (ok maybe a little bit. Scrap that. A GIGANTIC BIT. I'm proud of my goat.) but to make a point: Dedicated Healing as a core mechanic of a champion's design is borderline gamebreaking and and absolute pain in the arse to play against, and that's not even accounting for the boring botlanes she tends to cause. Never before have I seen enemy teams self-destruct that hard when losing against a team that was pretty much immortalized by me.

For all the Magic Players here, imagine playing against the nastiest counter-deck you can imagine. And now imagine it runs infinite counter-spells. Everything you do, everything you try will just be negated, even your biggest team effort, as long as it does not insta-kill my entire team will be negated by me just pressing "R", and that's not even accounting for the normal healing.

Just as with the "melee dps" the healer is a core element of every good RPG. Mostly because you don't really have to play against it.


The biggest problem of the game appears the be its "historical baggage" that runs deep in the game, and it all crosses over with that a champion is supposed to be: a POWER FANTASY. Those are exeptional characters, they are like the superheroes and super-villains and super-grey-characters-that-meddle-somehow-and-are-relevant of this world. So no matter the archetype, you want to feel powerful.

And in this highly competitive game there is no room for a weak archetype. Healers want to heal death away, Warriors want to smash and claim victory against even the craziest odds, and DoT players want to see their enemies health bar melt away. The problem is that the moment they no longer do it against an NPC-enemy, and just for their co-op mates but also against other players, they are not allowed to be strong, because even in a weakened state they can throw an entire game upside down once they can even build the tiniest lead and play out their strenghts, which is a massive disortion of game balance.

And in a competitive game of power fantasies, none is going to settle with a "weak archetype". You can't just nerf the problematic ones until they CERTAINLY don't cause trouble. You'd have to break them down so far not even the most crazy die-hard mains would dare picking them into a ranked game anymore. Either it's useless to play or frustrating to deal with, a sign that it just doesn't fit into the game, no matter how you twist and turn it - at least not in these iterations of the archetype. At the same time this game is much less of a "teamgame" than a Co-Op RPG. As much as Riot wants to push teamplay, organized team esports, and so on, in SoloQ and generally we are usually lone wolves, and if we fight in a team then more in a way that five individuals charge into the same direction by coincidence, not because they are a "team" of any sorts, even if we all give our bests.

The Result: The "empowerment" this game givies is primarely on an individal level, not on a team scope. That also makes it harder to tune archetypes down and just point at the "teamplay"-aspect - because the majority is not going to play a champ that requires others for them to unlock their fullest potential.

I think the most important thing people should realize that a MOBA like League of Legends follows radically different design-rules than the rest of the gaming world. Just because you know Dedicated Healers exist in all other games doesn't mean they will work here, and the same applies for other archetypes. They don't really belong into the game in these forms, they are baggage from the very origins of the genre. A genre that was not defined by a groundbreaking, well-thought-out game, but rather by dozends of people mashing around with map-editors and then slowly building up from there more than a decade ago.

These are the spots you will have to aim on if you want to change this game for the better.

I am not saying that we should remove these archetypes all from the game completly - nono don't be crazy. But they all need a massive overhaul from the ground up, properly re-defining the principles those champions stand on in this kind of game.

The problem is not Yasuo's stupid Windwall, or Lee Sin's stupid Ward-Hop, or the stupid burst of assassins, or the stupid whatever the borderline-insane-yet-also-astouningly-stupid-at-times-boards-hivemind will find to complain and circlejerk about.

The problem runs deeper, and it needs to be adressed if this game is supposed to evolve in any way.

I hope this made any sense at all and thank you for your attention.

[slayer-jinx-catface]

(There really needs to be a proper sticker for this, like one that bows to an audience or something like that - this one feels a little silly in this context, but still is the only one that remotely fits <_<)

94 Comments

Big Lincoln21 votes

But with an inherent weakness of the core-design removed, that can only lead to problems.

because melee characters come with their own weaknesses and they usually fill a completely different role. where ranged ADs were originally meant to be the champions you pick to take objectives because of safety, melee AD carries were the champions you should pick who would actually wreck a teamfight because of their stronger combat steroids. if anything ranged champions are the issue because now they do both, almost across the class not a single marksman is actually 'bad' in teamfights anymore.

not to mention that riot has been giving melee carries unique strength profiles that can't be said for marksmen, arguably the most generic and outdated class right now.

obvious bias but to me ranged carries and the emphasis on them has dumbed this game down to an absurd degree.

and i'm kinda tired of people saying that hard counters are bad. picking strategy should be part of the game. any active effort to reduce that or remove it entirely just ends up with a game that constantly feels samey. i can't remember a single champion that's come out since i started playing that i would actually say is a 'risky' design, and there've been like maybe 6 releases that i thought were good and brought something new

SaltyToplaneGoat6 votes

Melee carries need to be superior to ranged carries to not be irrelevant, or else they get kited and their effect is zero.

