CT designs are some of the best designs in this game

chipndip1··55 votes·49,497 views

Dead serious. How so? Lemme break this down and explain.

Regardless of how you feel about them, they offer involving game play for both parties:

Akali

She excels in targeting back line targets. She excels in taking advantage of carries, who largely use targeted damage. Playing into her strengths leads people into a bad time, and it feels bad when you play into bad match-ups. However, she's not that great in team fights without a lead, and she's not that great in late game scenarios (like most energy champs are). Her shroud enables her to calmly maneuver during dives, true, but she can't up and blink out of danger without sacrificing almost all of her kill potential, unlike some other assassins like K6 or LeBlanc. Her strongest tools are also on her longest cds. If you play around her shroud and E, play the neutral well, and don't play into obviously bad match-ups, Akali's basically an auto-loss for her own team.

Zoe

Her tuning aside, Zoe's design as a whole is significantly better than people give it credit for. Her spells are generally "meh" ranged at best unless you utilize the different aspects in her kit. She doesn't have any escapes or lane sustain, either. Her best self-peel option is a skill shot hard cc that can be blocked by minions and delays in activation. There's also a ton of in-game ways to mitigate Zoe's overall effectiveness summoner 1 item 3102 item 3140 item 3814 item 3222. She IS strong in the jungle, and she does have strong flanks. If she gets fed, she does what a burst mage is gonna do and pops people. Picking her into something that can't aggressively run her down is perfect, but divers, vanguards, assassins, and attentive supports that actually buy Crucible all make Zoe's infinite life way harder. Riot would be smart to deal with her overall tuning, but her core game play is actually fine if you're using your head while you play. Don't play into the jungle where she has a plethora of walls. Play in lanes, pack some spellshields and cleanses, and run her over.

Yasuo

The undying poster boy of League salt. There's a good reason why his strongest lane is bot lane, even if no one plays it. Despite his potential to carry, Yasuo's early game, between shoving waves hard with E and Q and having no strong escape tools to avoid ganks or undo a bad engage, is heavily exploitable. Sure, he double his crit chance, but that passive means unlike Riven, Fiora, and other skirmishers, Yasuo needs to build crit, which makes him insanely glass while being melee ranged. Sure, he has a shield, but any champ damage knocks it off. Sure, he can ult off of any knock-up, but he can't move when he ults, so you can just hard-cc him. Much of all of Yasuo's benefits come with some deterrent or another that keeps him weighed down, and the nature of his risky game play causes him to fall short of success time and time again unless you're pulling the champ off properly. The enemy needs to keep harassing him and whittling him down, and he needs to dodge enemy fire and land combos. The whole gig is harder than it looks, and having a support to work off of makes Yasuo's life way easier since there's someone there to bail him out so he won't feed.

Kalista

Every designer has designed at least one bad champ and this is me being fair and honest in this thread.

Aight, so what's the point of all this? The point is that if you take the time to think on it critically, most of CT's designs have clear strengths and weaknesses. Most of CT's designs are high skill cap designs, as well. They're easier to mess up on, but they also offer strong options when utilized properly. It also brings us to the main point to make here, which is that this is the ultimate goal of champion design. Champions that are rewarding when played, crap when played bad, feel impactful when they do things, and are involving experiences for both them and the opponent. Most of CT's designs have these values baked into each one, if we're going to be honest with ourselves.

So why do people hate them so much? If you ask me, it's because OTHER designs don't have these traits. Lemme explain:

Marksmen: Their game play feels bad until it doesn't, or doesn't until it does. Because they're mostly balanced around the timer, rather than their own abilities, they feel limp-dick until they land items, and then they terrorize the entire rift. Shutting them down becomes increasingly difficult and there's very little to play around in this regard, but if they aren't like this, then they're in a state where being able to do anything of impact or merit is a greater challenge than 3D printing intelligent life.

Early-game divers like Diana/Wukong/Vi: You get that impactful feeling when you blast the life out of someone, but it's not very involving game play when Diana or Wu just slams into someone. If that one gimmick doesn't work (ass-blasting), you're left with no cds and you kinda flounder and die. Feels bad as hell, and their players feel slighted when they get nerfed because they see other more complex champions do all these flips and tricks and shit while their own champ gets nerfed for dashing and hitting someone, but front-loaded 1-shots from a mile away (or even stealth) isn't very engaging game play for anyone but you.

Older tanks: Tanks like Malph, Amumu, Rammus, and even tanky picks like Mundo and Trundle are or can be good champs objectively, but regardless of if they are or aren't, their game play is bland. They're rewarding for...like...one button in their entire kits, or they just stat check the shit out of people, but translating that objective success into success the player perceives is hard to do. Maybe Trundle beating your shit down is kinda cool at times, but for the most part, older tank designs have issues with people appreciating what they're even doing. It doesn't feel like they're doing that much, and when someone like Akali or Yasuo's dancing around you, it garners spite.

Highly reliable champs (Annie/Sona/Garen/Kayle): When it's hard to create lower lows for a champ, your highs have to be controlled in rather unbecoming ways as well. Usually you get the marksman treatment, where your scalings are your gates to enjoyment, and they open or close depending on what Riot decides for you. Yeah, what those champs over there are doing looks cooler and more fun, but you're objectively more reliable than them, so Riot has to cut down on what you get to do because what you do is stronger due to reliability, which isn't fun, but it works so they can rework someone else.

The main point is perception versus reality. CT's champs feel impactful and powerful to a point where people grossly overestimate their strength, while people undervalue others on the roster, including their own champions. This is how someone like Sona, Janna, Nami, or Jax can quietly acquire a 54% win rate and no one bats an eye, but a CT champ on a 50% win rate causes hell to break loose. They feel way stronger and influential than they actually are in solo queue...which is good. A champion SHOULD make you feel like you're strong and influential. You SHOULD feel empowered to play a champion. The issues occur when everyone else around you feels like you're too good in comparison to them because their own game play experience doesn't get close to yours. Not objectively, but based on perception.

So what's the remedy?

Well, there's a few aspects for CT designs that I think needs to be integrated into more champ designs.

  1. Each skill in a champ's kit needs to be important. CT designs are usually kits that rely on most of, or all of, their basic spells in neutral game play to make the kit work right. Many older designs have these sort of "dead weight" abilities that are OBVIOUSLY there to make build orders simpler. Teemo, for example, has only one active basic ability. Vi doesn't have an active on her W as well. Sona's E is so forgettable that most people put a point in it at levels 4 through 8 rather than level 3. On the other hand, I don' think a Thresh or a Yasuo would work even remotely well if you just up and didn't care about one of their buttons.

  2. There needs to be some part of the champion's kit that players are actively working towards/against. Most CT designs have SOMETHING that's on a pretty short cd that players are encouraged to play around. Akali's Q, Yasuo's E and Q, Darius's passive, Warwick's Q, Zoe's everything...there needs to be something to keep the players engaged relatively constantly.

  3. Avoid front-loading. Most CT's designs actively avoid front-loading damage. What this does is that it allows you to create more opportunities for players to outplay each other. Sure, Yasuo's zipping through minions, but at least he's not Dian-ass blasting you, so you have the time to assess your situation and attempt to react. This is the reasoning behind Darius needing to stack his passive before slamming you with his ult. This is the reason for Zoe needing to land her E before blasting you with a paddle star (sure, if it hits from a long distance, it hurts like hell, but note she has to send the move backwards, then send it flying forwards. You have plenty of time to dodge it, and if she does the prep from out of vision, it doesn't mean it's some massive .2 second burst option). This is the reason for Akali's damage being baked into her passive and the delayed second shot of her ult. When you aren't super front-loaded, you create a space where you're allowed more room for bells and whistles because you're less reliable. Those extra bits seem cool and strong, but what's stronger between Akali dancing in her shroud or Rengar just murdering you in a singular jump and walking off?

In shorter terms, designing more well-rounded basic abilities with a clear game play goal in mind that isn't extremely bursty upon contact, that's what will give champion designs more room for cooler and more fun tools to utilize in the game so people don't feel like they're missing out or playing something that's less capable than a CT champ, which drains the fun out of those match-ups despite the reality of the situation.

If anyone wants to discuss, feel free to do so below.

205 Comments

haaaaaaalp108 votes

His champions are well designed for rpgs or fighting games but not for Mobas.

Mobas are fun because they are a mix of both micro and macro play. Look at non CT league champions or even champions in dota, they often have many pronounced weaknesses throughout the course of a game which they have to overcome with good macro play or understanding of power spikes. CertainlyT tries to bypass these weaknesses by always giving his champions the tools to function in every situation.

As a result, he trivializes the macro aspect of the game and makes it feel a bit too much like aram which just focuses on smashing your head against the other team. If we were to give everyone tools like his champions, league would devolve into something like battlerite. Instead, riot should focus more on trimming away excess power and moving league back closer to dota like it was in previous seasons. The game was awesome when almost all of the champions were "bland" as you claim because that isn't where the beauty of Mobas comes from.

