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Is nobody else sick of stat ball champs?

MrSc0tty··5 votes·3,189 views

I'm talking about champions who, for whatever reason, are basically reduced to a single move and everything else is just a button to be mashed to give them a stat advantage.

Master Yi: he's a targeted gapcloser. He just moves faster, hits harder , and attacks faster than anyone else.

Udyr: "stances" are meaningless because he gets the best bonus from every stance carried over into the others, so his kit just turns into a guy who moves fast, applies a little on hit stun and has more HP.

Trundle: more attack speed, more AD, more defensive stats, more MS than you....and a pillar.

Is anything being done to address these guys? It's the exact same problem Ryze has as a Mage, or Caitlyn as an ADC: they perform at peak power level in a fight without any kind of skill expression by the player. When that peak is low, they're pub stompers. When that peak is high, they're the best champs in the game.

24 Comments

RiotPhreak8 votes

A distinction really worth making here is the difference between a Skill Floor and a Skill Ceiling:

  • A Skill Floor is how good (1-100) you can be with a champion with almost no knowledge of how the champion works. Sona, for example, has a HIGH Skill Floor: You're fairly effective (say, 40) on your first or second game. There's more to master, but you'll be reasonably effective. Meanwhile, Yasuo has a very LOW Skill Floor: First-time Yasuo players are really bad at him.
  • A Skill Ceiling is how good you can be with a champion if you've truly, or nearly, mastered the champion. Zed, for example, has a HIGH Skill Ceiling. You can do all sorts of crazy tricky things by keeping track of his shadows, etc. He also has a pretty LOW Skill Floor because it can be quite easy to screw up his combos for a new Zed player.

I think a champion like Master Yi actually has a pretty high Skill Floor as well as a pretty high Skill Ceiling. Running around hitting QER every fight will give you pretty decent results. However, blocking burst abilities with Meditate, dodging important spells with Alpha Strike, properly managing Wuju Style and Double Strike is reasonably complex. I think his Skill Ceiling is higher than average, personally.

The worst combo is high floor, low ceiling, because mastery doesn't offer any results. Being easy to pick up and play is not really a problem, as long as there's a way to prove yourself as a better player.

papapudding2 votes

The worst combo is high floor, low ceiling, because mastery doesn't offer any results. Being easy to pick up and play is not really a problem, as long as there's a way to prove yourself as a better player.

Kinda like Garen?

BlueCannonMinion2 votes

just gonna comment here because people dont seeem to be getting whats Phreak meant by skill ceiling and skill floor

someone who is easy like Garen (thank you papapudding for the quick reference) will have a very high floor because the skill floor actually measures how effectivley you can use a champion with little to no practice. and with garen this coulds be your first moba and you could get a good understanding about how to play him.

the skill ceiling measure their potential effectiveness if you were to master every aspect of their kit. yasuo for instance, knowing when you can dash to dodge rather than putting the wall on cd to block.

TLDR the skill floor represents where one starts out on the path to master the champ. and the skill ceiling represents how much more they can learn through practice before they have mastered that champ

HemiPoweredDrone1 votes

I think the confusion for many people comes from how skill is viewed. With Phreak's definition, you could picture skill as a different sliding scale for each champion, a high skill floor in this case would be an easier champ as you are closer to the top of that scale already. With the definition many of us seem to use; skill is one large number line, with each champion being an area of that line. With this definition, a champion that is easy to use would have a lower floor as you need less overall skill to use them.

BlueCannonMinion1 votes

yah that way makes sense aswell

MrSc0tty1 votes

But it's possible to have non-binary, high skill floor champs. There's tons. You mentioned Sona, for instance - her squishiness and low mobility give her a clear weakness you need to compensate for, and a truly godly Sona will express skill late game by landing a perfectly placed ult. You get beaten by a strong Sona, and you can say "I had clear opportunity to beat her, which I failed to take advantage of, and she clearly outplayed us by catching us all in her ulti".

Same thing with Garen. Or Malphite. Or Ashe. Or Annie.

But when Udyr has been AFK farming jungle for 30 minutes, and he comes out and says "Hi, Im a melee autoattack with faster move speed, attack speed, health, a slow cleanse and an on hit stun ins come straight at you and tank all your damage and still kill you with a grand total of one right click while mashing all my abilities" that's a bit of a silly design. Balanced? Yes. You sure had a hell of a lot more jungle pressure than his team early. Actually good design? I'm gonna respectfully disagree.

