I do not see balancing league as something hard

AirKingNeo··2 votes·677 views

Champion balance is easy because of how isolated it is. You only have to deal with that single champion. Find what makes X too weak/too strong and change it to something better or more workable. (Worrying about how 'matchups' work is pointless. Nerfing Caitlyn might raise the winrate of who she counters, but Lucian vs whoever Caitlyn counters is still the same, so that winrate change is just a result.)

Item and rune balance is based on what champion classes you affect. This isn't really that hard, but it's a lot of more work than champion balance because you have to check every champion you affect. (Reducing Zeal Upgrades' item costs is a buff to crit ADCs, but you'll have to see if there's anyone who's already performing well and if this pushes them over the edge.) (Items include champions using X item.)

Map and Objective balance is the hardest as it affects everyone. The easiest way to deal with it is to divide it into the specific situations that deal with the Map and Objectives, rather than actually everyone. For example, reducing turret health would be a much big change to Ziggs than a split pusher. Changing an Epic Monster means you want teams to meet certain conditions to be met for fighting it, like Baron being high damage and tanky means you need to commit at least 4 people for an extended amount of time, which means you need significant map pressure.

When it comes to items, runes, monsters, and the map, unexpected things are bound to happen. Sometimes your community will point these out, and that should be listened to. Otherwise, they are unpredictable and they will happen, so just smartly deal with them accordingly.

The game also has a general balance: how bot lane, mid lane, top lane, and jungle all compare against each other. That's how you can tell the difference between everything being weak or a single thing being too strong in a role/class.

4 Comments

doiminat0r36005 votes

Over 100 champions.

They do a better job at balancing than Blizzard does, even though I haven't played LoL in almost 2 years. There are less champions in LoL with <3% playrate (in their respective roles) than OW has <1% heroes for their playrate. With OW at 27 heroes and LoL at over 100+, I think they're doing pretty alright.

AirKingNeo1 votes

That's not a lot given you're only looking at 1 champion at a time, or 30 at a time where you realistically only have to handle 3 or less. Balancing the map is actually hard, but not nerfing broken shit.

DrCyanide2 votes

You haven't defined your success condition for balance.

Take your Caitlyn example. Who is suppose to beat Caitlyn in a balanced setup? Who is Caitlyn suppose to beat? If you just target a Caitlyn win rate of 50.0% then you will have issues as the play rates of other ADC's go up or down and drag her win rate up or down with them. How do you know if you've got Caitlyn balanced if her win rate fluctuates with the play rate of other champions she's facing?

AirKingNeo1 votes

Success condition? Pretty basic actually.

48.5% to 51.5% winrate. 10% or less pickrate, but at least above 3%. 20% or less banrate.

Realistically, anything that doesn't feel blatantly broken.

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