CertainlyT would be a great designer if many other genres. He just doesn't understand the power budget of a moba champion and tries too hard to cover up weaknesses.

Linna Excel3 votes

{quoted}

Mobas are fuming because they are a mix of both micro and macro play. Look at non CT league champions or even champions in dota, they often have many pronounced weaknesses throughout the course of a game which they have to overcome with good macro play or understanding of power spikes. CertainlyT tries to bypass these weaknesses by always giving his champions the tools to function in every situation.

This is a complaint I hear a lot about his champs. However when you get to higher elos, players don't worry about his champs too much so I'm thinking the problem might be he designs too hard for high levels of play and totally ignores 90% of the player base with his designs.

https://lolalytics.com/ranked/worldwide/platinum/plus/champions/

I'm looking at win rates right now, and 3 of CertainlyT's champs are in the crap tier. Zoe, Akali, and Kalista. So at least people who are good with the game can deal with his champs.

haaaaaaalp17 votes

[{quoted}](name=Linna Excel,realm=NA,application-id=ELUpwER8,discussion-id=28nNMfnH,comment-id=00010000,timestamp=2018-09-01T03:05:16.431+0000)

This is a complaint I hear a lot about his champs. However when you get to higher elos, players don't worry about his champs too much so I'm thinking the problem might be he designs too hard for high levels of play and totally ignores 90% of the player base with his designs.

https://lolalytics.com/ranked/worldwide/platinum/plus/champions/

I'm looking at win rates right now, and 3 of CertainlyT's champs are in the crap tier. Zoe, Akali, and Kalista. So at least people who are good with the game can deal with his champs.

Has nothing to do with elo or winrates. Kalista has a crap tier win rate because her design was so bad that the balance team decided to just nerf her into being unviable until she gets reworked (and had to take an unprecedented step in nerfing her autoattack to .9 ad just to do so). Winrates are tricky when discussing how well designed a champion is because of external factors like high ban rates artificially deflating winrates or the balance team simply keeping a champion underpowered.

His champions are badly designed for all elo brackets in a moba for the reasons I outlined above. Keep in mind that is different from saying his champions are overpowered or underpowered.

chipndip117 votes

{quoted}

His champions are well designed for rpgs or fighting games but not for Mobas.

Mobas are fun because they are a mix of both micro and macro play. Look at non CT league champions or even champions in dota, they often have many pronounced weaknesses throughout the course of a game which they have to overcome with good macro play or understanding of power spikes. CertainlyT tries to bypass these weaknesses by always giving his champions the tools to function in every situation.

...that's blatantly untrue. Zoe doesn't have answers for hard engagers save her one delayed hard cc, and if she misses it or it gets cleansed/shielded, she's literally just dead. Akali can answer targeted attacks since it helps her deal with carries...which she's supposed to do, but she has less safety against skill shots, which a lot of mid lane match-ups have. This type of thing can go on and on, but the point is that you can't just make the claim without backing it up.

As a result, he trivializes the macro aspect of the game and makes it feel a bit too much like aram which just focuses on smashing your head against the other team. If we were to give everyone tools like his champions, league would devolve into something like battlerite. Instead, riot should focus more on trimming away excess power and moving league back closer to dota like it was in previous seasons. The game was awesome when almost all of the champions were "bland" as you claim because that isn't where the beauty of Mobas comes from.

No, SOLO QUEUE ruins the macro of the game. What does CT's champ design do to the game that someone like Jax doesn't with his AA-spamming and split pushing?

Macro and micro are what you make of them as the player. Champ designs don't have as much impact on these concepts as peoples' play styles do. And if they did, burstier, more front-loaded champs would trivialize game logistics more than more drawn out play patterns, and CT designs for the latter.

haaaaaaalp21 votes

{quoted}

...that's blatantly untrue. Zoe doesn't have answers for hard engagers save her one delayed hard cc, and if she misses it or it gets cleansed/shielded, she's literally just dead. Akali can answer targeted attacks since it helps her deal with carries...which she's supposed to do, but she has less safety against skill shots, which a lot of mid lane match-ups have. This type of thing can go on and on, but the point is that you can't just make the claim without backing it up.

No, SOLO QUEUE ruins the macro of the game. What does CT's champ design do to the game that someone like Jax doesn't with his AA-spamming and split pushing?

Macro and micro are what you make of them as the player. Champ designs don't have as much impact on these concepts as peoples' play styles do. And if they did, burstier, more front-loaded champs would trivialize game logistics more than more drawn out play patterns, and CT designs for the latter.

You can't this look at the champions in a vacuum. Every champion has weaknesses. CertainlyT champions on average get more tools to deal with weaknesses than other champions. As a result, they devolve the game more towards a battlerite type game that focuses on champion vs champion combat and less towards a dota type game which interweaves macro and micro.

chipndip16 votes

{quoted}

You can't this look at the champions in a vacuum. Every champion has weaknesses. CertainlyT champions on average get more tools to deal with weaknesses than other champions.

Other older champions, probs. Newer designs...are about on par, honestly. You think Camille's wanting for features?

Regardless, as I said, you keep making claims without backing them up and it's kind of getting old. I've already addressed a lot of these points in the original post, but you're just skipping over them. Maybe you should list out some champions that contrast CT's champions that show good design choices, instead of just flailing? Like, for instance:

1 skirmisher 1 assassin 1 burst mage 1 juggernaut 1 catcher

In contrast to Akali, Yasuo, Zoe, Darius, and Thresh, what are 5 champs from their sub-classes that are good designs, according to you?

As a result, they devolve the game more towards a battlerite type game that focuses on champion vs champion combat and less towards a dota type game which interweaves macro and micro.

Once again, having a more involved kit doesn't do anything to micro or macro play. I'm telling you this in full faith.

haaaaaaalp7 votes

{quoted}

Other older champions, probs. Newer designs...are about on par, honestly. You think Camille's wanting for features?

I guess I probably should have made that a bit more clear. The newer champions do have a tendency to partake in an arms race to add more features instead of simply trying to be a healthy moba champion. That isn't exactly exclusive to certainlyT's champions, just happens to be more prominent with his champions. Older champions tend to be healthier as they held onto a lot of the design choices that were picked up from dota.

Regardless, as I said, you keep making claims without backing them up and it's kind of getting old. I've already addressed a lot of these points in the original post, but you're just skipping over them. Maybe you should list out some champions that contrast CT's champions that show good design choices, instead of just flailing? Like, for instance:

1 skirmisher 1 assassin 1 burst mage 1 juggernaut 1 catcher

In contrast to Akali, Yasuo, Zoe, Darius, and Thresh, what are 5 champs from their sub-classes that are good designs, according to you?

Once again, having a more involved kit doesn't do anything to micro or macro play. I'm telling you this in full faith.

It isn't just move involved kits, it is the fact that the kits try too hard to cover up for their weaknesses. He tries to give them a tool in every situation which in turns trivialize the macro aspects of the game. Refer to my previous post for more detail.

For healthier counterparts, compare akali to something like templar assassin. They both do a good job of taking down squishy targets while still maintaining some damage against heartier ones. Their weakness in theory is that they are weak to lockdown, especially targetted ones, and can be focused down in team fights. Templar assassin has defensive tools in refraction and meld but she is still vulnerable to both targetted and aoe lockdown and focus fire. With akali, on the other hand, certainlyT tries to cover up the main weaknesses by giving her protection against targetted lockdown and making it impossible for a team to focus her down even if they hit with aoe lockdown.

Compare yasuo to something like storm spirit. They both stronger scaling carries who rely on mobility and dancing around the enemy team in team fights with their damage and cc. While storm trades off this strength with no inherent defensive abilities and low mobility during the laning phase, certainlyT tries to cover yasuo's weakness with windwall and dashes starting at level 2.

Compare zoe or kalista to pretty much any mage or marksmen counterpart in any moba, I really shouldn't have to spell out why they are problematic for their archetype.

I will admit, I do not believe darius and thresh are nearly as big of a problem as the rest. I should probably clarify then that I don't believe everything certainlyT touches goes to shit, just that on average he tries to give his champions a few too many tools to cover their weaknesses and that the game would be healthier with less of his original designs as opposed to more which was proposed by the topic creator.

chipndip15 votes

Here's my issue: I say "compare these champs to champs in their sub-class" and you literally go to another game to pick out examples. That's like comparing Smash to PlayStation All Stars. It's basically a non-answer.

DotA is a different game from League. League's faster paced in general. It's unfair to judge League characters by DotA standards because League champs have different needs to compete in this game's environment. Thus, when I say "compare this champ to others in their sub-class", I'd obviously be talking about this game's skirmishers and assassins, not DotA's.

haaaaaaalp6 votes

{quoted}

Here's my issue: I say "compare these champs to champs in their sub-class" and you literally go to another game to pick out examples. That's like comparing Smash to PlayStation All Stars. It's basically a non-answer.

