Data and Champion Balance – Part 1

Riot·10/6/2015, 12:44:30 AM·11 votes·58,985 views

Succeed while playing what you want

Hey everyone! I’m Jules and I help the balance team leverage data to make smart changes to the game. I wanted to offer some insight into how we evaluate champion balance and discuss the nuances of power, win rate, play rate, and ban rate. Getting started: our primary goal is to empower you to succeed with any champion. When you’re picking a champion, ideally, that decision is agnostic of power. Situationally, some champions will always be stronger than others due to team compositions, synergies, and counterpicks - all of these are an integral part of League of Legends. All else equal, our philosophy is you shouldn’t feel compelled to pick a champion because it’s OP.


Power is destroying the enemy nexus

Power is the degree to which a champion is capable of winning. Champions might specialize in late game scaling or teamfights or pentakills or objective control, but those are simply tools to achieve the primary objective: destroying the enemy Nexus. Power is not constant. In a given game, it is a function of the champions being played and the skill of the players with those champions. Kog’Maw isn’t powerful in every situation, but he’s incredibly powerful with the correct team composition in the hands of skilled players. Just as one could use KDA to measure a champion’s ability to score kills and avoid death, we leverage win rate as one way to measure a champion’s ability to win, or power.


50% doesn’t mean balanced

If a champion’s power is analogous to true accuracy, a champion’s win rate is akin to empirical accuracy. Win rate is the probability of winning given the current ecosystem of champions and players. It tells us something about the power of the champion (powerful champions are more likely to win), but it also tells us something about the skill of the player (skilled players are more likely to win). More powerful champions tend to have higher win rates, but win rate is an imperfect measure of power because it’s conflated with player skill. We can validate this by observing that a champion’s win rate tends to drop during the free-to-play rotation, due to an influx of inexperienced players. One implication of this is that champions can be balanced above or below 50% win rate. According to our data, only a fraction of Azir players are highly skilled with him, so we expect his win rate to be sub-50% in a balanced state. Conversely, a large proportion of players playing Heimerdinger are die-hard mains, so we expect his win rate to be above 50%.


We balance around skillful play

We take into account the impact of changes at all levels of play, but that doesn’t mean we pretend all players fit one mold. Skilled players make decisions with greater information and execute on those decisions with greater precision. We’re comfortable saying that we look closely at these players to best understand the metagame and balance of League of Legends. We believe balancing around a skillfully - but not perfectly - played game creates the best competitive experience for everyone. It also encourages mastery. Sure, Twisted Fate is challenging to play, but as we better learn his kit, we realize what he’s capable of and start pulling off crazy plays. It feels good and makes the investment well worth it.


It’s not a popularity contest

Play rate is the likelihood a champion is picked in an individual game. If players were robots that optimized only on winning, play rate would be highly indicative of power. In reality, players care about winning, but they also care about having fun and playing what appeals to them. Ahri is more appealing than Urgot for most players, so we expect Ahri to be more popular than Urgot. Play rate trends can teach us something about power, but the signal is blurry. We also care about champion variety (e.g. not seeing Jinx every game), but one of our tenets is to avoid sacrificing balance just to promote variety. In other words, we won’t nerf champions just because they’re popular and we won’t buff champions just because they’re unpopular.


We keep an ear to the ground

Listening is another way we evaluate balance. When everyone is complaining about Nidalee, we don’t act rashly, but we do refocus our attention. While it doesn’t replace reading the boards or communicating directly, ban rate does complement anecdotal evidence with a more objective lens. One caveat of ban rate is that it is highly influenced by play rate. Even if Rumble is strong, he’s probably not worth a ban if the opposing team is unlikely to pick him. As a rule of thumb, optimal ban strategy (i.e. the strategy that maximizes your probability of winning) is to ban champions that are both high win rate and high play rate. In reality, ban rate is not only a function of win rate and play rate, but also of perception of power, transparency of power, frustration, and risk-aversion. A few months ago when LeBlanc held the title of most banned, she was a suboptimal ban outside of Master/Challenger. Janna, statistically one of the best bans in the game, was banned in less than 1% of games. With that understanding, we keep a close eye on ban rates but don’t let them single-handedly drive balance decisions.


