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Data and Champion Balance – Part 2

Riot··9 votes·49,196 views

Click here to check out our first Dev Blog on data and League Balance!

Hey guys, Jag here from the Live Gameplay team. We’re back with another dev blog, this one addressing our balance strategy a little more broadly. While the last blog covered some of the metrics we use in assessing champions performance, in this article we’ll talk about the more subjective, value-based decisions we make with this data: these are balance changes we make to change the state of League of Legends in ways that are more consistent with our design values.

Before we get to it, we’d like to clarify that this article is meant to give an understanding of how we tend to view champion power in regards to how we change them. To emphasize, these are tendencies; not hard rules. Some of the trends we discuss here will not always apply to every champion or in every scenario.


Counterplay

Let’s start with an easy concept: the underlying counterplay of a character. Generally, if a character has low counterplay, then they also tend to be more binary on the champion strength scale (either oppressively strong with no answers, or incredibly weak with no agency), whereas the opposite is true of champions with lots of counterplay. The best example here is Blitzcrank: if a Blitz is particularly successful, he’s highly impactful to the point of virtually winning games outright by turning them into 4v5s. That’s a champion with a lot of power. That said, most of the play around dodging Blitz’s hook seems pretty fair as an opposing player. If Blitz’s hook was a targeted spell instead of skill shot, he would feel pretty oppressive while consistently winning games, so ensuring champions have good counterplay makes it fairer for them to succeed. This is one of the many reasons why we pursue having counterplay options against every champion; even when they’re strong, they don’t automatically tilt over into oppressive territory.


Force Multipliers

One of the more interesting balance challenges we face is how to properly calibrate champions that buff or empower allies. Internally, we have started to use the term "Force-Multipliers" to describe those (traditionally) support champs who express most of their power through their teammates (i.e.: Lulu). Since these champions invest in conditions that are more teamplay-centric, we’re inclined to give them a significant amount of power when they put themselves in the correct situations. Perhaps the best example of this is Janna; while she does have a few ways of making that “big play” that both teams can appreciate, most of her actions enhance her teammates' potential through low visibility influence, without a huge amount of power that she can express directly. So while a good Janna can flash ultimate a high value target into her team, a great Janna may also keep an eye on her friendly Tristana so she can shield her right when she hits Rapid Fire, leading to Trist landing a Pentakill (and getting all of the credit...). Ultimately, given that League is a team-focused game (and teamplay is one of our core design tenets), we tend to be more in favor of abilities that require good coordination or teamplay to fully ‘unlock.’

A consequence of empowering Force Multipliers is that when they become too strong, their power isn't appreciated in obvious ways. Another example might be pre-update Sona, who was giving her teammates a ton of hidden power that few were attributing to her. There would be many games where she was instrumental in her team's victory, but due to the nature of how she expressed strength, her teammates would be credited as the reason behind the victory (maybe she should speak up!). We may never truly ‘solve’ Sona’s invisible power problem because of her identity as an aura-focused support, but our recent updates have pushed her toward having more appreciable power. Ultimately, taking action in cases where the perception of a champion’s strength is significantly misaligned with their actual power level (one way or the other) is a large risk for us, as players can sometimes not understand why a change is necessary or even warranted.


Multi-laners

Balancing champions who function in multiple lanes is another ongoing challenge we face. We have data that tells us how often a champion will win a game depending on if they’re in the top, mid, the jungle, or in a duo bot lane. Sometimes when champions become strong, we emphasize certain roles more than others if the character’s play pattern is healthier there. An interesting recent example is Sion following the introduction of Cinderhulk. While he was a very strong pick in the top lane where he was favored by the majority of the player base, most thought he was close to a balanced state and only needed a few small power reductions. On the other hand, we also saw that Sion’s strength as a jungler was absolutely monstrous (close to a 60% win rate), but this was not clearly visible to players since they tended to calibrate his strength as a top laner. Consequently we made changes that reduced his overall win rate but were targeted at his jungle power. While some players understood our intent, others were quick to register their confusion at nerfing a ‘balanced’ top laner. In the case of these types of changes, we need to be very proactive about providing the right context in places like the patch notes or patch rundown. Lastly, while we’re also trying to improve our design craft as to how targeted our changes are, there will always be some bleed with a change targeting one position to another.


Exploitable Weaknesses

A final area I’d like to touch on is champions with distinct, exploitable weaknesses. In general, it is far easier to allow for high strengths in champions with clear weaknesses versus generically powerful characters with no exploitable counterplay. Certain strengths are very exploitable (range and mobility in particular), so when a champion can be easily attacked or their opponent has multiple methods to counter, we’re satisfied with that champion also having very distinct and powerful advantages. Take Sivir as an example; she has an extremely low basic attack range for a markswoman and has no teleport or dash moves, so she can be dealt with in many ways. You can pick Draven and beat her in a matchup where Spell Shield doesn’t give much help in; you can bring mobile dive champions like Irelia or Jarvan IV; or you can force engagements when she tries to siege with her low range. Because of this, we can allow Sivir to have very powerful strengths like top-tier waveclear and one of the most powerful ultimates any marksperson has in League of Legends.