DotA is a different game from League. League's faster paced in general. It's unfair to judge League characters by DotA standards because League champs have different needs to compete in this game's environment. Thus, when I say "compare this champ to others in their sub-class", I'd obviously be talking about this game's skirmishers and assassins, not DotA's.

Because league isn't going to have 2 champions doing the exact same thing, that would be pointless from a design point. Likewise, they wouldn't create a healthy and an unhealthy execution of the same concept and put both of those in the game. As a result, dota had better examples of what a healthy execution of concepts in certainlyT's champions would look like in a moba. Pulling another league champion would have just shown the execution of a different concept and not ones in certainlyT's champions.

chipndip13 votes

{quoted}

Because league isn't going to have 2 champions doing the exact same thing, that would be pointless from a design point. Likewise, they wouldn't create a healthy and an unhealthy execution of the same concept and put both of those in the game. As a result, dota had better examples of what a healthy execution of concepts in certainlyT's champions would look like in a moba. Pulling another league champion would have just shown the execution of a different concept and not ones in certainlyT's champions.

That doesn't make much of any sense.

Khaz is an assassin, right? Is HE a healthier assassin design than Akali? Is KASSADIN a healthier assassin design? Shaco? LB? Evelynn? That's the question I'm asking. If Akali's design as an assassin is bad like you claim, what's a GOOD assassin design in League?

Same for Yasuo. If Yasuo as a skirmisher is a bad design, which skirmisher is a good design? Jax Tryndamere Riven Fiora MasterYi

If you can't answer this question, then you have no argument. When I said that "many Enchanter designs need improvement", I had an idea of what was a better enchanter design (Nami). If you just say "Yasuo's poorly designed" without any idea as to what is a good design for his sub-class, you're just talking out of frustration. You need to answer the question if you have a real answer or admit you don't have one. Saving face by referencing another game outright isn't going to cut it.

haaaaaaalp6 votes

{quoted}

That doesn't make much of any sense.

Khaz is an assassin, right? Is HE a healthier assassin design than Akali? Is KASSADIN a healthier assassin design? Shaco? LB? Evelynn? That's the question I'm asking. If Akali's design as an assassin is bad like you claim, what's a GOOD assassin design in League?

Same for Yasuo. If Yasuo as a skirmisher is a bad design, which skirmisher is a good design? Jax Tryndamere Riven Fiora MasterYi

If you can't answer this question, then you have no argument. When I said that "many Enchanter designs need improvement", I had an idea of what was a better enchanter design (Nami). If you just say "Yasuo's poorly designed" without any idea as to what is a good design for his sub-class, you're just talking out of frustration. You need to answer the question if you have a real answer or admit you don't have one. Saving face by referencing another game outright isn't going to cut it.

Again, naming another champion who fulfills a different fantasy doesn't have an bearing on how to make certainlyT's champions healthy. Ekko is a healthier skirmisher than yasuo but what exactly does that tell us about how to make yasuo healthy? We aren't going to make yasuo into ekko because we already have ekko. Kha'zix without his permanent camoflauge is a healthier assassin than akali but what does that tell us about how to make akali healthy? Xerath is a healthier champion design for a long range poke/burst mage than zoe but what does that tell us about how to make zoe healthy?

Looking at healthier counterparts in league doesn't do too much because we don't want to make certainlyT's champions into carbon copies of other champions in league. If we want preserve diversity, it makes a lot more sense to pull elements from dota into certainlyT's kits to make a new healthier champion than from something else already in league. On top of that, I would argue that dota in general has better designed champions compared to a lot of the more recent champions released in league. Riot can do a lot to bring league back into its golden days by looking at dota and how it gives its champions weaknesses and strengths.

chipndip12 votes

{quoted}

Again, naming another champion who fulfills a different fantasy doesn't have an bearing on how to make certainlyT's champions healthy. Ekko is a healthier skirmisher than yasuo but what exactly does that tell us about how to make yasuo healthy? We aren't going to make yasuo into ekko because we already have ekko. Kha'zix without his permanent camoflauge is a healthier assassin than akali but what does that tell us about how to make akali healthy? Xerath is a healthier champion design for a long range poke/burst mage than zoe but what does that tell us about how to make zoe healthy?

  1. Ekko's an assassin, not a skirmisher.

  2. Xerath's an artillery mage, not a burst mage.

Main point: Then you define different aspects of kits and design choices that are healthier that can be implemented in future kits. Not verbatim, but the philosophies behind them. Also, if you make that point, you state why. So far you've left all the explaining and position defending to me and me alone while disagreeing with nothing to back it up, and you're apparently oblivious to that fact. You say Khaz is healthier design than Akali. Why? If you ask me, Khaz is more front-loaded than Akali and has more freedom of movement while stealthed, which is more liberating than being tied to a area. His general niche as a champion is simply "pick off isolated targets", which isn't all that "niche" for an assassin since all of them generally do that anyway. If you want to make the point, be prepared to defend that point, because this forum doesn't allow you to just downvote these things away.

Looking at healthier counterparts in league doesn't do too much because we don't want to make certainlyT's champions into carbon copies of other champions in league. If we want preserve diversity, it makes a lot more sense to pull elements from dota into certainlyT's kits to make a new healthier champion than from something else already in league. On top of that, I would argue that dota in general has better designed champions compared to a lot of the more recent champions released in league. Riot can do a lot to bring league back into its golden days by looking at dota and how it gives its champions weaknesses and strengths.

So you're saying you can't draw examples from League's champions when it comes to designing League's champions...but you should draw from DOTA and THEIR designs, which are designed around a different game with different logistics entirely, in order to create better League of Legends champions.

If you don't have an argument for this game, just say so, man. You're beating around the bush too much, hence why you keep avoiding answering the question unless you can escape to another game outright.

haaaaaaalp7 votes

{quoted}

  1. Ekko's an assassin, not a skirmisher.

Ekko's damage pattern, playstyle, and survivability puts makes him just as much a skirmisher as yasuo or riven. Ekko's mix of sustain and burst damage lets him do a better job in prolonged duels with tanks than in blowing up backlines in team fights. He also can blow up a marksmen as fast as riven but faces the same issues getting to the backline as her.

Also, if i remember correctly, riot changed the term melee adc to skirmisher specifically because of ekko not being ad.

  1. Xerath's an artillery mage, not a burst mage.

Zoe is an artillery mage who also gets massive burst and a bit more defensive options than she should have, that is her problem. Xerath is what she would be if she was healthier although again, we aren't going to make 2 copies of xerath.

Main point: Then you define different aspects of kits and design choices that are healthier that can be implemented in future kits. Not verbatim, but the philosophies behind them. Also, if you make that point, you state why. So far you've left all the explaining and position defending to me and me alone while disagreeing with nothing to back it up, and you're apparently oblivious to that fact. You say Khaz is healthier design than Akali. Why? If you ask me, Khaz is more front-loaded than Akali and has more freedom of movement while stealthed, which is more liberating than being tied to a area. His general niche as a champion is simply "pick off isolated targets", which isn't all that "niche" for an assassin since all of them generally do that anyway. If you want to make the point, be prepared to defend that point, because this forum doesn't allow you to just downvote these things away.

I already covered why akali is a poor design, just apply everything I said about templar assassin to kha. Kha has good burst, good pick potential but also good counterplay in that a team can target cc and focus him in a team fight. Akali is poorly designed because certainlyT tried to cover up those weaknesses with shroud and end up making a balance nightmare who will probably be permabanned through worlds after which the balance team kalista's her numbers.

So you're saying you can't draw examples from League's champions when it comes to designing League's champions...but you should draw from DOTA and THEIR designs, which are designed around a different game with different logistics entirely, in order to create better League of Legends champions.

Again, because league is not going to make 2 champions that are carbon copies of each other. If they have champion x to fulfill one niche, they won't make a second champion y to do be a carbon copy. Dota, however, can have a champion which is similar specifically because it is a different game.

If you don't have an argument for this game, just say so, man. You're beating around the bush too much, hence why you keep avoiding answering the question unless you can escape to another game outright.

Because the point of these boards is to improve league, not to play a string of question/answer. I answered your question but where did that get us? We aren't anywhere closer to fixing certainlyT's champions because even if ekko, kha, and xerath are healthier counterparts to yasuo, akali, and zoe, we aren't going to make CT's champions into carbon copies of other champions in league. What we can do, however, is pull elements from dota champions who share certain aspect like storm spirit as a hypermobile scaling carry to improve yasuo in a way that does not make him into just another champion in league.

Hibeki18 votes

I dont think a single one of CT's champions werent absolute cancer at one point aside from warwick, which ironically, he was on a leash for

Sire Hippington18 votes

I have to disagree.