We’re players too

Data matters, but it’s only one part of the equation. Believe it or not, we play League of Legends too. We feel it just as quickly as you when Skarner is in every game and, more importantly, winning every game. We want a fun and balanced game not just because it’s our job but because we’re players. We acknowledge we’re human and susceptible to a plethora of cognitive biases. That’s exactly why we leverage information from all angles. Ultimately, everything we do is an effort to make League of Legends the most fun it can be. In the next dev blog, Jag will discuss how we examine champion balance from a design perspective.

579 Comments

Guzik10/7/2015, 8:32:44 PM274 votes

If the same six champions are banned every single game i think they are banned for a reason.....Darius Fiora Garen Skarner Mordekaiser Gangplank

MasterVidallis10/7/2015, 8:29:56 PM128 votes

This has been pointed out in boards many times, but I'm going to bring it up here and hope to get a dev response because this pisses off a lot of players.

If a given item is very strong and you nerf a champion because of their synergy with it and then some time later you proceed to ALSO nerf said item, you need to go back and pay some serious attention to the champions nerfed because of it, and generally revert those champion nerfs.

In my experience most of the time you do this double nerfing you push champions over the edge to where they are not competitive with other top picks in their area. You did this to me twice this season as a jungle main with sejuani who I was playing a lot when you nerfed her because of cinderhulk, which was fine, but then you also nerfed cinderhulk and left her as she was. Then you did it with shyvana and devourer, where again the dmg nerf was fine due to her synergy with it, but then you now also nerfed devourer and now shyv kind of sucks. Stop it.

Shroom Junkie10/7/2015, 9:20:26 PM89 votes

Darius +90% ban rate even in plat+.

Riot: "but that doesn't mean he's not balanced"

ok

Évangélique10/7/2015, 9:18:36 PM80 votes

"We are players too" Well looks like there's a Darius main working for Riot. Shaco

RottedApples10/7/2015, 8:54:49 PM79 votes

"Ahri is more appealing than Urgot for most players."

item 3070 Urgot item 3070

MrMisMatch10/7/2015, 8:10:53 PM56 votes

Please Rito hear us about graves cigar buff!!!

CleanBandito10/7/2015, 8:15:30 PM50 votes

Darius sure is blanced

TheLordZnarfquad10/7/2015, 8:51:55 PM48 votes

Great! So, when are you deleting Patch 5.16?

Tetris Is Better10/7/2015, 8:36:51 PM46 votes

"we won’t nerf champions just because they’re popular and we won’t buff champions just because they’re unpopular" -Riot

Oh yeah...

Oeuf10/8/2015, 1:48:01 AM40 votes

If the same six champions are banned every single game i think they are banned for a reason..... Teemo Yorick Urgot Bard Poppy Galio

BOBtimer10/7/2015, 11:08:43 PM37 votes

Just an idea, but I would think Riot would listen to the PBE when they tell them something

PBE: oh yeah the new reworked Darius Fiora Mordekaiser and Gangplank are pretty op Riot: silence PBE: Hello? We said that they weren't balanced. Riot: Welcome to patch 5.16, the patch where we introduce juggernauts. all juggernauts proceed to have insane damage and become permabans Riot: Why are all these champs never played? We just reworked them and they're always banned now. PBE: Fuck you.

Saint Malice10/7/2015, 11:22:30 PM37 votes

Kassadin Needs to be re-evaluated. 45.3% win rate because most people can't get past his INCREDIBLY POOR early game. Your can harass every 9 seconds, or when someone walks to close, or when there have been six abilities used. That's pre-6. Your harass all does about 100 damage (over exaggerating). Not ok.

His popularity is 3.2% overall which you know because you decided to make "Cosmic Reaver Kassadin." (Which looks amazing btw! Just hoping his audio changes and he doesn't talk about silencing people... sore subject.)

And lastly his Ban Rate is .1%, down from a 100% - 90% ban. (Which Darius is at now btw, since your ears are to the ground and figured you all already knew but meh.)

As a Kassadin main, I have to ask. Why do other AP assassins do city crushing amounts of damages Veigar Leblanc Katarina with very little AP. And their early game isn't bad either. Most of whom have hard cc and mobility Ahri Cough... So give him his silence back and some damage. I'd love to hear a Riot response or have a conversation about where are you are coming from. Because you left the job with Kassadin 1/2 done and you know it.

Deep Terror Nami10/7/2015, 9:05:06 PM29 votes

This entire article is common sense. Too bad a huge number of players don't use it and will call Riot liars on every aspect of this...