HemiPoweredDrone1 votes

Wow, we have opposite definitions of skill floor. The way that I've always interpreted it is that a champion that you can use somewhat effectively without much knowledge, like Sona, would have a LOW skill floor. Meaning that the base amount of skill you must have to play her decently is relatively low. A champion like Yasuo would, with how I look at it, have a HIGH skill floor, as the lowest amount of skill you must have to use him effectively is relatively high.

I think I'm not alone with this interpretation, as this is why I believe most people seem to use the term skill floor and skill ceiling (or cap) interchangably, as often a champ with a low skill floor will tend to have a lower skill ceiling, while champs with a high skill floor also tends to have high skill ceiling. That being said, skill is really objective and I see it more of as a curve rather than a straight line, with the difference between a decent Yi or Sona player and a master is far more visible than the difference between a decent Zed or Orianna player, as a decent player using a high skill floor champion will already have fairly high skill, with the differences coming down to lots of subtitles that you may not see unless you are a regular player of the champion.

I'll agree with you that his skill ceiling is in a good place, but sometimes I feel like his skill floor, along that of other super easy champs like Tryndamere and Teemo, are too low for the power they have. There doesn't have to be an equal relation between power and skill, but a champ that can 100-0 someone with little input seems like poor design to me. Also, because of the high damage they can output, they seem to teach many players a rather selfish playstyle, especially since many of the low skill champions have very little team utility. This ends up being more detrimental to their own team as they get to levels where players will be playing more team oriented champions, something I don't think is ideal. These low skill champions should be used to teach players, give them a feel for the game and strategies, but it shouldn't completely leave things out. Sure, not teaching players orbwalking is fine, but teaching them as if it's a single player game does not seem like the way to go.

I'm probably also a little biased in that I tend to hate a lot of the low skill floor champions because they're so dreadfully boring to play. This could be attributed to my ADHD-PI, I'm thinking, because I'm just bored to tears by unengaging champions like Yi or Teemo. Same thing makes jungling difficult for me, I can't pay attention because farming the jungle where doing a camp doesn't require me to, as it would be impossible, to constantly be aware of one or more other champions so I can know the exact moment I can attack them or predicting what they are going to do is really boring. The AI gives me no reason to pay attention to the camp I'm clearing, and there's no way I can instantly get somewhere in order to react to something or initiate, most of the time early seems to just be spent walking between camps or to the different lanes, don't know how anyone can enjoy that.

xPangaea1 votes

look at skill floor/ceiling as a literal building. the higher the floor is to the ceiling the quicker you'll reach the ceiling.

HemiPoweredDrone1 votes

Yeah, I understand that, just saying that I've always seen it differently, and it seems that many others also have seen it this way. Considering that these terms aren't something super strictly defined, it makes sense how two opposite definitions like this could pop up.

Borand1 votes

Might or might not be intentional, but I feel like you missed his point. Am I right OP?

Joren Uniek1 votes

Hey Phreak, you're using the skill floor term wrong. You need to be above the floor to play a champion. This is how the analogy works: If the floor is too high for you, you can't climb onto it. So Sona has a low skill floor, and yasuo has a high one. In your use it's now a problem if a floor is too low? And you could have a really low ceiling but a really high floor? Your buildings are upside down ;)

You used ceiling correctly: you will always be below the ceiling, but if it's high then you can also go high.

Kim Jong Krill1 votes

No he's right. Skill floor is where you start out when you very first play a champ. High skill floor means that its easier to do well with a champ when you start out.

MarkofShame4 votes

I was coming here to read and see if this was actually good information, but the funny thing is none of those guys you listed are purely stats let me explain.

champions who are considered just stat sticks are people with no meaningful decisions and little to no team utility. AKA Shyvana/darius/garen/fiora are good examples, but what you're saying is actually not what people use for the term stat balls.

Yi is a champion that no one ever wants to hear actually takes meaningful decisions because his skill floor is so low that its easy to succeed, but his Q and W have extemely meaningful decisions even if his R and E are just stats.