His designs would be great if this was a PvE game, or a fighting game, but for lol they are not fitting(or weren't if they keep their path to becomeing a fully different game that fully cut off it's roots...)

His designs have a heavy skill celing, but once you get there, thhy just have so much to work with that they usually have all the agency in their own hands and their opponents are left with nothing but hopeing for a screw up. Even if balance, they usually are very frustraiting to play against, especially 1v1, as they feel like they can answer on everything while have tools to cover up their won screw-ups.

Yasuo for example can dominate many melee matchups by consistently harrasing with the ranged Q while useing the E to stay out of range - if he can't just all-in lvl 1/2 due to absurd high dps between AAs and Q. At the same time, his windewall and E give him all the tools needed to play around ranged opponents, while his Q+R give him high kill preasre vs any squishy with little retaliation due cc-chain and the passive-shield refresh, while the low cd on Q and high AAdps and his ult %pen mean he can shred tanky targets aswell. They only thing that really shuts him down is reliable burst/cc that he can't windwall or that has less CD than windwall. He also has very little downtimes to play around, windwall in the early but most combos that get denied by it have a not **much **lower cd, same for the passive shield, and his ult though compared to other ults it's also up often. And he's not even weak in teamfights for beeing so strong in nearly any 1v1, if he has a reliable aoe-displace, he can add alot to wombos and his cleanup potential is huge. And you also can't say play it save early and outscale, cause he scales pretty massive with a nasty two item spike.

Akali goes a bit in the same direction, either you make her you're bitch or you're her plaything, very few matchups are in between, though her design has more potential with proper tuneing(more sustain, less upfront damage)

And Zoe is just from start to finish disgusting. Her Q+R is basically the thing nida got reworked for, her E through walls is disgusting and has the bubble funktions as unecessary savety net, her W is a pure disaster and never should have been alowed into the game, her CDs overall are so low that you have no real downtimes, and as long as she has something on her W or a summoner, she's very save vs dives with the massive movement boost her W gives, and you can't really use summoners or item actives vs her, which makes engageing on a champ that usually is 1-2 screens away rather difficult. Maybe if the W gets fully replaced by something else and her Q+E get visible through the fog of war(and with some solid audio cue or less missle speed) she might be fine, but with the disgusting abomination that is her W and the low counteroly her Q+E offers through terrain, she's staying an issue.

His designs are just horrible to play against and mostly boil down to abuseing mistakes of the CT-champ, which means it all comes down to how the CT-champ plays, with some hardcounter exeptions that usually leave the CT-champ with little to no option. It's just a binary experience quite often because they have extreme highs and extreme lows and overly focused on mechanics over proper tactical windows or strategic counter options other than hardcounters duering champ select.

Now the only thing one has to say for CT is that he's by far not the onlyone, most of the new designs go similar directions basically since S5, and i dislike them all for that, though he really deleivered nearlly all his designs in that form and frequently managed to rach a new 'highscore' for that kind of design, with zoe so far beeing by far the worst design that every haunted the rift.

Each skill in a champ's kit needs to be important. CT designs are usually kits that rely on most of, or all of, their basic spells in neutral game play to make the kit work right.

Nope, Yasuo often had top as his best lane, where most of his matchups completely ignore his windwall so his kit definitly is totally funktional without one of his arguably most powerfull tools already.

Zoe does 80% of her gameplay without her W, it's just the little topping that pushes her from very annoying to WTF IS THAT BULLSHIT, saveing her ass ever so often while bringing that extra damage+mobillity that makes the difference between forceing a recall and getting a straight kill.

Kallistas E basically is only a gimick that you could remove from her kit and hardly anyone would notice...

there needs to be something to keep the players engaged relatively constantly.

Just No, this is(or was -,-) not an action game, you and you're opponents playing around menaingfull downtimes is an imprtant tacticall skilltest. It is fine to have some low key low cd thing to cyclle through, but without downtimes, you either always can take on you're opponent, or always loose if the players mechanics are good enough, you should not have acces to the majority of you're power at all times. Again, lol is no a fighting or action game, people do not need a button to press every single second.

  1. Avoid front-loading [...] hat isn't extremely bursty upon contact,

In theory and on some champs like kallista also in practice, but most of his designs have tools to either still acces frontloaded power or high enough power to still burst squishy targets while also haveing all the needed stickiness vs tanky targets to acces their backloaded power reliably.

Yasuo once he has some gear has so much damage that he kills most squishys on first contact, usually with e+Q-knockup+AA+R+AA+Q, hard ccing the victim on contact and finishing it off right when the CC-chain ends. If fed, he often doesn't need to prep the knock up and kills with E+Q+AA+Q within 1.3sec past forst contact.

Akali has so much mobillty, you hardly can ever get out of her reach between first contact and the finishing ult, and her E+W make it near impossible for most champs to retaliate duering that time either. Ther might be some time between first contact and kill, but most of the time the victim is doomed from first contact already.

Darius on releas(which is the version CT designed), would often reach a point where he hooks in a squishy, delivers AA+W+Q and then finishes with the ult, he might have had the passive damage and some of the ult damage backloaded, but his frontloaded damage usually was high enough to kill squishys should he be able to reel them in.

Zoe migh have the 'throw Q backwards first' gimick, but she also has the range to do so out of vision meaning it does jack shit on the reicving end, same for her E delay on the hard CC, by the time you get hit by her E, you either cleanse or pray some tank manages to anitceipate than angle of her Q and bodyblock, since the delay also gives zoe all the time in the world to prep her Q from a good angle, and we've seen enough instakill montages to see tha once you fall asleep, you're healthbar will usually disapear in a split second the moment zoe appears, which is all but backloaded.

Zyra might have her plant dps rather than upfront burst numbers, but her CC keeps you in the plant dps till you die, she was one of the strongest combo bursters till her rework(like with darius, CT is responsible for the pre reworke design) and still shouldn't be underestimated. If she goes for the full combo vs a squishy, you're basically dead the moment her E connects unless you have cleanse, as the root last long enough to chain directly into the ult knockup for a total of ~3sec lockdown within her angry garden.

Time to kill might be somewhat higher, but most of the time, you're still basically dead after first contact vs his designs

chipndip14 votes

[{quoted}](name=Sire Hippington,realm=EUW,application-id=ELUpwER8,discussion-id=28nNMfnH,comment-id=000e,timestamp=2018-09-01T19:18:13.582+0000)

I have to disagree.

His designs would be great if this was a PvE game, or a fighting game, but for lol they are not fitting(or weren't if they keep their path to becomeing a fully different game that fully cut off it's roots...)

His designs have a heavy skill celing, but once you get there, thhy just have so much to work with that they usually have all the agency in their own hands and their opponents are left with nothing but hopeing for a screw up. Even if balance, they usually are very frustraiting to play against, especially 1v1, as they feel like they can answer on everything while have tools to cover up their own screw-ups.

Yasuo for example...

  • Like I've said, you're disproven by the fact that Yasuo does best statistically in the 2v2 lane, not the 1v1 lanes.

  • How does E help him stay out of range of opponents when E only goes towards opponents? He can dip if he's in the thick of it, yes, but if you engage on him, he can't dash away. It's not free mobility.

Like, look how you describe Yasuo as a whole, and then look at the reality of things. Jax, who cuts all the extra stuff and just ward hops around with an aoe stun and the ability to negate AAs, is SIGNIFICANTLY stronger in solo queue as a skirmisher than Yasuo is. But we're this pressed over the features of Yasuo. Have you ever stopped to ask yourself why that is? It's because you're simply unimpressed by Jax's kit, but Jax is objectively better as a skirmisher in top lane than Yasuo is in solo queue. This is what I'm trying to get people to realize. CT's designs have a ton of perceived power. After tuning them to fit in the game, a lot of simpler designs do way better in solo queue just by being easier and more consistent to pilot.

Akali goes a bit in the same direction, either you make her you're bitch or you're her plaything, very few matchups are in between, though her design has more potential with proper tuneing(more sustain, less upfront damage)

Assassins all do that.

And Zoe is just from start to finish disgusting. Her Q+R is basically the thing nida got reworked for, her E through walls is disgusting and has the bubble funktions as unecessary savety net, her W is a pure disaster and never should have been alowed into the game, her CDs overall are so low that you have no real downtimes, and as long as she has something on her W or a summoner, she's very save vs dives with the massive movement boost her W gives, and you can't really use summoners or item actives vs her, which makes engageing on a champ that usually is 1-2 screens away rather difficult.

When you guys get mad over Zoe's Q being like Nidalee's Q, do you guys ever stop to think "Zoe can escape over walls or heal herself"? Legit asking. It's a massive difference.

When you get mad over Zoe's E going through walls, do you ever think to yourself "Every skill shot in this game goes over walls"?

