The REAL ways to balance League
There are several inequalities, and RIOT is working to try and fix them, but the picture in general is what needs helped. There are a lot of champions, and balancing that many is bound to be hard, even with a large team! I get that, but take a step back, there are many aspects to the champions in question while in game, so slightly modifying a few statistics can even things out a bit, but it is only extra hard right now because of: the high variance in champions, of which there are many; and the low variance to everything that modifies them during the game.
One example, given the right situation (enemy team having little ranged advantage): an Udyr
with these specific items can 1v5 the ENTIRE enemy team -- [ 1 - Frozen Mallet
, 2 - Guinsoo's Rageblade
, 3 - Death's Dance
, 4 - Phantom Dancer
, 5 - Spirit Visage
, 6 - Randuin's Omen
]. It is ridiculously strong, the enemy team has actually cursed at me so much I muted most of them, just to stop getting annoyed from the chat blowing up. As I said though, that is with an ideal enemy team. Just like a Vayne or Kog'Maw against ideal enemies are unkillable with the right items. Then there is also the issue with Renektons diving through the turret at level 6, with no tank items at all, and then leaving as healthy as before.
First proposal to give balance: turrets are worthless right now. Fix it. Turrets fire a set amount of damage at a super slow attack speed, all game long. A long while ago, the inhibitor turrets fired a continuous beam instead of laser shots. These did well in slowing a siege. First, enemy players had to make sure they knew who got targeted by the turret (ahem, say hello malphite
, alistar
, and mundo
). Second, three waves of minions coming at the same time only took out about half of its health, rather than completely destroy it AND the inhibitor, as they do now. Third, it was much easier for the marksmen at their inhibitor turret to last-hit the minions (if the marksmen are at their own inhibitor, it usually means they are behind, and some minion kill gold is much better than no minion kill gold, particularly for those that are behind). This did remarkable things, and some items found a strong appearance to match -- ohmwrecker
being the main one. For another, it stopped the backdoor of the bruisers: nasus
, mundo
, (and more). With the inhibitor tower revert, they can do it again.
Ultimately, what I propose is that instead of periodic shots, use a continuous beam for ALL of the turrets. This will fix most of the problems.
A continuous beam fixes the minion issue (each melee minions no longer take 6 seconds to be destroyed, taking up 3 shots when they only needed 2.5 -- that is a 1 second difference for every melee minion, if there are 10, that is enough for another group of minions to come, just from the wasted time alone!). A continuous beam deters low level and/or low health diving. A continuous beam quickly comes to the aid of its allies seeking protection within, rather than waiting another two seconds to do anything at all (vayne
can dive and deal a full round of 3 shots BEFORE the turret strikes ONCE). A continuous beam enables pinned ADCs much better farming (last hitting minions) in the beginning of the game (top and mid laners too).
Second proposal to give balance: for there being so much variance in champions, there is a limited number of available items to purchase in the shop (poor doran has few wares to sell). Items really can make the difference in many cases! Against a Jhin
, take a ninja tabi
and randuin's omen
, he will deal about half as much (or less) damage to you now (add frozen heart if he get Lord Dominik's Regards
, or just to laugh at him trying to actually do something to you).
Ultimately, what I propose is to make MORE items, and make them MORE varied than the champions are: currently there are 10 items for attack speed, 4 of them are for critically striking, 3 of them are for basic-attacking MAGIC damage, and then there are two more. That is not very many. Total, there are 90 full items that you can buy, but only 82 can be used in Summoner's rift. I understand we only have 6 slots to put them in, however, what about champion diversity? That means the item needs are ALSO diverse. There are 137 champions in league of legends, with 6 generic categories for them to be in. Almost all of them are parts multiple categories. If each champion is part of only 2 categories OR 1, there are 21 focuses for items to be [6 individual categories, and 15 unique combinations of those 6 categories]. That means there is currently an average of about 4 items for each focus... Or, another way to put it: we can buy: Armor, Health, Health Regeneration, Magic Resistance, Attack Speed, Critical Strike, Damage, Life Steal, Armor Penetration, Cooldown Reduction, Mana, Mana Regeneration, Ability Power, Magic Penetration, and Movement, but we should not forget heals and shields (I will call it HealNShields). That means we have 82 items for Summoner's rift to do combinations (ONLY combinations) of 16 categories. That means there is currently an average of about 1 item for 2 focuses, or, how about I am generous, because a few combinations like armor or magic penetration and support does not really make sense, let's just say 1 item for 1 focus. We need more item diversity, and with more item diversity, the game will naturally start to balance.
Third proposal to give balance: [This should take place AFTER the other options of balance have gone into place, as there is in reality few significant imbalances in this area] Weaken the overly strong champions and strengthen the overly weak champions. There is a balance to making this game as enjoyable as possibly: Diversity, Quantity, Uniqueness, Gameplay Strength, and Change. This last proposal focuses on gameplay strength. If EVERYONE has too much damage capabilities, then there is too much time spent dead on both sides, and league will transform into a game of death timers. If EVERYONE has too little damage capabilities, then the game just remains a long slow practically stalemate game of tickle wars. There needs to be a balance. Ultimately, what I propose is to weaken the overly strong and strengthen the overly weak. When I say overly, I mean a substantial excess (or recess), and fine tuning can come later, if ever (it is often hard to gauge anyways).
I do ask for most of the old items back, changed to fit the current patch, but I want them returned! Some examples are: Zephyr: Attack speed, movement speed, and tenacity. Wriggle's Lantern, another jungle option, with other aspects to it! Avarice blade, starting item for ADCs. Mana potions.
Please upvote this page, answer the pole, and most importantly, tell me what you do and do not like about my proposals.
and maybe 