Did Riot Really Drift Away From Design This Patch?

PunkDisorder·2/20/2016, 8:17:37 AM·4 votes·445 views

I've noticed that this 6.3 patch, that the power disparity between champs seems astronomical. I can already determine the games outcome not by looking at ranks, match histories, champion mastery banners. None of those mean anything. I just look at which team has more God Tier champs and about 80% of the time I can call it right. There's so much that (despite win rates) is just not conducive to FUN! I've noticed that some of the recent high tier champs (Yi, Udyr, Soraka, Kog, Xin, etc.) are, whether I'm beating them or losing against them, not fun to play around or against. They feel like a burden, a hassle. I remember one game after playing against Shen (and winning) my head physically hurt from how stressful it was to try and work around his kit in teamfights. It's the same way with a lot of these high tier champs that are blatantly just stronger picks than others in their role. You CAN beat them but it is mentally stressful to do what you have to do.

TL;DR When designing champion buffs and nerfs and reworks, remember the three factors with each champ "Is it FUN to play AS, WITH, and AGAINST?"

8 Comments

PhantomGG2/20/2016, 8:45:58 AM3 votes

This is actually a really healthy meta excluding a certain few things. You think this was bad? Play season 4, where every lane had a holy trinity of champions you had to play or else you lost.

At least this season you have at least 10-15 good champions for every role.

PunkDisorder2/20/2016, 9:19:31 AM2 votes

I've played since Season 2. I remember the release Diana's, the Feral Flares. The problem with those metas were there was just one thing...but it was 1 easy ban (usually, unless it was an item). This season it's about unholy legions. So many things that, even if you can pick something just as powerful for your team, they simply are NOT fun to play as, with, or against.