When you get mad over Zoe gaining a MS boost from her W, do you think to yourself "A MS boost isn't something to get mad over or else I'd have to have an issue with just about every champ in the game"?

Honestly I think Zoe as a champion needs to be broken down for you so she doesn't seem as intimidating on a fundamental level.

Maybe if the W gets fully replaced by something else and her Q+E get visible through the fog of war(and with some solid audio cue or less missle speed) she might be fine, but with the disgusting abomination that is her W and the low counteroly her Q+E offers through terrain, she's staying an issue.

Only thing that W could stand to have changed, if you ask me, is the damage. Take the damage from there and sprinkle it everywhere else. With that, it deletes her ability to fight people by chaining W's tacked on damage and her passive.

His designs are just horrible to play against and mostly boil down to abuseing mistakes of the CT-champ

Honestly you're just exhibiting exactly what I was talking about in the thread. You're heavily intimidated by the flashy nature of his designs to the point where you've given up actually trying to beat them, and if you do, you blame the pilot instead of congratulating yourself.


Nope, Yasuo often had top as his best lane

His bot lane win rate is almost 55% in Diamond as I'm typing this, compared to Yasuo's 50% in top and mid on lolalytics. The only thing is that after marksmen got hard buffed back into being bot lane's kings (yippee...), Yasuo's play rate in the lane went down, but even during that time, Yasuo's best win rate lane was bot lane. Both after 8.11 and now.

Zoe does 80% of her gameplay without her W, it's just the little topping that pushes her from very annoying to WTF IS THAT BULLSHIT, saveing her ass ever so often while bringing that extra damage+mobillity that makes the difference between forceing a recall and getting a straight kill.

She's still utilizing most of her kit to function at all times.

Kallistas E basically is only a gimick that you could remove from her kit and hardly anyone would notice...

Shhh, we don't talk about her here.


Just No, this is(or was -,-) not an action game, you and you're opponents playing around menaingfull downtimes is an imprtant tacticall skilltest. It is fine to have some low key low cd thing to cyclle through

...so we've said the same thing.

Akali's Q is low cd, but parts of her kit are long cd.

Yasuo's W is long cd, and dashes to specific targets are long cd.

Darius has relatively normal cds.

Same for Thresh, but his Flay is kinda short, and landing Q shortens it for him to do it again.

Zoe's got faster cds, true, but some champs have faster cds (Cass has pretty quick cds between Q and E, so she's technically always online for running people down).

So I'm saying you can improve someone like Wukong by giving him more to do instead of his one singular burst rotation. That's exactly what Riot's trying to do for him, too.

In theory and on some champs like kallista also in practice, but most of his designs have tools to either still acces frontloaded power or high enough power to still burst squishy targets while also haveing all the needed stickiness vs tanky targets to acces their backloaded power reliably.

Anyone bursts when they get fed, even Teemo. By nature, though, they aren't front-loaded.

Yasuo once he has some gear has so much damage that he kills most squishys on first contact, usually with e+Q-knockup+AA+R+AA+Q, hard ccing the victim on contact and finishing it off right when the CC-chain ends. If fed, he often doesn't need to prep the knock up and kills with E+Q+AA+Q within 1.3sec past forst contact.

He's a carry. Yi does the same thing but we aren't saying much about Yi because no one gives a shit about Yi until he's overtuned.

Akali has so much mobillty, you hardly can ever get out of her reach between first contact and the finishing ult, and her E+W make it near impossible for most champs to retaliate duering that time either. Ther might be some time between first contact and kill, but most of the time the victim is doomed from first contact already.

Akali LOST mobility with her rework. She's always been about chasing down targets, though, so it's not a problem that she's still able to now. Champions need to be able to have things they do well unless you want Ryu/Ken style copies like we had with Amumu/Gragas/Old Sejuani.

Darius on releas(which is the version CT designed), would often reach a point where he hooks in a squishy, delivers AA+W+Q and then finishes with the ult, he might have had the passive damage and some of the ult damage backloaded, but his frontloaded damage usually was high enough to kill squishys should he be able to reel them in.

Doesn't he ass blast squishies rn anyway? They're "squishies" for a reason.

Zoe migh have the 'throw Q backwards first' gimick, but she also has the range to do so out of vision meaning it does jack shit on the reicving end, same for her E delay on the hard CC, by the time you get hit by her E, you either cleanse or pray some tank manages to anitceipate than angle of her Q and bodyblock, since the delay also gives zoe all the time in the world to prep her Q from a good angle, and we've seen enough instakill montages to see tha once you fall asleep, you're healthbar will usually disapear in a split second the moment zoe appears, which is all but backloaded.

  1. In all those montages, those people didn't cleanse the sleep, and many of them lacked QSS (or any MR at all) anyway.

  2. If Zoe Q's from out of vision, usually it's from over a wall. If she's doing it from out of vision, you definitely need to be managing your vision better. If you get hit by Morgana Q from a spot you didn't see, it isn't "unfair" all of a sudden. Same thing here. Sure, Zoe extends her spell reach through walls and use of R, but that's why you play smart and avoid being too close to walls when it isn't safe. It's like playing into Poppy and then playing near walls, or playing against Rengar near a bush. You can't blame Poppy or Rengar for that.

Zyra might have her plant dps rather than upfront burst numbers, but her CC keeps you in the plant dps till you die, she was one of the strongest combo bursters till her rework(like with darius, CT is responsible for the pre reworke design) and still shouldn't be underestimated.

If she goes for the full combo vs a squishy, you're basically dead the moment her E connects unless you have cleanse, as the root last long enough to chain directly into the ult knockup for a total of ~3sec lockdown within her angry garden.

I'm not a fan of Zyra myself.

Koechophe17 votes

I really appreciate your bravery in posting an unpopular topic, but I have to disagree with aspects of your analysis.

  1. You state that each champion has clear strengths and weaknesses. Clear strengths and weaknesses are fine. Polarizing strengths and weaknesses are when we get into trouble. Let's imagine, for instance, a champion who could passively ignore all ranged auto attacks, but took double damage from melee auto attacks. You can see the problem, right? They would walk into lane VS a quinn and utterly anhilate her with little counterplay. Likewise, they would walk into lane VS jax and get creamed. This is an example of when the strengths and weaknesses go too far, to the point where they are toxic because you're either stomping or getting stomped. CT kits are in danger of this. Take Yasuo (the poster boy). His wind wall is frankly a polarizing strength. Utterly useless against melees, but able to potentially negate almost all of the power of a ranged kit. It blocks several ultimates and fight-defining skills with relative ease from the yasuo player and makes it a game of "yasuo hard-counters XXX" or "Yasuo gets wiped by XXX". His E is in danger of being the same; it makes him capable of dodging just about any skill shot, but has little to no power vs people with targetted gap closers, so champs like Wukong and Jax will wreck Yasuo, while champs like brand or Syndra will really struggle.

  2. It is unfair to say that Zoe doesn't have escapes or self-peel. A free movespeed boost tacked onto every summoner spell, plus the potential to always have a summoner spell available from the large minions is reasonable self-peel, and far more than the likes of brand or velkoz. In my honest opinion, Zoe is fine except for her W. There are a number of issues with it: -Far too reliant on RNG (what the minion drops) -far too much power is shoved into a 1 point skill (potential for free ignites/heals/flashes, garunteed free speed boosts and damage on every single summoner spell -Invalidates the other aspects of her kit (needing to land her skill shots to work). You can find several videos of Zoe killing people full/0 with just her passive and her W, because in the right circumstances it just gives too much power.

  3. Much of the complaint against CT champs is the hyper-mobility, which I honestly can see. If you think about it: -Akali has 2 dashes in her ult, and a dash on her W + mini dash even if it misses -Yasuo has a no cd dash on his E -Kalista (yeah, let's just not even talk about her) -Zoe becomes hyper mobile in teamfights with summoner spells and the passive movespeed, plus the portal jumping all around -Thresh offers a gap closer as a support (not a common thing back then, only Alistar had one) and a free team-mate dash, which is unheard of and the source of almost all frustration on Thresh's kit

People complain about his kits because they offer more functionality. I don't think the solution is to make every kit overloaded in that way; it would make the game too complicated with too many confounding variables.

I do agree that:

  1. CT gets too much flak
  2. He does have some successes (WW rework and Akali rework were great imho)
  3. he introduces new ideas (sometimes successful, sometimes not so much).
chipndip15 votes

{quoted}

I really appreciate your bravery in posting an unpopular topic, but I have to disagree with aspects of your analysis.

  1. You state that each champion has clear strengths and weaknesses. Clear strengths and weaknesses are fine. Polarizing strengths and weaknesses are when we get into trouble. Let's imagine, for instance, a champion who could passively ignore all ranged auto attacks, but took double damage from melee auto attacks. You can see the problem, right? They would walk into lane VS a quinn and utterly anhilate her with little counterplay. Likewise, they would walk into lane VS jax and get creamed. This is an example of when the strengths and weaknesses go too far, to the point where they are toxic because you're either stomping or getting stomped.