Hopefully that gives some insight into how the Live Gameplay team treats balance in League of Legends. With any luck, if there is anything these last two blogs have showed you, it’s that the power of a champion is a concept that needs a lot of context and investigation. Thanks for reading, Summoner.

243 Comments

Blind Drunk85 votes

Darius Garen Fiora Gangplank Mordekaiser

Honor is Dead23 votes

Skarner

RiotJag73 votes

Skarner always feel so lonely...

GodSpeed3712 votes

well i mean him and GP are the only two of those that have seen significant nerfs i feel.

QQsha13 votes

And yet GP is still 100% pick/ban at worlds with a 100% winrate...

Rew7113 votes

Hey, Skarner shouldn't be lonely, give him a roc-oh wait...

Shadow38220 votes

Yo props to you Jag for handling these comments so well! Some of these guys need to just chill out and wait for Riot to do their thing I understand it's hard to make everyone happy and that will probably not happen but you're doing a great job at making the majority of us happy so good job. I thought I would throw in my two cents after seeing your replies.

Obaamanator8 votes

Agreed. I don't think Riot gets enough credit for how hard they work to make things balanced and fun for everyone. Things aren't perfect, but they're doing a way better job than I'm sure most of the whiners would do.

ModCaptainMårvelous32 votes

So what about situations where an item pushes a champ over the edge? AKA Sej and Cinderhulk or Release Devourer and Warwick?

These champions get nerfed, then the item gets nerfed...but no compensation. Sej is in a worse spot, as is sion, and yet nothing has been done to compensate them.

Stammer67 votes

In cases like that, I just wish they'd listen to us on the PBE where we post dozens (if not hundreds) of comments telling Riot to not actually release it because it's broken. And then they do it anyway. And then they disable or hotfix the thing, or the thing becomes 100% pick-or-ban for two weeks.

RiotJag24 votes

Don't think we're great at parsing PBE feedback. There's definitely been times where PBE have let us know of some impending doom that we didn't pay attention to; on the other hand, PBE universally regarded the Garen and Skarner changes as completely underpowered before they were released in 5.16. We need to step up our game a bit here.

Stammer64 votes

True enough. Because the PBE players are basically just a sample from Live servers, you get just as much helpful feedback as you get whining.

I'm usually a salty whiner myself (see my post about Annie above), but I have a lucky track record of actually being right about things haha. I swear I'm like the only Ahri player who was actually _excited _about Patch 5.2 because I saw massive potential in it.

A massive contributing factor is match-ups.

Keevalroy5 votes

In terms of balance on there or even the live boards, wouldn't you think gold - plat at a minimum would be necessary to discuss the state of the game? I mean, I've been on the PBE and played a few pvp games and it's like I was playing against intermediate bots that call this and that overpowered or useless. I don't feel confident that these people know the game well enough to talk about it.

RiotJag45 votes

I get that it seems like we've forgotten about these guys, but the truth is that League has so many moving pieces that just because they didn't make the patch doesn't mean we didn't talk about where they're at. Sion/Sej maybe could use a tweak back upwards, but after having them be in such a dominant spot for several months it seems wrong to not give other champions some love too.

Hellioning21 votes

And yet you decide to buff Lee Sin when he never really went away.

Retillin71 votes

Okay, I'm going to call you out on this

but after having them be in such a dominant spot for several months it seems wrong to not give other champions some love too.

Thresh/Lee Sin have been in, if not "dominant", very popular for YEARS. Thresh hasn't been touched, and Lee Sin was giving a flat buff. (shockingly right before Worlds)

So how are Gragas/Rek/Lee/ect are allowed to be among the best for so long? But others are not.

(also the idea of "we didn't forget" and "maybe they could use a tweak but they were strong for a bit so we are keeping them down" don't seem to fit together)

I think these things are what drive those on G&B so crazy.

PS. You say

On the other hand, we also saw that Sion’s strength as a jungler was absolutely monstrous (close to a 60% win rate),

Yet ADC Morde is very close to that. And what nerfs did he get in the last patch?

RiotJag37 votes

Lee Sin was out of pro play and had a pretty poor win rate when we gave him some buffs. Really he's a case of exactly what was being advocated for Sion/Sejuani - we nerfed this guy a lot, and we tried to give him something back. I think the trend has been similar for Thresh/Grag/Rek'sai, we've had a history of nerfing them a fair amount. If you'd like to call us out on getting to Lee Sin before Sion, that may be fair, although other factors that these two dev blogs have gotten into affect those decisions.