However, like that ranged carries would be irrelevant, so they gotta deal enough damage to still be important even if they get that brutally murdered. That damage however might be used by them to fight the melee carries, so now those need more power... and here we got an infinite loop already that can't really end well if you ask me...

And yes, hard counters are a problem. If the game is over on champ select already, and the next 20 minutes are just "playing it out" with a completely predictable result - I doubt that that would be a fun game for anyone. Frustrating for one side, boring for the other.

Big Lincoln6 votes

And yes, hard counters are a problem.

hard counters present an obstacle for you and your team to play around. and they already exist; i don't cry foul when I'm forced to lane against Kayle as Darius, or Illaoi against Swain/Lucian. it's just something that you have to get around. hard counters are only unhealthy in league because league's item system doesn't actually let you build for a different playstyle to run counter to theirs, unlike dota where there's an item for almost anything

melee carries don't seem to be such a big problem in other mobas, they're pretty prevalent actually and they tend to do a lot more, too. ranged carries are usually back line utility, or they trade raw damage for a lot of safety. maybe the actual problem is with ranged champions considering how power-creep started with giving them stronger and stronger steroids as the years went by?

chipndip13 votes

I think the real issue is that when a melee carry even begins to kinda be good, everyone whines for nerfs.

The melee carries in this game are few: Jax, Yasuo, Riven, Fiora, Yi, Gangplank, and Tryndamere, with Riven and GP being unique in the fact that they emphasize casting way more than AA sprees. Name one of these champs that isn't hated by the entire boards when they get even close to truly viable. Or don't...cause you and I both know that this is impossible. "Fiora showed up in the LCS a few times? RTIO NERF!" "Yasuo isn't even close to competitively viable and Riot themselves say there's no reason to pick him if you're trying to win but I just ban him every game instead of guys like Zac because fuck melee carries." It's kind of ridiculous.

THEN we bitch about ranged carries. Like what IS these boards!?

Arakadia4 votes

How aren't hard counters a problem? You should know what it's like to fight Garen as Nasus or vice versa. It's terrible for the Nasus, really horrific. If the Garen knows what he's doing, you might as well go mid or jg as Nasus tbh.

Hard counter's aren't fun when you can't see who your fighting first, cause they beat you most of the time just because of who they picked. One of my big gripes in Overwatch is that there are hard counters. And their really hard. So your forced to switch characters.

Big Lincoln5 votes

because you have 4 other teammates, 1 of which is encouraged to gank lanes and can offset rough matchups

you want it to be a team game, don'tcha? i thought league players loved that epic teamwork OP mindset

Arakadia5 votes

Yes but I don't like sitting under tower and knowing that I will NEVER reach my power spike and I'm going to be very weak all game.

Assuming I'm Nasus and I'm fighting a decent Garen, there is very little I can do. Even with ganks. Let's say I do somehow manage to get my jungler to camp top, which is very difficult without a party, they can get a bunch of free dragons and the like while he is top.

Garen is going to remove any fun from the laning phase. Okay, some champions are going to make that happen. Which isn't good but acceptable. Oh wait now I have no farm or stacks, so I'm overall weak because he hard countered my laning phase. Looks like I don't get my mid game fun either. And late game Nasus sucks pretty hard, especially when behind.

Big Lincoln2 votes

garen isn't even a hard counter for nasus lul, maybe before the rework when he actually had a good laning phase. pantheon is an actual lane bully and beats Nasus right now. if you get set back as Nasus then you either max E and focus on early lane pushing or you take what you can, go tank and peel in teamfights with wither.

nasus is probably one of the best arguments for why hard counters should exist. if every lane was 'winnable' then nasus would win every lane by attrition and infinite scaling, especially in earlier seasons where he was actually a late game champion. if you're going to remove lane bullies then all late game scalers need to be removed too. and you know what we'll end up with? a very boring game

Arakadia2 votes

Every lane should be winnable. Are you saying some lane's should not be winnable?

Big Lincoln3 votes

yeah, i am. because for every lane to winnable, every champion would need to have the same or similar tools

and that's boring

Arakadia4 votes

Not really. They can compete and have a fair fight while having unique kitsand tools.

Big Lincoln2 votes

give me an example of a champion who plays completely uniquely and doesn't have any hard counter matchups

Arakadia3 votes

I don't know counter's enough, and I don't know if there are any unique champions in league without hard counters.

But that doesn't mean you can't have unique tools on champions while having much less or no hard counters.

Melledoneus11 votes

No, not every lane should be winnable. Not without a jungler. Not without a team.

In which it bleeds into the match being winnable, rather than the lane you put so much emphasis on. Laning phase is an early game of tower defense and you're along for the ride to grow stronger and someone on the enemy team is there to check your advance.