Udyr: This is a horrible example and leads me to believe again you misunderstand what the team "stat ball means" every cast he has is a meaningful decision on what he currently needs in his moment. tankiness? speed? burst? sustained? YES all of those just enhance your autos and effectively give you stats, but if that is the term you use then every single champion in the game is a "ball of stats" becuase thats exactly how abilities work, they enhance your killing or saving potential. His abilities dont just give him stats they affect how he and the enemy plays which is exactly what a champion does.(im not saying udyr doesnt have balance issues, but im disagreeing that what you are stating is the issue)

Trundle: This guy is the closest to anything you're talking about and to some extent I see that, but his gameplay is actually not just about being a ball of stats but directly to actaully TAKE stats from other people. He is in the game to drain and help weaken that frontline so your carries can tear through them. Pillar is also a very unique and extremely non-staty move.

Ryze and caitlyn are aslo not great examples because Ryze while not being hard to learn, takes strong micromanagement and is one of the harder champions to manage before you have cdr and in lane. And cait is just like any other adc, they "could" win a 5v1 just by right clicking if they're fed enough comparatively to the rest of the enemy and that is how they are designed and built.

I'll conclude by saying what you're talking about are champions with really low skill floors which means one can be awful and still succeed as that champion. While I agree they are never really "fun" to lose to the problem is they will always exsist and they HAVE to exist. Ive been playing this game for 4 years and im guessing you have for a while too, but you cannot forget that every single day there are people who are "new". Maybe they are new to mobas, maybe new to league, maybe just new to the mage/carry/assassin role, but a good game that is successful NEEDS champions who are relatively easy to play so that you can learn. And since riot designs their game to make every champion "viable"(just using this term not talking about competative viability, just what is considered playable) that means that there HAVE to be easy champions that can succeed.

Joren Uniek1 votes

I don't know much about the melee champions, but I definitely agree with you about Ryze and Caitlyn. Just because they're easy to be okay on doesn't mean there's no skill in playing them. Ryze is actually very difficult to play perfectly on, you want to position like an ADC, but also try to focus squishier targets because you don't kill tanks as easily as a real ADC, and 100% kiting is not making full use of your tank stats.. You need to choose what rotation to use in different situations. And it's extremely important that you stay at max range for safety, but also are never out of range to cast a spell the instant it comes up, because your passive will bring other spells off cooldown sooner, which in turn reduces cooldowns further. If you don't optimise this properly, over the entire duration of a fight your dps will be significantly lower.

Hyrum Graff3 votes

I only disagree with your representation of Ryze - while his skill floor is certainly very low, his skill cap is actually pretty high - it's very difficult to make the best use of his passive - this is partially because your best combo in terms of absolute damage is Q-W-Q-E-Q-R-Q-W-Q-E-Q, but your q is slightly longer range than your w, so if you lead with Q you may not be able to get the root off.

Knowing what combo to do, and timing it right, is not as easy as it seems.

Privet3 votes

Why are "stat ball" champions a bad thing? Not every champion needs to have an intricate ability set that require precision micromanagement of abilities in order to be effective. Asking for something like that is only going to be suicide for the games health. If champions are binary in play, they are often binary to counter.

MrSc0tty1 votes

They sure are binary to counter-until they get fed. Then they become impossible to counter because they just have more stats than everyone else. A Master Yi who only takes two seconds to kill you just has to time his Q to avoid whatever hard cc you have, and there's no way to kite, fight, or slow him down. Same with Volibear, Udyr, whoever else.

You can have easy to pick up champs who have clear weaknesses, like Ashe, or meaningful windows of opportunity to fight them, like Garen. But when Udyr just becomes a guy with 100% uptime speed boost, AOE, AS steroid , and on hit stun, you can't fight him, you can't kite him for long, and all he had to do to get to that point is clear jungle camps for 30 minutes. Was there a power trade off to get to that point? Absolutely. You had a jungler for 30 minutes. Does that make it balanced? Sure. No reason brainless champs can't be balanced. Does it make it good design? I'd disagree. No matter how strong you get, you should have to build that strength through some expression of skill.