There's a good chance we do more follow-up on Morde soon. Guy is stronk.

Hellioning21 votes

Well, you succeeded. Lee Sin is now the most popular jungler in the game. Again.

Yay.

AMYS GRAVE22 votes

I mean, we couldn't have worlds without lee sin dominating the jungle scene now could we?

The Opposite7 votes

http://www.lolking.net/champions/mordekaiser#statistics Actually, he's averaging at a 50% win-rate with a low pick rate. Not only that, but the only time you see Mordekaiser dominating is when it's blind pick or somebody counter-picks with Mordekaiser. He's a champion that is still easily exploitable but nobody exploits his weaknesses still.

Hellioning24 votes

http://champion.gg/champion/Mordekaiser

And in the land of people who know what they're doing (Plat+ ranked) he's got a 58% winrate. And yes, that pick rate seems low, but that's because he has a 50% ban rate.

The Opposite4 votes

The issue is that people aren't properly counter-picking or counter-playing these champions. If anything, Darius is the only one of the Juggernauts that severely needs attention. So far, I've dealt with good players behind each of these champions and have come out successful with proper coordination or counter-picking. Not every champion is meant to counter every champion. I personally think it's a lack of understanding counter-play/picking that is resulting in the higher win-rates. (Also, sorry for the weird reply. It wouldn't let me reply to your post directly.)

Edit: Ranked has an average of 50% win-rate as well. It doesn't go until Master that it's at the absolute highest. That's also because, and I'm assuming, at this level of play people know how to exploit the strengths of champions and know how to protect the weaknesses of other champions, in this case, Mordekaiser.

Retillin5 votes

The thing is, Morde (as an example) is something like 95% pick/ban at Worlds so far. If the "best of the best" ban him, it's not just as easy as "counter pick".

Lord Macaroni17 votes

I don't think it's a secret that Riot loves keeping "playmakers" in the meta. It was obvious that when Sejauni had pro play, Riot strongly disliked her play pattern, along with the other cinderhulk tanks, being so dominant when she was strong because she has reliable engage and survivability (and would stagnate games). Lee on the other hand has all those fancy overloaded skills that look nice to watch and dash all over the screen with. The thinking that "other champs need love" pretty much confirms that they're ok forcing metas and dumpstering champions that haven't been as historically popular.

GeneralPhone11726 votes

item 3089 item 3089 Annie summoner 4 item 3089 item 3089

5106 votes

item 3102

ShieldWarrior5 votes

TahmKench Kayle Kindred Alistar Morgana

VinhBlade15 votes

Sona ''There would be many games where she was instrumental in her team's victory''

I see what you did there.

Stammer612 votes

And then there's Annie, with a 1315-unit-ranged instant AoE stun on a 40-second cooldown that can also one-shot kill most squishy targets.

Apocyliptic18 votes

Actually, her ult alone can't usually one shot squishy targets and more importantly the range of the ult is 600, going to 1025 if you add flash on top of that. Btw, flash has a 5 minute cool down, not a 40 second and that's the range you include in your statement.

riley659 votes

Actually it's an 890 range, 600 summon with a 290 damage radius attached, flash having a range of 425, you get an effective range of 1315. The bit on flash cd making this combo on a 5 min cd is spot on though.

Urethra Danklin12 votes

Why does almost every blade in league of legends go bottom left corner to top right corner? It's like the game is leaning to the right, how will you attempt to balance this? Just adding more weight to the left seems too brute force for me. :/

Crysi1028 votes

This is such a big issue, and I'm highly worried about the balance of these blades! Rito, please fix this problem immediately!

GG Beers7 votes

I've heard from other game devs that in MoBas like LoL they over buff champions on purpose to change the meta when it is getting too stale. That it's not all that impossible to balance all the champions but that would kill the game.

RiotJag27 votes

I don't think there's a stable "balance" state that could ever exist in LoL, even theoretically. The landscape of the game is always being changed by new content we add (items, champions, reworks), so I'd say making sure the game isn't stale is one of our core values. That being said, we don't ever try to "over buff", sometimes we just miss.

GG Beers13 votes

Thanks for the response. I do have to say, and my group of friends that have been playing since season one agree, this season far and away has been the most diverse and entertaining to both play and watch. Keep it up.

RiotJag22 votes

Most of the people who work on Live Gameplay are truly motivated by making a better game of League of Legends, so that's really awesome to hear.

Keevalroy7 votes

I don't think there's a stable "balance" state that could ever exist in LoL,

Welp, you almost had it at the end of the cinderhulk meta, but flashy big plays are too important right? Can't have the spectators "bored with the show" can we? It's incredible how many champions were viable at one time, and how healthy and balanced the game was. This was the most accepted meta we've had in years, and you fucked it up because the pro scene was boring to watch.