When you start valuing a fair laning phase to the point where you want to jeopardize the concept of lane bullies and slow starters (the bullied), you start taking champions like Darius, Renekton, and Pantheon, and telling them that they can't use their early game strength more than a person who has a far superior late game like Fiora, Jax, or Trundle. Then you turn the problem into its polar opposite and new issues arise.

I understand that bad matchups suck. Trust me, I play champions like Shen, Malzahar, and Karthus. I feel helpless in those matchups, too. But if you picked Kassadin into Zed you were asking for an impossible lane. When you locked in Riven and the enemy picked Garen, you're gonna have a bad time. When that Heimerdinger pick turned into your lane opponent for top lane, there is no deity that can save you the anguish of being pelted or farm-starved to death.

Perhaps I've played this game too long and I am close-minded. Who knows? It just seems right that some lanes are not winnable, because there is a trade-off to that. Veigar loses to Zed only to burst his team to smithereens should he reach his late game potential. Jax loses to Renekton until he becomes a pubstomping monster. Ziggs gets offed by Talon only to wreck his turrets and nab his team objectives.

Just my two cents on the subject. Sorry if I came off as preachy, this all just occurred to me here.

Arakadia1 votes

No, not every lane should be winnable. Not without a jungler. Not without a team.

I'm not saying I should be able to win any lane with ease without any help. But some hard counter lanes are incredibly one sided. Its too much.

When you start valuing a fair laning phase to the point where you want to jeopardize the concept of lane bullies and slow starters (the bullied), you start taking champions like Darius, Renekton, and Pantheon, and telling them that they can't use their early game strength more than a person who has a far superior late game like Fiora, Jax, or Trundle. Then you turn the problem into its polar opposite and new issues arise.

I don't want to go to an extreme. But I'd rather not have lanes where it becomes a snooze fest for me because I can't get within range of a champion without getting ruined by them "because I didn't respect their range" as some would put it.

I do want lane's where you can have viable lane bullies but it isn't a pain to lane against them cause you aren't allowed near them.

I understand that bad matchups suck. Trust me, I play champions like Shen, Malzahar, and Karthus. I feel helpless in those matchups, too. But if you picked Kassadin into Zed you were asking for an impossible lane. When you locked in Riven and the enemy picked Garen, you're gonna have a bad time. When that Heimerdinger pick turned into your lane opponent for top lane, there is no deity that can save you the anguish of being pelted or farm-starved to death.

This is a fair point. But you don't always get to see who your opponent picks first.

there is no deity that can save you the anguish of being pelted or farm-starved to death.

This seems like a problem. You can't change characters in game and you can't see who your fighting before you lock in (not all the time that is) so it can feel like a roll of the dice. You can't do anything about the terrible situation your in.

Just my two cents on the subject. Sorry if I came off as preachy, this all just occurred to me here.

No problems here. You were polite and it was super refreshing. Thanks for taking your time to reply.

Melledoneus3 votes

{quoted}

I'm not saying I should be able to win any lane with ease without any help. But some hard counter lanes are incredibly one sided. Its too much.

That's the point of a counter-pick. It's supposed to be one-sided to prevent you from getting gold, or drawing your jungler's attention. If it wasn't very one-sided, we'd have more cases like Fiora or Jayce, who don't have any true counters to stop their scaling.

I don't want to go to an extreme. But I'd rather not have lanes where it becomes a snooze fest for me because I can't get within range of a champion without getting ruined by them "because I didn't respect their range" as some would put it.

I do want lane's where you can have viable lane bullies but it isn't a pain to lane against them cause you aren't allowed near them.

Which is a side effect of the lane bully doing their job. Of course you can't get near them, they'll kill you. O they use that and stand in your wave, happily slow pushing the wave while you are zoned out of XP range. And when that minion wave finally crashes into your turret, you have trouble getting all the farm your opponent did.

The best way to offset this is to have a jungler who can help kill them. If I'm playing Nautilus and the enemy Darius is zoning me and pushing, my jungler, preferably in this case a Master Yi or Elise, can gank and we can nab them a kill to start a snowball. It seems too perfect, but this is honestly the surefire way to deal with a lane bully: play into their self-confidence and destroy them.

Lane bully counterpicks suck. But it's all the better knowing that you're not alone in dealing with them.

This seems like a problem. You can't change characters in game and you can't see who your fighting before you lock in (not all the time that is) so it can feel like a roll of the dice. You can't do anything about the terrible situation your in.

It's more about strategy and counter-strategy. You pick a tank top lane to be your team's front line and engage. Enemy team picks a lane bully to make you miserable. But your jungler can off-set that by picking a DPS monster like Jax or Yo, and your team can load up on pick potential to make a snowball on the enemy team more risky to keep rolling freely.

