Can We Accept This Basic Truth?
Burst Damage beats Sustained Damage (APC > ADC) Sustained Damage beats Tank (ADC > Tank) Tank beats Burst Damage (Tank > APC)
Burst Damage beats Sustained Damage (APC > ADC) Sustained Damage beats Tank (ADC > Tank) Tank beats Burst Damage (Tank > APC)
Rock/Paper/Scissors is the basis of all great game design! MtG has Weenie/Control/Combo while SC2 has specific unit counters as well as strategies that work this way (Weenie = Zerg Rush, Control = Standard, Combo = Fast Expansion). Fighting games like Street Fighter have Attack/Block/Throw, as well as L/M/H while Soul Calibur has Horizontal->Crouch->Vertical->Sidestep->Block->Grab.
Basically it's about making a decision that will either be good or bad depending on what your opponent will do. Thus a lot of the fun/challenge of PvP games is about knowing what your opponent will do (through prediction, scouting, vision, mind games, guessing) and then knowing how to counter that - the rest is just the quality of your execution.
I'm not a designer I'm an artist, so feel free to disagree. But the more you look at great pvp games the more you'll notice these patterns (and how they get badly disrupted when a hybrid like 'Bruiser' and 'Assassin' is added to the game - although 5 type loops also exist, they just look a lot more complicated; see Rock Paper Scissors Lizard Spock).
Edit: Just thought of another one - Camping sniper->SMG/Flashbang rush->Sneaky guy with knife
What roles do you think 'Assassin' fits besides burst? atm I'm struggling to think of anything other than maybe 'Mobility' but thats a whole different dimension.
Some of the more challengingly designed Assassins like Akali or Katarina have built in tankiness.
Furthermore, a lot of people absolutely hate Zed, not because of his burst based assassination, but because his poke is consistent in lane and his Attack Speed is high out of lane, allowing him to DPS really well (and unfortunately, do more than a lot to challenge tanks).
The balance team has done a good job targeting what makes these Assassins questionable (Akali's Armor/MR changed to a speed boost, that minor attack speed nerf towards Zed), but if and when an Assassin meta appears, especially if some of our problem Assassins haven't been nerfed/reworked yet, you'll notice how Tanky or how DPS based those Assassins are really fast.
akali has less tankiness since they took the MR and armor out of her W, but she still has a lot of sustain
The balance team has done a good job targeting what makes these Assassins questionable (Akali's Armor/MR changed to a speed boost, that minor attack speed nerf towards Zed), but if and when an Assassin meta appears, especially if some of our problem Assassins haven't been nerfed/reworked yet, you'll notice how Tanky or how DPS based those Assassins are really fast.
A lot of APCs are more about just blowing up the whole enemy team, thus softening them up for teammates. Assassins are generally more single-target
Wouldn't Assassin count as burst damage though, and Bruiser being sustained?
Bruiser has a mix of sustained and burst, which is why most of them rush
and
when jungling. Rather than stack the expensive AD items, they prefer a little armor penetration and a mix of AD and AS. They don't exactly 100-0 people, but they do it in a couple seconds of dueling when the odds are favorable. So really fast, bursty sustained damage.
I've thought about OP's jpeg, and I've thought of a rearrangement that might help clear up the roles a bit better:
Put these roles in a star-pattern like OP, and the relationships work clockwise (a role beats the two roles that follow it and loses to the two that precede it). The basic information is the same (I used OP's relationships), but arranging them this way also leads to some interesting thoughts.
What do the tank and assassin have in common? They both go straight into the middle of a teamfight to get the enemy damage dealers. I would call that "reach," or "threat;" The tank has reach because he just wades into the enemy team, ignoring them; and the assassin uses some form of elusiveness to avoid the enemy team to go straight for the enemy damage dealers.
The assassin and the mage both rely on burst combos to get things done. Common knowledge, more or less.
The mage and the marksman both rely on distance/range to be able to stay safe while still doing a lot of damage. Their ability to kite is how they beat fighters.
The marksman and the fighter both rely on DPS to defeat their enemies. Some have burst combos, but unless they are dropped on a glass cannon, they tend to be weak. And, at any rate, when dealing with an opponent who is durable or can elude their burst combos, they are almost always able to start relying on some form of DPS to win the engagement.
The fighter and the tank, of course, share durability.
The main problem I see with this is the assumption that mages beat fighters.
Fighters generally have an advantage over Mages since they have solid itemisation VS magic damage and generally have plenty of damage to overwhelm a squishy mage.
I thought it was the basis of Pokemon. Even they had to expand the model after a while. rock paper lizard scissor spock is the way of the future.
+1 for the MTG reference
If you think about it, pretty much everything that isn't execution is RPS with varying stakes in a PvP game :o.
Water > Fire > Grass > Water
I mean, that's the best triangle of any video game... how can you forget that? :P
5-type Loops are Pretty. They look like PentaGrams! (Like in OP's picture.)
Also I love that the Support Icon is in the middle. It's just that Neutral role that helps all the other roles either overcome the shown weaknesses or Makes their strengths that much stronger.
> everything cause hes numero uno
Morde does everything. With his full rotation he can burst. With his W and ult he can dps. With his passive and spellvamp he can tank Now if only he has some cc
Toss on a
and you've got the cc covered.
now if he could just get the gold for the items he be deemed useful
When he gets a lane opponent who can't shut him down/doesn't know how to do so he becomes worse than Poppy though.