Jingerbeardman2 votes

this is bit tunnel visioned as to the game as a whole. There are champions that are about auto attacking, champs centered on burst casting, on tanking and so on. For certain matchups and team compositions the champions you have listed are in fact quite strong and hard to deal with but that is merely another facet of the game. It is not just about picking your one champion and being able to win all the time no matter who you face. It is about strengths and weaknesses, sometimes you are the scissors that cuts their paper to shreds and other times they are the rock that destroys your scissors. This is the main reason why it is good to be able to play multiple different champions for each role.

To go back to your examples though, stat balls as you like to call them have a very distinct weakness. Crowd control in the form of slows stuns fears snares and suppressors are their bane. If the champions you like to play are ones that have little to no crowd control then these stat balls are are going to be the ones that beat you to a pulp, that is why communication with your teammates is important. With proper communication and cooperation you can craft a composition that can deal with whatever champion your opponents might throw at you. Sure you might not win your lane but you can rest assured that when team fighting breaks out there is someone on your team that will be able to take care of each particular threat. Just be sure that it is not all on one person to act as your peel machine, it is the entire teams job to protect each other in their own unique ways.

So while you think these champs are pub stompers, I see them as just another element that makes this game so diverse and fun to play. Even when I lose!

Lenox0071 votes

Naw, sorry, bro. I still find it fun and don't have a problem with it. I don't need every champ to be Rumble-esque in terms of mechanics. Even though I do find champs like Rumble fun.

Ðëv2 votes

Hrms, honestly, this is the first time I have ever heard the term stat ball champs or whatever it might be. But all in all, it sounds like the same usual complaint about one champ being more OP then another. When frankly, what it all boils down to, is Skill, as a player, and as a team player. LoL has players from all different backgrounds and each one, varies in their play styles from one to the other. They get tossed into the matchmaking que and basically, it's luck, if you land with 4 other players whom either do or don't have the abilities to work well with the play styles at hand, combine that with the level of skill or mastery over the champ they choose to play.

Let's face it, any champ whom get's ahead, has boosted stats, period. Or is Fed and any Fed champ becomes immediately OP, for obvious reasons. Every champ in the game is OP if used properly and in the right situations by the player and the team. That's really what it all boils down to, is teamwork. And either, you work well with your teammates or you don't. Because you can take someone whom doesn't play a champ well, but understands the game itself and how to work with a team and still carry them to a win. How often does that happen? Not often, why? Because the moment one player makes a mistake, stupid or otherwise, the rage begins and any chance of the team over compensating for the mistake is lost.

Hell half of games lost, were lost in champ select. I think Riot should balance the players by using something or exactly, team builder to create matches, that way, roles are already chosen, and the moral of the team is less affected before the game even starts, over one person insisting they go one lane or another over someone else whom wants it, or feels they are good or comfortable at it.

And since I saw that Udyr was mentioned so much, let's face it, sure, 1v1, most champs don't stance a chance vs Udyr, however, a team that plays well and works together, can drop a Udyr like he's nothing special and move on to the next target or objective. Same with Yi and every single other champ in the game.

Bolraguard1 votes

I came here expecting the OP to be talkign about champs like Volibear... Stack on the HP Stat, and Bite with all your HP!!

steelblacksky1 votes

lets put it this way: if you took league from realtime to turn based, would it highlight making good choices for when and in what order to use the abilities of the listed champs more or less than realtime play? latency differences in real use tend to bury quite a lot of the nuance and skill in a mountain of no realistic response time window and oodles of seemed to spam everything because it was happening live and fast, with a side of cannot see it coming so must guess if i must be reactionary to a skillshot that may be incoming or not.

one other thing, stat ball champ. its a fun new buzzword round here, but frankly while you almost got the concept right, in the end you didn't. it isn't about the self buffs just press r type kits, stat ball champ is about champions with kits that are considered problems to balance, and are either top tier from base values or not, as per irelia or jax, usually lining them or their entire role for a larger scale rework vis a vis fighters/bruisers or toplaners in general. speaking of which has it really been that long since the toplane sustain pass .. i feel old. T.T

HemiPoweredDrone1 votes

I know exactly what you mean, and it's one of the larger reasons I don't play DotA2 a whole lot. I'm on the side of the best skill expression coming through a combination of mechanical and knowledge based skill, a champion that simply has one or more stat boost skills has far less of the mechanical skill requirements, even if you need knowledge skill such as timing and positioning it is far easier than something that requires two types of skill.

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