The laning phase is only a small part of the game, albeit crucial to it, but the mid-late game is more important. The game isn't a 1v1 duel to the death and shouldn't be treated as one. It's good to work as a team to even out the odds that you deal with. The situation, remember, may be terrible, but there is a natural stopping point when you can go help your team force objectives and push the map in your favor. Then your problematic lane matchup is forced to leave his throne and join his team, most likely not able to contribute as much as you.

No problems here. You were polite and it was super refreshing. Thanks for taking your time to reply.

Glad to hear that my last-second opinions actually made someone anything but heated. I'm happy I was able to take part in this discussion on this matter, in this manner.

chipndip12 votes

YES. That's like saying Water-types should beat Grass-types. Is this game a strategic team game with dynamic elements or is this a fighting game?

The Whamboozler1 votes

He might not be saying that... but I am.

Some champion's ONLY perk is how brutally they bully during the laning phase. To use your example of Nasus... imagine a champion like say... Pantheon. ALL Panth is really good for is his absurdly strong laning phase and early game. If he gets ahead, he'll have a half-decent mid game... but he falls off so hard it's not even funny. Are you saying someone who is ONLY good at winning lane shouldn't be able to win lane against a champion who's entire gimmick is that they suck early but scale into infinity and can 1v9 late?

There actually are some match-ups that you SHOULD just flat-out freaking lose.

Unironic SJW2 votes

[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=usV3svKK,comment-id=0003,timestamp=2017-07-05T06:17:44.816+0000)

because melee characters come with their own weaknesses and they usually fill a completely different role. where ranged ADs were originally meant to be the champions you pick to take objectives because of safety, melee AD carries were the champions you should pick who would actually wreck a teamfight because of their stronger combat steroids. if anything ranged champions are the issue because now they do both, almost across the class not a single marksman is actually 'bad' in teamfights anymore.

not to mention that riot has been giving melee carries unique strength profiles that can't be said for marksmen, arguably the most generic and outdated class right now.

obvious bias but to me ranged carries and the emphasis on them has dumbed this game down to an absurd degree.

and i'm kinda tired of people saying that hard counters are bad. picking strategy should be part of the game. any active effort to reduce that or remove it entirely just ends up with a game that constantly feels samey. i can't remember a single champion that's come out since i started playing that i would actually say is a 'risky' design, and there've been like maybe 6 releases that i thought were good and brought something new

Realistically, that was never going to remain long term. Build pure damage just to hit buildings? That was never going to be a long term thing.

Ranged carries aren't a problem as a class (never too weak or too strong) in HOTS though. Why is that? And no they don't really have meaningful turn rate either.

To me it's

1: Heroes can bodyblock other heroes which means it's a lot harder to get on a carry, but a lot easier to stick when you DO get on a carry 2: Damage is just much, much lower. A full rotation from most burst characters won't 100-0 a carry unless the carry is really out of position or really behind. 3: Talents > Items mean characters (especially carries) aren't hyperscaling out of control.

Basically, if you want melee carries to be viable, you have to DRASTICALLY reduce the amount of burst in the game for all characters, or make characters tankier (as in 350-700 HP at level 18 with more defense and MR). Or even do both.

So my list of changes would be

1: All characters get between 100-200 more base HP depending on class (squishier classes get more), and get 12-24 HP per level. 2: Critical Strike is removed, Critical Strike on items replaced with AD. Infinity Edge cost increased to 3800, gives 100 AD and increases the damage done by basic attacks by 30%. Essence Reaver is now 2800 gold, 60 AD, 10% Lifesteal, 10% CDR, Gains 1 AD and 0.5 CDR minion kill up to a cap of 20, unique active - activate this item to consume all stacks to heal .75% of missing health and mana per stack (Cooldown 15 seconds). Champion kills count for 10 stacks, assists give 5 stacks. 3: AP ratios on mage characters are halved across the board.

Velzard of Koz3 votes

and i'm kinda tired of people saying that hard counters are bad. picking strategy should be part of the game.

As long as it doesn't turn League of Legends into Rock, Paper, Scissors or makes your lane unwinnable because you picked first.

Silica SAO11 votes

The problem isn't in the core components of MOBA itself. Dota does an excellent job of incorporating those issues that you consider to be problematic. DoT? Viper and Venomancer each have THREE of them in their skillsets. Melee carries? Anti-mage and Slark have historically performed well in multiple TIs. Dedicated healers? Dazzle (and Witch Doctor to some extent) is an extreme versions of Soraka.

The problem is in Riot's completely misdirected attempt to avoid any and all so-called "toxic" elements of gameplay on the basis that they consider their playerbase to be:

  • Too impatient to spend time learning how to play and play against all champions;
  • Too stupid to utilise specific niche counters against champions that are generalists; and
  • Too selfish to work with team-mates to achieve victory through personal sacrifice.

All of the examples from Dota that I've listed above fall precisely into the category that Riot would call "toxic", which is why they would never last long in LoL.