[{quoted}](name=NyX Reks,realm=NA,application-id=cIfEodbz,discussion-id=Pwt6QNfw,comment-id=0007,timestamp=2015-04-19T19:43:17.058+0000)
> everything cause hes numero uno
huehuehuehuehuehuehuehuehuehuehuehuehuehuehuehue
I actually can agree on that damn.
Butt wait
Trinity... Triangle... illuu... ;O nahh nvm
Get out here of Keyori :P
Paper beats Rock Rock beats Scissors Scissors beats Paper
"Rock is OP. Paper is fine." -Scissors
That isn't the truth. A tank can be bursted and a burst can lose to sustain.
That isn't the truth. A tank can be bursted and a burst can lose to sustain.
If your tank is getting 100-0'd he either soaked up a TON of damage from your carries or is probably way too far behind to be considered a true tank.
why do you think
is still 4800 IP? because he's a tank/mage that is a counter mage.
why do you think
is still 4800 IP? because he's a tank/mage that is a counter mage. IP has nothing to do with a champion's role or counters.
Galio is kinda useless as a full tank imo
Hes good as a really tanky AP bruiser tho
for example.
Not pretending to be a Galio main or anything, but its really fun :D
Thats not full tank.
That is a good galio build.
Actually, when I mid lane, I just get
first, and if its a mage, I get
and
because his Q is insane. If an AD, I then get
and
. Hasn't failed unless my team starts having a rough time and we just take our loss.
Aren't assassins under burst damage(which can also be AD) ?
That's true, though I think you can go further:
Mages outburst marksmen and lock down fighters, but are themselves locked down by tanks and bursted down by assassins. Assassins burst down mages and marksmen, who are both squishy, but have trouble dealing with fighters and tanks, who can survive them. Tanks can lock down both assassins and mages, but eventually get out-dueled by marksmen and fighters. Fighters can survive the lockdown power of a tank and the burst damage of an assassin, but get outranged by mages and marksmen. Marksmen have enough raw DPS to take down fighters and tanks, but lose to the heavy burst of assassins and mages.
Supports beat any combination of other two classes when with an ally, but are weak one-on-one.
As Kindlejack mentioned, LoL's classes feel more like Rock-Paper-Scissors-Spock-Lizard than just Rock-Paper-Scissors: tanks are Rock, marksmen are Paper, assassins are Scissors, fighters are Spock and mages are Lizard. Supports are the hand that forms the shapes. :P
I like it.
So is
both tank and sustain damage? Would that make him OP?
Too bad this is true. I try to tell people this game is simple and they look at me like they are playing chess and tell me there are 100 variables.
There are hundreds of variables. Hahaha. There are more than that. Chess is a simple game compared to League.
List ten unique variables. I Don't mean to insult I really want to know all the intricacies I have not thought of.
Here is one champion and a good amount of varying interactions he has with different champions: https://www.youtube.com/watch?v=UCnjyITVerc
Ah. I see how you define variable now. That's not what I meant. No harm no foul. Would you say that in chess, a queen can move in:
8 directions so that is 8 variables. 8 directions = 4 variables. Diagonally and vertically and horizontally = 3 variables OR the queen's functionality is not a set of variables that must be accounted for when describing optimal strategies towards victory.
I offer that a variable is: What is it worth for you to take an opponent's queen when he might be able to play with out it. If you believe him to be a novice, pressure to take it. There is a high probability he loses a lot of strength with out it. If he is a master. The probability is he let you take it and you have already lost.
In LOL, knowing when to take Baron against a team is a variable. Do they need it to win. Do you need it to win. Is it enough to deny them. Is it more likely you will throw if you try to take it considering your team comp and skill. This is either the baron variable set of options or each one is a singular variable.
[{quoted}](name=Occams Raiser,realm=NA,application-id=cIfEodbz,discussion-id=Pwt6QNfw,comment-id=00100000000000000000,timestamp=2015-04-20T07:10:31.310+0000)
Ah. I see how you define variable now. That's not what I meant. No harm no foul. Would you say that in chess, a queen can move in:
8 directions so that is 8 variables. 8 directions = 4 variables. Diagonally and vertically and horizontally = 3 variables OR the queen's functionality is not a set of variables that must be accounted for when describing optimal strategies towards victory.
I offer that a variable is: What is it worth for you to take an opponent's queen when he might be able to play with out it. If you believe him to be a novice, pressure to take it. There is a high probability he loses a lot of strength with out it. If he is a master. The probability is he let you take it and you have already lost.
In LOL, knowing when to take Baron against a team is a variable. Do they need it to win. Do you need it to win. Is it enough to deny them. Is it more likely you will throw if you try to take it considering your team comp and skill. This is either the baron variable set of options or each one is a singular variable.
Great example especially the queen part since you take queen in 5 steps but in 6 he puts you in checkmate.
I do my best to illustrate.
[{quoted}](name=Occams Raiser,realm=NA,application-id=cIfEodbz,discussion-id=Pwt6QNfw,comment-id=0010000000000000000000000000,timestamp=2015-04-20T07:29:10.464+0000)
I do my best to illustrate.
That was really good though and one of the best illustrations and explanations yet.
Burst Damage beats Sustained Damage (APC > ADC) Sustained Damage beats Tank (ADC > Tank) Tank beats Burst Damage (Tank > APC)
Uh......yeah how about no?
Well how about you give it a shot instead of just saying no?
If you can't bring forth a substitute, we don't have anything to go off of and your point will not be seen as credible.