Good job.

Oh and keep white knighting them, you're part of the problem.

nanogibbon5 votes

Are you saying that a stable balance state is a desirable thing? You say stable, I say stagnant. A constantly evolving meta is one that allows for creativity, surprise, and excitement. Nothing makes me want to stop playing a game faster than the feeling that it's a competition between the the accepted strategies for the agreed-upon "best" characters. A game is no longer a game once it's been solved.

Keevalroy9 votes

A stable state of balance where there are viable picks everywhere instead of the 15 or so that everyone flocks to that we always seem to have? Of course I want a stable state. It isn't stagnant when people are playing different champions.

Dark Volton7 votes

Mordekaiser Darius Im sorry what was that about counter play?

Blackhanded10 votes

Darius can be kited and so can Mordekaiser. Most players don't understand or hav ethe ability to kite well enough to beat them, but the counterplay is there.

Yekler2 votes

Yea kite to where for how long remember he has to chase for you to kite. Kite is not a counter he can kite also yes he is more vulnerable to it than many other champs and is pretty bad at doing it but all champs can kite. You are simply saying hit him without being hit congrats dude your BRILLIANT.

AITR IM LOGN LWN6 votes

if he doesn't chase, he can't kill you, so you've succeeded in not dying. 's good enough

NA is MI12 votes

Rengar Because throwing down a pink ward is really going to stop him from 1 shotting your adc anyways

Soufiria2 votes

So when do you guys see bringing balance back to champions like HeimerdingerHeimerdinger. No, he's not OP or really all that dominant....out of the laning phase. In the laning phase however he's so oppressive I've decided to ban him in every game cause, point blank, it's just not fun to play against him. Even if he falls off late game, early game he can pretty much 1v2/3 an entire team just by letting his turrets do all the work, and since he's ALWAYS got turrets up he's always going to win trades(I've yet to see him lose a trade even when the jungler ganks while he's in lane doing his thing). I don't know what the cooldown of those things are, but as soon as I'm able to get rid of one, another comes right back up almost instantly. Are they set on charges like Teemo's Shrooms/Zyra's plants? If so, I feel like with their enhancement when you reworked him that it might have been an oversight, cause no matter who I'm playing with against him I can't do anything against him in lane. Even Syndra, soon as I grab a turret, he's got another one up to replace it, making whatever counterplay there is against him(which is getting him away from his turrets) null and void. I want to re-iterate, I'm not saying the champion is OP, or that he's even in a healthy state(If anything I feel like he might be in an unhealthy state at the moment). What I'm saying is his laning phase is the oppressiveness that I feel you've stated you want to avoid, because as far as I can tell and have tried multiple times, there's simply no counterplay against him in lane, and again, key word here: In lane.

Keep up the good work though, enjoying(most) of what you guys put out.

RiotJag17 votes

With you that Heimer's lane play pattern can feel very oppressive. We pretty frequently have the discussion on whether he could use some adjustments there. There are still some major kit-level issues we could work to resolve (specifically, for both Heimer and his opponents to understand and appreciate the threat conveyed by his turrets), but they're definitely complex problems.

SpiderTeo9 votes

One thing that could help bring more counterplay to Heimerdinger in laning would be to allow his turrets be subject to cc effects. I already have a few strategies I use when laning against Heimerdnger, but as I was experimenting and working these out, I noticed that his mini turrets are not subject to any debuffs, unlike minions or jungle monsters.

It's already "unfair" that his turrets persist after he dies (going all-in on Heimey, only to give up a double or triple kill to him because he still has that one damn turret shooting away). This "life-after-death" is really only present on a few champions, and these cases also have a good thematic and explicit reason to be there as part of their kits (Sion, Karthus, Zyra, etc.).

Esoterotica2 votes

I think that's a really good point to make.

Heimer's turrets give him as much, if not more post death power than Zyra, especially given that Zyra's plants scale with level.

kitsyoka2 votes

post death is looked over so much on him, but it gives him so much power, especially since his turrets can charge those longer range piercing lasers. Zyra plants have a range and attack speed limit and her passive has a delay and is a hit or miss. Sions passive has a delay and is close ranged. Both sion and zyra have giant theatrical windups. Karthus has a very small delay and is limited by range and cooldowns (to produce continuous damage vs continuous attacking from turrets).Those other three all lose a potentially lane functional passives to live longer. Heim loses nothing to have post death play. He gets his normal laning passive and his R gives him long range poke, huge stun, or a mega turret that also has mega post death value. Honestly I find what makes heims post game so overpowered is how stable and sustained it is (v zyra and sion) and how little the rest of his kit sacrifices to have post game play. These other guys are made around their post game play, where heims feels like a bonus on top of the rest of his kit, and it gets really oppressive...

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