LoL will never have a champion like Invoker because he'd be too hard to learn and thus too toxic. Give Riot Blink Dagger and they'd remove it within a month for toxic gameplay. When crazy farmer Tinker debuted in 2008 due to BoT abuse, DotA made small but effective changes to balance him while keeping the global TP a feature - Riot would have removed his Rearm completely.

LoL's balance philosophy is analogous to having a flower patch and cutting every errant leaf/petal that grows outside the boundary. Cut this leaf here and cut that petal there - soon you'll have no flowers left! Dota's philosophy is to let each plant grow on its own, and apply gentle nudges to get the plants to grow in a certain direction without cutting anything out.

This sort of paternalistic philosophy that seeks to create a bubble in which players are "protected" from toxic elements pervades every aspect of Riot's activities, such as LoL still not having voice chat because it's supposedly toxic.

So the reason why the archetypes you pointed out are doomed to cause trouble is not because they don't fit the MOBA genre. It's because they don't fit the whole PC culture that Riot is subservient to. But hey, maybe Riot is right. Maybe the LoL playerbase is indeed too impatient, stupid and selfish to be able to have nice things. If that's the case, then we have no one to blame but ourselves.

chipndip18 votes

[{quoted}](name=Silica SAO,realm=OCE,application-id=3ErqAdtq,discussion-id=usV3svKK,comment-id=0008,timestamp=2017-07-05T13:43:01.910+0000)

The problem isn't in the core components of MOBA itself. Dota does an excellent job of incorporating those issues that you consider to be problematic. DoT? Viper and Venomancer each have THREE of them in their skillsets. Melee carries? Anti-mage and Slark have historically performed well in multiple TIs. Dedicated healers? Dazzle (and Witch Doctor to some extent) is an extreme versions of Soraka.

The problem is in Riot's completely misdirected attempt to avoid any and all so-called "toxic" elements of gameplay on the basis that they consider their playerbase to be:

  • Too impatient to spend time learning how to play and play against all champions;
  • Too stupid to utilise specific niche counters against champions that are generalists; and
  • Too selfish to work with team-mates to achieve victory through personal sacrifice.

...that's EXACTLY what the player base is like, though. Riot is entirely right.

r4ndomkill2 votes

i have seen almost all of those occurring on the boards daily.

SpecterVonBaren2 votes

[{quoted}](name=Silica SAO,realm=OCE,application-id=3ErqAdtq,discussion-id=usV3svKK,comment-id=0008,timestamp=2017-07-05T13:43:01.910+0000)

The problem is in Riot's completely misdirected attempt to avoid any and all so-called "toxic" elements of gameplay on the basis that they consider their playerbase to be:

  • Too impatient to spend time learning how to play and play against all champions;
  • Too stupid to utilise specific niche counters against champions that are generalists; and
  • Too selfish to work with team-mates to achieve victory through personal sacrifice.

You think this player base ISN'T all of those things? As to your idealization of Dota's balance, if Dota and League were switched in terms of how many people play them (And no, this isn't a knock against Dota) then you can bet your ass they'd end up doing a lot of the same things.

The more mainstream something is, the more polished it gets and the more streamlined it gets. This unfortunately eventually leads to it getting so polished that it becomes a pile of dust in your hand and the product dies if you can't find a way to continue to add to what you have there in significant ways.

Dota, where it stands now, is perfectly capable of going its own base and having just one guy do all its balancing, this one guy gets to be the final word on what stays or goes too. LoL is compartmentalized, with lots of different opinions and departments that need to work together on this stuff and can't pass a change without getting the ok from a dozen other people.

You can't just look at these issues from a single point, you need to take into account the other things influencing that point.

SpecterVonBaren9 votes

"Every single DoT mage has proven problematic. Cassiopaia? Reworked, then the Rework Reworked, and still an inaesthetical excuse for a lack of art and vfx ressources on her updates. Mordekaiser? Let's not talk about it, or Malicious will probably get PTSD or something. Yes he needed a rework, BUT NOT LIKE THAT FOR HEAVEN'S SAKE! Malzahar? Had his DoT power-budget removed and stuffed into the ultimate. And Ryze? Let's be real, at this point reworking him once a year has already become some sort of tradition. Can't wait for the next version."

Except none of them were reworked because of their DoT... This is also overlooking all the other champs in the game with DoT's that haven't had their DoTs reworked. Ryze doesn't have nor has he ever had any DoT damage either.

Votable Jester2 votes

Maybe he considers any dps on a mage to be a dot? But then he would have mentioned Azir...

Auz the Ripper1 votes

I think when the OP said "DoT" they meant "DpS"

SpecterVonBaren2 votes

Even that wouldn't make any sense because the only inherent differences between ability DPS and AA DPS is AA DPS has crits and ability DPS needs mana (CDR and attack speed fulfill the same purpose in this case).

There's nothing inherently toxic about ability DPS.