Well, League IS a strategic game. If people are going to act like the strategic parts of the game are important to the experience, then they should acknowledge that the game needs to have strong and weak match-ups. If everyone has a "pretty good shot" at winning against everyone, then the game isn't strategic anymore and it boils down to finger speed and brute forcing your way through match-ups. That said, some champs are going to need to do some things well and some things poorly. Sometimes those things are based around objectives. Other times they're based on lane match-ups.

CT kits are in danger of this. Take Yasuo (the poster boy). His wind wall is frankly a polarizing strength. Utterly useless against melees, but able to potentially negate almost all of the power of a ranged kit. It blocks several ultimates and fight-defining skills with relative ease from the yasuo player and makes it a game of "yasuo hard-counters XXX" or "Yasuo gets wiped by XXX". His E is in danger of being the same; it makes him capable of dodging just about any skill shot, but has little to no power vs people with targetted gap closers, so champs like Wukong and Jax will wreck Yasuo, while champs like brand or Syndra will really struggle.

Yasuo's kit isn't necessarily polarizing, seeing how his best lane, remember, is bot lane. Not mid or top, and those two lanes have similar win rates to each other. BOT LANE is his best lane statistically speaking, not because of the ranged champs (mid lane has ranged champs) but because he has help from a support.

  1. It is unfair to say that Zoe doesn't have escapes or self-peel.

She doesn't have an escape. She does have one potential move for self-peel, which I said in my opening post.

A free movespeed boost tacked onto every summoner spell, plus the potential to always have a summoner spell available from the large minions is reasonable self-peel, and far more than the likes of brand or velkoz. In my honest opinion, Zoe is fine except for her W. There are a number of issues with it: -Far too reliant on RNG (what the minion drops) -far too much power is shoved into a 1 point skill (potential for free ignites/heals/flashes, garunteed free speed boosts and damage on every single summoner spell -Invalidates the other aspects of her kit (needing to land her skill shots to work). You can find several videos of Zoe killing people full/0 with just her passive and her W, because in the right circumstances it just gives too much power.

No, that's not "reasonable" self-peel. If a MS boost is self-peel then Sona has some really reliable self-peel, and we know that's not true so I'd hope we can refrain from spinning things that way.

Outside of that, Idk if it was all too important for her W to have damage on it. They could have probably just not done that and had a bit more damage on her passive to compensate, but that's really the major flaw I see in W. The other stuff is fine and fits her theme.

  1. Much of the complaint against CT champs is the hyper-mobility, which I honestly can see. If you think about it: -Akali has 2 dashes in her ult, and a dash on her W + mini dash even if it misses -Yasuo has a no cd dash on his E -Kalista (yeah, let's just not even talk about her) -Zoe becomes hyper mobile in teamfights with summoner spells and the passive movespeed, plus the portal jumping all around -Thresh offers a gap closer as a support (not a common thing back then, only Alistar had one) and a free team-mate dash, which is unheard of and the source of almost all frustration on Thresh's kit

Akali has less overall mobility than before.

Yasuo, like I said, can only dash into enemies. Mobility and shit? Yeah, but it's not free mobility like Riven or something. Trying to cap it any more than this would make it pretty dang hard to be Yasuo.

I'm glad we're agreeing that Kalista's a mistake.

Zoe isn't a mobile champion unless we're saying Sona and Janna are mobile champions.

Thresh is DEFINITELY not a mobile champion. When have hooks counted for mobility creep? Are we saying Leona's a mobile champion that adds to mobility creep?

People complain about his kits because they offer more functionality. I don't think the solution is to make every kit overloaded in that way; it would make the game too complicated with too many confounding variables.

Most of his kits aren't overloaded. The main one I'd let that moniker slide on is Yasuo (ironic, right?) but even then, he wouldn't operate right without things the way they are. The other kits have features and their game play pretty much stays in that realms without grabbing from too many other places within their designated sub-classes. Akali's big thing is her shroud and reaching targets, so you're not gonna see a ton of extra outside of the things that highlight that. WW is designed around chasing down enemies and drain tanking, and his whole kit revolves around that. Zoe revolves around stealing actives and bursting from flanks...a lot of these kits have about 2 descriptors that lay out what each champ's about. That doesn't really scream "overloaded".

Titanium7011 votes

You kinda proof your selfe wrong here:

By comparing Leona to Thrash that's a PERFECT example for Mobility Creep.

BOTH offer nearly the same single target, CC heavy engage. (Both have additional defensive and offensive capeabilities I wont go in detail with.)

But Thresh ALSO grants one ally high range dash to him selfe which instantly makes him better than any other engage Support out there.

Thresh is the go to Support for exaktly the reason many people hate CTs design. They do what other Champs do - but also have a RIDICULOUS toolbox to choose from making them overall better, more flexible and safer than their counterparts.

And while in vacuum those designs might look good and 'fun'. They simply do not fit into the rest of the roaster and cause balance and health issues in the game.


And btw... Zoe is ANYTHING but good design. Zoe is a horrible kill or die Champion with little to no counterplay which will never be actually balanced. From dumb RNG to invisible (through terrain) skillshots Zoe offers nearly everything I'd relate to horrible gamedesign.

Koechophe7 votes

Unfortunately, I feel much of your tone is raw argument rather than discussion. On a few points:

  1. Weak V.S. strong matchups are fine... to a certain degree. But if the matchups are almost unwinnable, then the game turns into a place where the bulk of strategy happens in the champion select, which is not healthy or engaging. This is why clear strengths/weaknesses are fine, but they are unhealthy when polarizing. It's all about whether we want the game to be decided in round, or in champ select. I, for one, prefer the former, which is I why I take opposition to polarizing matchups.

  2. Yasuo's statistics being inclined towards bot lane doesn't take away from my point. Melee champions in bot lane is now somewhat meta, and could be easily used as a counterpick. Yasuo himself exists as a counter-pick to range and skill shots, which creates a polarizing strength that is extremely problematic.

  3. Your comparison between zoe and sona is asinine. Zoe gets a free flash any time her opponent uses one. Zoe has the potential to get free flashes, slows, ghosts, mini-dashes and the works from every single large minion, which allow her to push with impunity. The speed boost (which is, by the way, 3X more powerful than Sona's at level 1, and more than 4X more powerful at max rank) is just icing on the cake. Zoe can be hyper-mobile in teamfights when flashes are thrown around because she picks them up, and she gets a free summoner spell with literally 100% up time if she kills the minions with the balloons.

And Janna is a poor comparison because Janna is the queen of peel. I would be terrified of a mage with as much peel as Janna.

  1. Akali has more mobility than before. Akali's W is a free dash to either her shroud or an enemy she hits, at much longer range, and her ult can be used however she wanted. Before, she only had a gap closer. Now, she has the decision-making process on how to use her mobility. In addition, her passive gives speed boosts in fights, making her more mobile yet. Yasuo is hyper mobile in lane, not in that he can escape fantastically (though he can get away pretty well if he's skilled, anyone will acknowledge that), but because he can dodge almost any damage by dashing around the minions like a mad man, and chase exceedingly well. As was stated before, thresh is an example of mobility kreep because he has a long range gifted dash, which is literally the ability to give mobility to another champ.

As far as being overloaded: -Akali and WW were well done, I don't feel they are overloaded. Akali is difficult to deal with, but lacks in reliable damage, which helps make up for it. -Thresh, yasuo and zoe are overloaded. Thresh offers so much utility that his kit has to be balanced on a razor's edge, and he's left as innately squishy to compensate. Yasuo is given far too much defensive utility for a supposed hyper carry. Zoe's W is just overloaded, the rest of her kit is manageable but there is too much power shoved in that thing.

RiotAD Yuumi17 votes

When you mention "other designs don't have these traits" it reminded me of a conversation I used to have with Xypherous

Xypherous used to lament that Riven would have been a MUCH better design if League was a game where EVERYONE WAS RIVEN. The point he was making is that Riven matchups vs. characters with similar tools to her tend to be be dynamic and exciting. On the flip side, Riven matchups into characters like Nasus are much more likely to feel awful for one side to play. Nasus either outstats Riven and wins with Q (despite all her gameplays) or he does not outstat her and loses (while feeling helpless as she dashes circles around him).

We could say here "oh well why not just give Nasus more tools," but we have to remember that there are a lot of players out there who DON'T WANT THAT MANY TOOLS. I believe one of League's strengths is the sheer amount of variety we've managed to express in our champion roster. Some players want a high mechanic high octance experience (like Riven or Yasuo) whereas others would prefer to chill and manage one or two important spell casts (Like Nasus or Annie). It's important that we find ways to make champs with varying levels of mechanical complexity and "outplay" potential able to fit into the same game.

