Idea for balancing champion classes better

XdistortionzX·6/2/2018, 6:15:58 AM·1 votes·1,421 views

Hello.

I just thought of a way that would really help balance all classes of champions.

A big factor in balancing champions is the items that a champion uses. One problem is when a class of champion uses another classes items. The best example would be fighters, using items meant for adcs or tanks. Actually, fighters being very strong right now is what motivated me to make this post.

My idea is this: have every champion in each class have a passive, that all champions of that class have. For example, for fighters, the passive would be : for every 100 bonus hp AND 10 bonus AD (up to maximum 1000 bonus hp & 100 bonus AD), gain 10 extra AD. (Both HP and AD required for extra damage).

So, if Camille has 1000 bonus HP AND 100 bonus AD, she gains 100 extra attack damage. To ensure fighters dont have too much AD, all fighters would need to start with less AD, and have less AD gained per level, since they would be getting extra AD because of passive. This would basically incentive fighters to build exclusively HP and AD.

In addition, Riot could then create items specifically fitted for fighters. This would make it not worth it to build items not fit for your class, as you would be losing the bonus offered by your passive.

For ADCs, the passive would be maybe: for every 10% bonus Attack Speed (up to maximum 100% bonus Attack Speed) , gain 12 extra AD (for maximum of 120 extra AD).

For tanks, the passive could be: for every 30 bonus armor (up to maximum 300 bonus armor), gain 60 extra HP (for maximum of 600 extra HP).

For assassins, the passive could be : for every 30 bonus AD (up to maximum 300 bonus AD), gain 5 extra movement speed AND 2% lifesteal (for maximum of 50 extra MS and 20% lifesteal.

For mages, the passive could be: for every 100 bonus mana (up to 1000 bonus mana), gain 18 AP (for maximum of 180 extra AP).

For healers/enchanters, the passive could be: for every 500 HP healed OR 500 shielded (up to 5000 HP healed OR 5000 shielded), gain 3% Cooldown reduction AND 40 Gold (for maximum of 30% CDR AND 400 Gold)

Basically, just how champion abilities have scaling, this would be scaling based on the champion itself. I really think this can help the game be more fair, so that one particular item cant be abused by a certain champion.

I really hope someone at Riot can read this and let me know what they think. Also, anyone who reads this, let me know what you think about it.

Thank you for reading.

2 Comments

Chembaron Yamada6/2/2018, 7:22:11 AM1 votes

I don't think such a system would work out well. There are some factors you didn't consider here.


Some champions belong in more than 1 subclass

To give an example: Galio Galio is best described as a mixture between Battlemage and Warden, meaning that he would fit in both, your mage and tank class system. How are you going to handle him, especially since Riot encouraged Galio building some AP instead of pure tank in the last time?


AP vs AD

You say that all assassins should share that same passive encouraging them building AD. What about these: Fizz Katarina Evelynn Ekko They want to build AP and they don't care for lifesteal.

There are also some other weird cases: Jayce Artillery Mage building AD Elise Diver (so: Fighter) building AP Rumble Vladimir Manaless Battlemages


Unique Playstyle Group

Some champions are no longer part of any of the subclasses Riot has defined, but are part of a new "unique playstyle" group. They all are playing completely different, what are you going to do with these? Gangplank Azir Heimerdinger Graves


Different Early Game Impact

Let's make a comparison between Fighter and Assassin, for example. You state that Fighters should start with less AD than others to compensate the bonus AD they get from their itemization. Having less AD at the start is a pretty big disadvantage, it makes last hitting harder and especially since many fighters are auto attacking alot, they will be weaker in the early game.

Meanwhile it doesn't seem like Assassins would lose any fighting power. You give them lifesteal and MS. Since many Assassins have tons of mobility in their kit already, it probably wouldn't be so bad if they have a bit less base MS than others. And champs start without any lifesteal anyway. So their early game disadvantage is smaller than for fighters.

Sure, the stats in your system can be changed, but the point is: Unifying all these stats for all champions of a class is not as easy as it might seem. There are many factors to consider. And it would limit design options for Riot in a bad way, IMO.