Catastrop1 votes

Considering OP wrote this at 5am, I think DoT is meant to be analogous to Sustained Damage.

Sozan55 votes

1.) Damage over Time

Every single DoT mage has proven problematic. Cassiopaia? Reworked, then the Rework Reworked, and still an inaesthetical excuse for a lack of art and vfx ressources on her updates. Mordekaiser? Let's not talk about it, or Malicious will probably get PTSD or something. Yes he needed a rework, BUT NOT LIKE THAT FOR HEAVEN'S SAKE! Malzahar? Had his DoT power-budget removed and stuffed into the ultimate. And Ryze? Let's be real, at this point reworking him once a year has already become some sort of tradition. Can't wait for the next version.

The core problem with damage over time is that it has to be PERFECTLY balanced for it to work. Either you kill the enemy fast enough or you don't. Given that you play against burst-champions that means your DoT has to be "slightly slower burst" to be able to compete, which means that either you are brutally OP or you are absolutely useless, depending how the numbers are tuned. Or the numbers are so high that you might as well call it "burst per second", in that case you started playing a burst mage with a seemingly infinite rotation. That's the worst case scenario to so speak. The problem is that once you are not that strong or close to it, those champions feel so abysimally weak to play that they completly vanish from the game.

This makes balance a nightmare if you ever want these champions to be even remotely viable.

Technically marksmen also fall into this category, but for some reason here the solution is not nerfing it down but instead pumping up the damage of assassins and mages and melee carries so they can be killed so they need more damage to not be completly countered which needs more damage to... - and so on and so on, and here we get some fun damage creep in.

Okay, first of all - you start off with calling them DoT mages and then mention Ryze and Mordekaiser immidiately. Neither of them are DoT mages - they are DPS mages - that means they use a lot of abilities in order to deal sustained damage. Cassiopeia also is more of a DPS mage than DoT mage (and her rework was heavily criticized for it). DoT mages, like the name suggests, use Damage over Time abilities in order to deal most of their damage.

Currently, there are very few DoT mages (and all of them have important secondary roles): Swain Singed Malzahar Teemo (Yes, I omitted Cassio, because as I said - she's more of a DPS mage than DoT mage and most of her damage come from E, not W or Q (she used to be a DoT mage though))

And important to note - none of them were problematic because of their DoTs - but by different parts of their kits (Swain - Sustain, Singed - Proxy, Cassio - E, Malzahar - Lockdown, Teemo - Invisible Traps). And currently most of them are fine (Malza might be a bit overperforming, while Singed is underperforming - but only by a very slight margin).

That said - most of what you said can be applied to DPS mages - which makes them mostly identical to marksmen (Magic damage vs Physical damage). The problem is when they can build a decent amount of defense and still be dealing carry level of damage AND that's number 1 problem with Ryze ever since I remember.

SpecterVonBaren2 votes

A very good summation. He's stripped away a lot of the crucial details of the archtypes he's talking about in order to make his argument work and all it does is make his argument hollow to anyone that can see what he's doing.

Kingslayer Riven4 votes

For all the Magic Players here

:)

SnakDatSmilesBak3 votes

Vigorous writing is concise. A sentence should contain no unnecessary words, a paragraph no unnecessary sentences, for the same reason that a drawing should have no unnecessary lines and a machine no unnecessary parts. This requires not that the writer make all his sentences short, or that he avoid all detail and treat his subjects only in outline, but that every word tell. - Strunk and White, Elements of Style

I've noticed the same thing as you have. However, I have more to add.

Riot has worked hard to adapt archetypal characters to their game, and for the most part champions follow their design philosophies. Philosophies such windows of power, power budgets, role, etc. all factor into how riot designs and balances champions. As a result most of their champions are balanced. I do, however, agree that some archetypes are problematic in a team based PvP game.

Archetypes mesh together in unique ways in mobas. In every lol game there are several ways to deal with problematic archetypes. For example if one faces extraordinary healing, then one can choose to counter said healing with burst and grievous wounds. Riot is progressing towards a game in which nearly every archetype will have a counter. Look at their more recent (as in over the past couple seasons) for evidence of this. Not only are there ubiquitous counters, but archetypes work together in different ways. Some archetypes support each other, for example healers are much stronger when paired with archetypes that need sustain. Divers are much stronger when paired with hard engage.

Because of how flexible each team can be, archetypes help players build and counter build teams. For the reasons I've stated I don't really think any of the archetypes you mentioned are problematic. Rather I think it's just that certain champions can be unbalanced. This can happen with any champion, and any overpowered or underpowered champion feels bad whether it's a healer, tank, mage, or anything else.

SaltyToplaneGoat2 votes

I am not sure if the comment on the style of writing is constructive criticism or a compliment, and at this point my sleep-deprived brain is too fired up by coffeine and self-destructive brain chemistry to come to a proper conclusion to that.