(As a side note, I agree that a number CertainlyT champs are awesome, IMO Yasuo and Thresh are two of the best champions ever made. It's interesting when examining regional differences for "the Yasuo problem." NA players find Yasuo incredibly frustrating, but Chinese players think he's fine, despite his playrate being WAY higher over there.)

La Bello11 votes

What bugs me is that you guys identify exactly what ticks people off about Yasuo so why are there never any attempts to compromise?

The things complained about on Yasuo are pretty unanimous mainly Windwall being able to devour 120s+ ults like Ornn ult/ Miss Fortune ult and Yasuo's gimmicky double crit+free armor pen steroids that give him the edge into any matchup along with a ridiculously strong artificial power spike. this goes back around to what others were saying about CT champs being built to always have an answer to everything.

I feel like Riot has failed to properly communicate to use why these specific features are absolutely VITAL to the champion and why they're not replaceable with something else like 80% slow resistance post Last Breath or mini MS boost after every crit.

also on a side note I think Nasus is pretty awfully designed as far as the playing against him experience anyways. I mean he is pre-rework Poppy levels of Binary statcheck gameplay and he is far overdue for a mini-gu (Rework to Stack system, Moving his healing off his passive onto his Q like Yorick, Reworking Wither and redefining his ultimate to not just be " GAIN ALL THE STATS and sit on top of your opponents face").

Hópe5 votes

[{quoted}](name=Riot jinxylord,realm=NA,application-id=ELUpwER8,discussion-id=28nNMfnH,comment-id=0018,timestamp=2018-09-04T03:42:52.523+0000)

When you mention "other designs don't have these traits" it reminded me of a conversation I used to have with Xypherous

Xypherous used to lament that Riven would have been a MUCH better design if League was a game where EVERYONE WAS RIVEN. The point he was making is that Riven matchups vs. characters with similar tools to her tend to be be dynamic and exciting. On the flip side, Riven matchups into characters like Nasus are much more likely to feel awful for one side to play. Nasus either outstats Riven and wins with Q (despite all her gameplays) or he does not outstat her and loses (while feeling helpless as she dashes circles around him).

We could say here "oh well why not just give Nasus more tools," but we have to remember that there are a lot of players out there who DON'T WANT THAT MANY TOOLS. I believe one of League's strengths is the sheer amount of variety we've managed to express in our champion roster. Some players want a high mechanic high octance experience (like Riven or Yasuo) whereas others would prefer to chill and manage one or two important spell casts (Like Nasus or Annie). It's important that we find ways to make champs with varying levels of mechanical complexity and "outplay" potential able to fit into the same game.

(As a side note, I agree that a number CertainlyT champs are awesome, IMO Yasuo and Thresh are two of the best champions ever made. It's interesting when examining regional differences for "the Yasuo problem." NA players find Yasuo incredibly frustrating, but Chinese players think he's fine, despite his playrate being WAY higher over there.)

Why do you guys keep using China as a staple to why Yasuo is fine.

Half the game hates the champ.

MasterDClone7 votes

and the other half doesnt lol, when u vote something out u cant have just 50%

Nevrankroaton8 votes

Because the game is very VERY VERYYYYYY popular in China, like you guys don't realize how insane the playerbase is here. NA isn't the world, EU isn't the world and if anything, I don't think I am making false stats saying than more than 50% of the playerbase worldwide is chinese (or from Asia).

So it is important to realize (it sound like a taunt but you will get what I mean by this) that NA player need to stop thinking they are the center of the world and that it is logical that Riot also consider other playerbase. Especially when China is GROWING, which mean they will be the one paying the deeds for this game that get less popular in America.

Popperofski16 votes

Everything CT's made has peaked ban rate at some point.

Doubt that's a good thing

Dracocrash16 votes

Already found a problem with your first line

"Regardless of how you feel about them, they offer involving game play for both parties:"

People hate CT champs because they are being forced to play a game they don't want to play. the end.

chipndip17 votes

...you don't want to play League of Legends?

Ulkusus9 votes

Did you try to "play" against yasuo as a champion with only projectiles? He can just place his wall ontop of you and all your damage magically disappears, because it's coded like a block, not a wall (to more easily catch fast projectiles apparently). Even if you win the game later, it's just not worth the time spent being frustrated by him.

chipndip13 votes

This is like complaining about the frustration of beating a Charizard with a Venusaur. This is a strategic game. You have to have designs that are stronger into some champs and weaker into others, otherwise the game devolves from strategy to simple finger speed.

Besides, like I said, he wins more in bot lane. His mid and top win rates are actually very similar, so the discrepancy between being ranged or not doesn't even matter when it comes to winning the match.

If every match could be approached the same way, the game would be getting worse, not better.

KuroCaliber4 votes

That's pokemon. You yourself berated several comments for comparing other gameplay philosophies to league. Sure Charizard is supereffective to venusaur. Venusaur also can have thick fat if it goes mega, lowering that damage, be boosted by things like status boosters, and above all, is a turn-based combat system. Yasuo often doesn't even give you a turn, and both chunks you, stuns you and knocks you up. In pokemon you can also switch out to a more favorable pokemon, none of these concepts work in League.

Fízz v210 votes

Idk about Akali because her damage is just busted rn and she.. kinda needs a nerf, agree on Zoe. Tho Zoe is a bit binary with "have cleanse/QSS or get oneshot as squishy", but she can play around it by poking and by having reliable damage from passive and W (tho both got nerfed hard recently which made her very weak).

But I dont agree on Yasuo, like you said its hard to play safe with him, but if you do.. I think his kit would be very balanced if he was the glass cannon champ you described him as, but sadly one of his core items is item 3053 with item 3046 reducing your damage and Resolve giving him defense. People sometimes even go item 3046 item 3053 before finishing item 3031

DoktorKaiser10 votes

[deleted]

MF is my Waifu19 votes

{quoted}

I logged on and came in here to downvote this thread, but then I just found out...

RiotAD Yuumi27 votes

No downvotes is a great voting method for curated boards IMO (where mods can manually filter out spam posts and other nasty threads)

People don't downvote objectively bad threads. They downvote things they disagree with. Creates echochambers. Makes it difficult to have discussions, especially if you disagree with the majority.

Blu 112 votes

If people downvote things they disagree with, then when things get downvoted into oblivion it means that the vast majority of people disagree with the post.

And it's not like the opposite is not true either, people upvote things that they agree with.

Removing downvoting without also removing upvoting is an issue because it heavily biases towards those that agree with the post in question.

Nea1046 votes

No wonder this guy posted that here.

Stars Shaper4 votes

To avoid circlejerks that would mass downvote anything that goes against hivemind mentality.

haaaaaaalp4 votes

{quoted}

The idea that there is no downvote on gameplay+ isn't necessarily a bad idea. There are 1-2 topics a day max and upvotes/downvotes realistically isn't going to change the pace of a discussion like on the normal gameplay forums.

The problem is that the moderators decided to choose a flawed controversial topic just for the sake of controversy.

ModCaptainMårvelous8 votes

Heads up: We didn't choose it just because "Wew THIS will make people mad!"

We did it because OP raises an interesting PoV that goes against what people often associate with CT. He also explains his reasoning, gives possible solutions and examples why he thinks this is a good idea. And let's be real: If this was on normal gameplay, it'd wallow in the pits because it used "CertainlyT" and "Good" in the same sentence without "is no" between the two.

It's fine to disagree but we didn't pick this just because controversial opinions. You have to do more than that to get approved on G+.

haaaaaaalp6 votes

{quoted}

Heads up: We didn't choose it just because "Wew THIS will make people mad!"

But it was one of the reasons why you choose it. It just wasn't the only one.

We did it because OP raises an interesting PoV that goes against what people often associate with CT. He also explains his reasoning, gives possible solutions and examples why he thinks this is a good idea. And let's be real: If this was on normal gameplay, it'd wallow in the pits because it used "CertainlyT" and "Good" in the same sentence without "is no" between the two.

And it really should wallow in the pits because the ideas would make the game worse. Lets be honest, if someone did the same thing explaining why CT's champions are problematic, it would never have gotten selected because it would not have been as controversial.

There are very good reasons why a topic like this would have gotten downvoted and you shouldn't just look to ignore those reasons when you try to reshape the gameplay forums.

It's fine to disagree but we didn't pick this just because controversial opinions. You have to do more than that to get approved on G+.

And no one is saying that was the only reason you picked it. I'm sure you had multiple options and picked the post that looked liked the person put the most effort even if it was uninformed in many areas. However, you are walking a dangerous road when you select for controversial topics at the expense of game health.

You may get away with it, you may not. Just be careful.

Edit: just realized, there are a bunch of colors for names and I don't actually know what your role is so ignore if you aren't the one picking the topic >.>

ModCaptainMårvelous3 votes

{quoted}

But it was one of the reasons why you choose it. It just wasn't the only one.