Look forward to Part 2.

alfavhunter10/7/2015, 10:10:40 PM20 votes

Sion nerfed because of item 3725 (any version) Then The item was nerfed Sion needs the shield nerf reverted now please, as tank items in general were also nerfed, resulting in him being even weaker (maybe make the shield damage scale per Sion bonus hp increasing its percentage damage by 1% per 400 bonus hp (.25) so late game it can do well but early it won't be so strong

Sejuani also had this issue...

Valkoor The Dead10/7/2015, 8:23:19 PM19 votes

Honestly, your post will probably get a lot of hate. "Oh, but this guy is balanced, thanks rito, bluh bluh merph". I just appreciate the transparency you've provided here though. Yes, some champs are op, some champs are underplayed, and some champions have some balance issues in players' opinions. But thank you for at least showing your insight. A lot of players seem to forget that RIOT employees play as well, many of them probably play more than us. So thank you, RIOT Jules, and everyone else involved in making or supporting this post. It's nice to see some insight into your methods of reworking/buffing/nerfing.

Rent10/7/2015, 9:31:41 PM14 votes

I liked it better when the ban rates weren't so polarized. Honestly how it feels like there are around 25 competitive champions when our champion pool is over 100. The competitive pool seemed more diverse before the juggernaut patch.

OU Nightshade10/8/2015, 12:55:15 PM13 votes

Sorry, Riot, but I have an extremely hard time to believe you actually know anything about balance anymore. When a champion has an 80%+ ban rate for four patches in a row, even after "nerfs", you're clearly doing something wrong or missing the point. Darius has clearly been beyond overpowered ever since his rework, and yet you seem to pass it off as if there's no problem when everyone from bronze players to pros at worlds knows that he has to be banned just for his raw power. Sorry riot, but I absolutely can't take you seriously here.

The4gotNdeath10/8/2015, 1:19:41 AM12 votes

Hey Riot,

This is all interesting and stuff, but how about you guys take a play our of Dota's/Hon's playbook and give us access to champion statistical data (like win/play/ban rates) via the client. Some of us are curious as to what the actual percentages look like in real time, and while your at it can we get numbers sorted by division (bronze stats, plat stats, challenger stats etc.) I know you guys will probably just ignore me but I thought I'd ask anyways since christmas is only a couple months away. Thanks to any Riot member who actually looked at this.

~Sincerely, The4gotNdeath

Beertaster10/7/2015, 9:33:53 PM11 votes

On the other hand, if a large contingent of the player base is constantly complaining about a champion despite balance, then it means riot had failed to satisfy the customer with that champion. You need to take into account that some play styles are toxic and shouldn't be included despite "balance".

Fancifulfire10/7/2015, 8:19:45 PM11 votes

Yasuo <--- Nerf this shit, double crit chance is op if it doesn't reduce crit dmg. A whole 10% isn't enough. You get IE and your up to 250% crit dmg or so.item 3070

Doomwielder74310/7/2015, 8:33:16 PM10 votes

the thing is, in terms of balance i think things are fine. for me, my issue is not champ damage on an ability, or certain stats, but rather the reworks over the last 6 months. Honestly, after Sion's rework, I had really high hopes. That rework was great imo, and I hoped to see more like it. But it seems that with the juggernaut/fiora changes, these not only seem too simple, but they're also too bland. As Darius, making me have a heal now doesn't make my gameplay more intuitive. It just gives me an advantage over those who don't have a heal. One cool idea I have for Darius that I think is an example of using a champ's identity in game to make abilities is this: all targets pulled in by Darius e are affected with a debuff for 5 seconds that makes any stacks of Darius passive applied to them deal a SMALL amount of percent hp dmg. The amount of damage would be very small, even at max rank of e, to prevent him from becoming too strong. I feel like this would be a better idea because it works with a big part of Darius' kit, his bleed. The heal on q doesn't really "fit in" with anything, and frankly, Darius already could 1v2 the top and jungle, and this just further pushes that. This is just my view on some of the more recent reworks. I will say Garen's idea of a villain with ult is good, and morde with drag is okay (although perhaps decrease the hp on it and give it a timer), so my main issues are with Fiora, Darius, and Skarner. If you have any thoughts, please leave them below.

However comma10/7/2015, 8:48:19 PM2 votes

There are unbalanced champions, That means they do too much from just pushing a button, why land a skill shot when you could press a button?