Anyways, back to topic: the problem cannot be solved by having certain archetypes cancel out each other, that's what got us this horrid damage creep in the first place. Imagine if every archetype was a pillar holding this game up. At some point other pillars can make up for pillars that don't fit well enough and prevent things from breaking down completly. That however doesn't change the overall instability or potential tilt in the architecture.

Maintaining the status quo to prevent things from getting worse is a legitimate strategy, but that also prevents things from getting better. Wouldn't it make more sense to just lift the whole thing up, get the unfitting pillars out and then place the game on a bunch of specifically new-made ones? Sure, it would be more work, but way more effective in the long run.

The problem with these specific archetypes is that simple tweaking doesn't cut it, and this game has by far not the depth that to every archetype you can cook up something that can counter it. At least not yet, and at the current pace we will take some time to get there, which would be a challange in itself to get it right, given that competitive games function best on simplicity.

Generally your statement of archetype interaction is true, it does only really work with those that do not stand in direct conflict with the nature of the game itself.

Need Gold 4 Tent2 votes

When it was a lot simpler, what I called the "balance triangle" existed in a few aspects of the game. With lane comps, there was the sustain>poke>burst>sustain concept. With roles, there was the Nukes (Assassins and AP carries) > ADC > Tanks > Nukes. There was little variance from that which unfortunately put melee carries like Yi and Trynd in the dumpster.

Then we know of the time when Xin came out being a 6 man team on his own. IMO, bruisers were the problem, because that was when roles started overlapping. You have a tank that resists being nuked while also being able to take out squishy priority targets on their own. I know it isn't the case now, but that was back then when tank items were so strong that even ADC were taking one or 2 sometimes.

The thing is, when roles start overlapping you end up with a champ that's... to put it in Riot terms... overloaded LeeSin LeeSin LeeSin where a number tweak will either gut them or turn them into gods. Not that it's a bad thing, as it does make the game more interesting, but can be balanced, Riot just has to be careful as to how to deal with them (and/or their items). The way bruisers have now kind of assimilated into League is a good sign of this although there are still some left at the bottom of the barrel IMO.

SaltyToplaneGoat3 votes

The main problem with bruisers it that neither their damage nor their tankyness is between a wall - and if it even was so thin - of mechanics. With Xin it's mostly "mash all buttons and rightclick them to death". And there is also a reason "better nerf Irelia" has become a meme at some time, because she functions kinda the same way. Once she's fed she takes your team apart 1vs5 and there's not much you can do about it - or at least that's how it was back then.

Currently bruisers neither have to work for their tankyness, nor for their offensive, and their extremly binary design makes them either gods or utter garbage.

Riot struggles a lot with appealing melee combat abilities - heck, even the ability of the new champ is pretty much an automatic Yasuo-dash plus Q-spin. So many interesting things you can do with a weapon like that and so little has been realized... makes me sad tbh.

SpecterVonBaren2 votes

The "Better nerf Irelia" meme comes from her being nerfed on a patch where another champion was considered OP while she was considered fine by the community. It isn't about her being nerfed over and over again.

Subject 53 votes

These type of posts usually don't got upvoted or completely forgotten in the boards; the circle jerk of posts that are relatively identical in nature crowd out the boards because people don't spend enough time to read things. This post is pretty great on that type of thing - but should probably be posted on Reddit rather than LoL.

SaltyToplaneGoat4 votes

To be honest I don't like the reddit crowd - its good enough for shitposting and memes, but when it comes to actual discussion the people over there are... not of my liking, to remain polite here. Not sure what causes it or if I'm only encountering the weird corners of that site, but I can't really brag with any positive experiences with them.

Subject 52 votes

{quoted}

To be honest I don't like the reddit crowd - its good enough for shitposting and memes, but when it comes to actual discussion the people over there are... not of my liking, to remain polite here. Not sure what causes it or if I'm only encountering the weird corners of that site, but I can't really brag with any positive experiences with them.

I mean the big two include 4CHAN and REDDIT. I highly suggest not going to 4chan unless if you're looking for porn of literally any variation. Or unless you're a trump supporter. Either way, Boards hold like literally nothing better than reddit other than a stronger circle jerk of a hive mind. I mean obviously this doesn't include you but for the majority, this is true.

Hyrum Graff6 votes

I post on Boards because anyone with a League account can reply. On Reddit, I'm forcing people to use Reddit if they want to reply. I'd rather post here and then link there.

LordForrest3 votes

My god a constructive post that provokes thought. Sadly it will probably quietly die.

On the topic of your actual post, you do bring up some interesting points, do I agree with them? Not completely, but I do see what you are getting at. I agree that there are some deep rooted issues in League that need to be address to make the game better.

Sadly though those issues would require a lot of work. Actually with the amount of work that would be needed, they might as well just make League of Legends 2 and actually give us a fully stable game engine. I would be willing to wait for something like that, even more if they allowed accounts to transfer.