No. I mean the first post/comment is a good summation that maybe he can agree with OP but not in the context of the type of theater league is.

And it really should wallow in the pits because the ideas would make the game worse. Lets be honest, if someone did the same thing explaining why CT's champions are problematic, it would never have gotten selected because it would not have been as controversial.

There are very good reasons why a topic like this would have gotten downvoted and you shouldn't just look to ignore those reasons when you try to reshape the gameplay forums.

No, it would have gotten downvoted because it goes against the masses/popular opinion, even if maybe that popular opinion isn't the right one. Again: What we're trying to do with G+ is to give people a place to discuss and go into deeper dives without fear that someone sees something (Such as "CertainlyT"), downvotes and moves on. Just because you disagree with OP's notion doesn't mean his idea is any more or less valid than yours.

If you really want to prove him wrong: Show it. Give hard evidence. Challenge the viewpoint without going "LOL CT DOWNVOTED". That's the type of behavior we're trying to avoid on G+.

And no one is saying that was the only reason you picked it. I'm sure you had multiple options and picked the post that looked liked the person put the most effort even if it was uninformed in many areas. However, you are walking a dangerous road when you select for controversial topics at the expense of game health.

You may get away with it, you may not. Just be careful.

Edit: just realized, there are a bunch of colors for names and I don't actually know what your role is so ignore if you aren't the one picking the topic >.>

I mean we don't just pick one post. To be completely honest, this was the second draft of this post. We asked OP to take another crack at it and to try again. Often we don't just approve ANY post that shows up at the door but we're not so hard-lined against posts that we just delete. We're also not posting it because we all agree with it, which I think is your big problem with your disapproval of the post. Not every mod likes CT's champions. We picked it because regardless of our thoughts, it provided a good discussion and really dug into game design well beyond CT's ideas.

We're not trying to force you to think CT makes good champions nor do we all believe everything CT touches turns to gold. We're just trying to provide a viewpoint that would be drowned out but raises an interesting thought into the nature of design, champions with wild/boundry-pushing designs and the nature of LoL having multiple designers.

haaaaaaalp4 votes

{quoted}

No. I mean the first post/comment is a good summation that maybe he can agree with OP but not in the context of the type of theater league is.

No, it would have gotten downvoted because it goes against the masses/popular opinion, even if maybe that popular opinion isn't the right one. Again: What we're trying to do with G+ is to give people a place to discuss and go into deeper dives without fear that someone sees something (Such as "CertainlyT"), downvotes and moves on. Just because you disagree with OP's notion doesn't mean his idea is any more or less valid than yours.

If you really want to prove him wrong: Show it. Give hard evidence. Challenge the viewpoint without going "LOL CT DOWNVOTED". That's the type of behavior we're trying to avoid on G+.

I mean we don't just pick one post. To be completely honest, this was the second draft of this post. We asked OP to take another crack at it and to try again. Often we don't just approve ANY post that shows up at the door but we're not so hard-lined against posts that we just delete. We're also not posting it because we all agree with it, which I think is your big problem with your disapproval of the post. Not every mod likes CT's champions. We picked it because regardless of our thoughts, it provided a good discussion and really dug into game design well beyond CT's ideas.

We're not trying to force you to think CT makes good champions nor do we all believe everything CT touches turns to gold. We're just trying to provide a viewpoint that would be drowned out but raises an interesting thought into the nature of design, champions with wild/boundry-pushing designs and the nature of LoL having multiple designers.

And while that is a noble cause, you need to stop and ask yourself why it is that topics praising certain champion design gets downvoted to oblivion. When someone praises the warwick remake, it gets upvoted. When someone praises yasuo design, it gets downvoted. Promoting discussion is fine but it really shouldn't be at the expense of game health.

Gameplay's problem has never been that unhealthy discussion gets downvoted into oblivion. That was actually one of the strengths of the gameplay setup. It's problem is that there are 140 champions in league so not all of the champions get enough discussion. Instead of looking for controversial posts about topics that have been discussed to death, why not look to bring up ones about less talked about issues?

Also, my biggest problem with putting this specific topic is the fact that certainlyt's champion flaws have already been discussed to death. What more about his champions do you really feel needs to be discussed? You said that you are afraid people will just see something, downvote, and move on yet that doesn't fit the pattern of topics around his champions. Those topics usually have multiple responses outlining the reasons why certainlyt's champions are problematic.

This thread specifically may have gotten downvoted but it would have also had multiple responses showing OP the flaws in his discussion. This is not a topic that needs to be highlighted on G+ to stimulate discussion because there is already so much discussion on the topic.

Divewing4 votes

Because people find it easier to blame things.

Fact is, the downvote button was never used correctly to begin with. It is supposed to be used to filter out discussions which do not contribute anything, but people used it because "I think you are wrong, therefore you are wrong, therefore DOWNVOTED!"


The irony in all this is you can't control your CT-hate-boner well enough that you completely ignore the valid points in the discussion - the exact thing that has caused G+ to need to be created.

KFCeytron9 votes

Zoe needing to use her kit to have too much influence doesn't mean she's okay, because she probably will use her kit, and then she'll be broken. Listing things she can't do doesn't mean that the things she can do are healthy. Edge of Night is a terrible item that almost nobody buys, as its stats are low and the active isn't useful for anything but ganks and Requiem. Do you think it's good for part of the counterplay to a mid mage to be "stay out of the jungle; she owns it"?

Zoe's W is "important" in that it's way too strong, but it doesn't have anything to do with the rest of her kit except for the fact that it's a spell and therefore turns on her passive. There's no way for that ability to actually be an integral part of her kit, because it's not really her ability. It's item actives and summoner spells.

Skillshots that increase in effectiveness over their travel time/distance are allowed to do that because, in theory, opponents have more time to dodge them. Getting hit by something from fog is a massive design problem for this mechanic, in the same way that Ez is a problem for any on-hit item or mechanic.

I don't know enough about Akali to have an opinion, Yasuo is fine, and Riot obviously knows that Kalista was a mistake (along with Ryze et al.).

SettDownShutUp3 votes

[deleted]

chipndip14 votes

Do you guys come here to actually discuss the game or do you come here to whine and complain about the downvote feature?

TheSymbolÔfPeace3 votes

Are you really getting defensive for him saying you should be thankful for not having the downvote feature? He is just saying those who saw this post would downvote it without reading anything you have to say. Stop being a softie.

chipndip12 votes

If that's the ONLY thing he has to say, then he shouldn't even bother being on Gameplay+. Note how the post got deleted.

SettDownShutUp7 votes

Hm. I hop in after work to see this thread still on fire and my post deleted. Lovely.

Alright let's see what can I add...hm.... Ah.

I believe that if there's anything CertainlyT's record has proven it that the majority of what he touches has constant and severe balancing issues that arise time and time again. I also find his reworks and recent champion designs to be both disruptive to players and leave a negative, toxic impact on the community as a whole. Darius, Zoe, Kalista, and Yasuo were practically hated since day one, and were often found by the community (in my opinion and by a summary glance at the forums of yesteryear) unfun to play against.

Grave and Caitlyn altered a meta for a season due to the infamous League of Marskmen and the inclusion of Death's Dance. I still can't look my friend in the eye and say "wanna play league" because he asks whether Graves can still heal to full in a single auto. And then there's an awkward silence for a while.

I know Zyra was a group effort hence I refrain from speaking of her, but I feel Thresh needs special mention. I love thresh's design and agree completely that this design is one of the golden geese that any champion from now on will have to measure up to in terms of support. But to that end I feel thresh also caused a severe power creep in terms of what was expected of whoever duo'd with the ADC. Can you peel, shield, CC, provide escape and also chunk a target at ranged? Why aren't you choosing thresh?

Warwick is the most tame update CertainlyT has ever produced. Maybe he was sick with the flu or something, I dunno. But I think a mellow CertainlyT actually produces better results. Warwick is one of the few cases where I have to say, he didn't cause an issue. He was a solid champion rework and I wish this reflected on more of his work.

...Mordekaiser... The LCS will never live down the embarrassment that was the juggernaut update, and how dominating this one champion was. And let's not forget that CertainlyT ignored the protests, advice and caution of the community for 3 months, which, no, doesn't have anything to do with his designs save for the fact that it showed a complete lack of understanding or willingness to comprehend the fantasies behind playing a walking suit of armor.

"Morde needs someone to help cover his weaknesses and actualize his strengths. Supports stood out as natural complements. They too are incomplete champions, lacking damage but bringing a lot of CC and ally buffs/hastes."

The disruption this champion brought for however brief a period will not be forgotten and I feel is what truly brought CertainlyT into the minds eye of the community as, though not a poor designer, a too ambitious one which can prove far more disastrous.

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