SaltyToplaneGoat3 votes

Well then I shall do my best to keep the conversations in this thread going, no?

Although at some point we already are in LoL 2 or 3... the game I play today does barely resemble the amateurish product I picked up more than half a decade ago. It changed and evolved... and just because one of these development steps is a bit bigger than the others it doesn't mean it's impossible.

And the work will habe to get done, soone or later, so they might as well face the inevitable and get on with it - at least that's what I would do as the most efficient course of action.

LordForrest2 votes

I agree the work does need to be done and sooner then later. I just feel they might as well take the next step and make the whole game from the ground up in a new engine to eliminate several of the issues we have. This would also have the added benefit of extending the "age" of the game since it would most likely age better then the current one.

Rouwhorst3 votes

The biggest problem of the game appears the be its "historical baggage" that runs deep in the game, and it all crosses over with that a champion is supposed to be: a POWER FANTASY. Those are exeptional characters, they are like the superheroes and super-villains and super-grey-characters-that-meddle-somehow-and-are-relevant of this world. So no matter the archetype, you want to feel powerful.

Exactly this. I will give an example to expand this: Assassin When i play assassin I want to be able to look good, prepare my assassination and kill my target without much problems. Two major situations: a) I get my job done, I feel reasonable satisfied (assassinating is imagined in 3D, so there is always something lacking) The enemy feel horrible for getting killed that fast without much counter play b) I do not get my job done, I feel terrible for not being able to execute what the champion fantasy should be doing. The enemy is slightly relieved for now there is a treat less.

EndlessIsolation2 votes

I agree to an extent. But I feel the real issue lies in how stats are designed in League to be "simplistic" AD/Armor AP/Magic res, and thats pretty much it. Attack speed effects auto attacks (same with crit) but only auto's, Hp is just hp (no bonus for having a certain threshold over an enemy ala "Massive enemy or the like").

Items are rather boring, so a lot of problems stem from kit design or certain matchups and the requirements for certain champions to do well. Sure we have flash, but a ranged character can flash just as far as a melee. Damage is all calculated the same, and having "overloaded" kits are what some would say is required for a melee carry (which I guess, but look at DOTA, melee carry kits are/were rather simple) which is why Yasuo is so popular. I would LOVE to see more divisive items, go wild with it. Just make sure items designed for MELEE CARRIES are designated for MELEE CARRIES dammit (instead of this bullshit where a ranged champion gets ahold of it, breaks, you nerf champs AND the item). I think part of the issue (besides how stats work are calculated) is that there is little to differentiate a melee carry from a ranged carry (in terms of items).

There are plenty of RPGs where you play against healing, though they've been phased out in recent years for IMO shittier mechanics (Enrage timers, 1 shot kills, stats so obscene you have to min-max grind for hundreds of hours to acquire items that raise ONE of your stats by ONE, etc). Part of this has to do with the tools a player is given vs tools available to other players (or enemies). I don't know if healing is a true issue in league in and of itself, its just how its implemented. I feel like heals are either oppressive or worthless, there is no middle ground (I suppose natural regen can be, technically). I would like to see them play around with the idea of "timed" heals ( think something similar to Redemption, having to time the heal).

I would still love to see a pre season patch (just once) where they go crazy with ideas.

DunkinNoobs1 votes

Where are the burst mages? Don't try to pretend that champs likeAnnie LuxSyndra Viktor Veigar aren't issues.

Leetri2 votes

Viktor is a battlemage, he's more sustained damage than straight up burst because of his Q and the delay on his E.

Serika Zero1 votes

DoT champion:

  1. Morgana balance changes: season 0: 4 changes season 1: 19 changes season 2: 0 changes season 3: 5 changes (only 2 of them were balance changes) season 4: 1 small nerf season 5: 4 changes season 6: 0 changes season 7: 1 change (happened due to everyone receiving a bit more mr)

look, a balanced DoT champion. say bye bye to your point ;)

http://lol.gamepedia.com/Morgana_-_The_Fallen_Angel#v7 patch history for more details

PeepingPeafowl1 votes

For all the Magic Players here, imagine playing against the nastiest counter-deck you can imagine. And now imagine it runs infinite counter-spells. Everything you do, everything you try will just be negated, even your biggest team effort, as long as it does not insta-kill my entire team will be negated by me just pressing "R" and that's not even accounting for the normal healing.

What? Just run a different strategy, if someone is running Isochron Scepter counterspell, you run aethervial/Mistcutter Hydra type of decks.

Even shit like this is capable of being dealt with, even if its annoying as hell.

Same goes for dedicated healers, because damage is wasted on non healers as long as the healer is nearby, you adapt and try to not have teamfights and keep people split or focus the healer. Healers force teamwork and in a team based game that's a good thing to have.

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