Restoring the Lost Champion Roles

UltraInventor·11/27/2019, 7:32:19 AM·7 votes·3,199 views

There are several types of classes, but none of them are truly distinctive. This isn't because of intentions, but because of Item selections. Marksmen are building critical strike like assassins (meta Marksmen build); tanks are building ability power like mages (Malphite and Amumu, to name just two); Mages are building armor and magic resist like tanks (Karma and Fiddlesticks), etc. Assassins are supposed to unleash massive damage quickly, Marksmen are supposed to deal sustained physical damage, Tanks are supposed to protect their team by absorbing damage, Fighters are supposed to deal some sustained damage while absorbing enough damage to keep themselves alive, supports are supposed to provide their team with various boosts, and Mages are supposed to be the magic-damage counterparts of all the roles previously listed. Champions always reside in multiple roles, but this in no way diminishes the purpose of every champion having listed roles.

I propose a change to 3 core item concepts to encourage and better support champions in their various roles. item 3031 item 3193 item 3072


1: Critical Strike. item 1018

Critical Strike is supposed to provide access to burst damage. This being said, it currently deals double damage (or double and a quarter if one takes infinity edge) if a champion's basic attack critically strikes. The meta Assassin AND Marksmen build is to get 100% critical strike chance, enabling them to ALWAYS deal 200 or 225 percent of their basic attack damage. In essence, the Marksmen role has been transformed into the Ranged Assassin role.

I propose that Critical Strike be changed into Excitement.

Excitement: For the first 3 seconds of combat, the champion deals an increased ??% damage. Items containing Excitement will add to the champions ??% damage, but the duration remains limited to the first 3 seconds of combat.

This causes a differentiation between the roles of Assassin and Marksmen that does not currently exist with Critical Strike. Assassins will deal more damage than Marksmen in the first 3 seconds of combat, but then they fall off. Meanwhile, Marksmen will have the potential to deal more total damage than Assassins, albeit taking more than 3 seconds. Assassins will be happy in their role of deleting a specific target, and Marksmen will be happy in their role of being the Attack Damage Carrier.

2: Armor and Magic Resistance. item 1029 item 1033

Currently, Armor and Magic Resistance are fairly strong early-game, but becomes weak mid-game, and then remains weak for the rest of the game. Tanks, the ones that should have the highest Armor and Magic Resistance, remain easily destroyed, especially after they fail to defend their team and so are left totally alone, with little damage output, to face off with whomever of the enemy remains. As stated earlier, Tanks are supposed to PROTECT THEIR TEAM by absorbing damage.

I propose an added statistic to Armor and Magic Resistance that is currently found (in a manner) in a support item - Knight's Vow item 3109. I propose that all nearby allies of the champion holding Armor have a ??% premitigated physical damage redirected to the champion holding Armor. Likewise, all nearby allies of the champion holding Magic Resistance have a ??% premitigated magic damage redirected to the champion holding Magic Resistance. All damage will then be properly mitigated according to whomever the damage is going to.

Example: Ahri Ahri, with 50 MR, and Ziggs Ziggs, with 50 MR, and Galio Galio, with 200 MR, are all simultaneously hit by Veigar W Veigar, dealing 1000 premitigated damage to everyone hit. Galio will redirect 333 premitigated magic damage from Ahri and 333 premitigated magic damage from Ziggs to himself. Ahri will redirect 167 premitigated magic damage from Galio and 167 premitigated magic damage from Ziggs to herself. Ziggs will redirect 167 premitigated magic damage from Galio and 167 premitigated magic damage from Ahri to himself. Galio will now receive 1332 premitigated magic damage; Ahri will now receive 834 premitigated magic damage; and Ziggs will now receive 834 premitigated magic damage. Galio will lose 444 health, Ahri will lose 556 health, and Ziggs will lose 556 health. Ultimately, Galio received an extra 111 damage to protect Ahri and Ziggs from 111 damage each (222 total damage).

This will encourage Tanks to build resistances to help their team instead of just getting damage.

3: Lifesteal. item 1053

Lifesteal is intended to help a champion sustain his/her health by healing according to the damage the champion deals, however, directly converting damage into health causes lifesteal to primarily help Assassins, secondarily Marksmen, and thirdly Fighters. Lifesteal is supposed to primarily and equally help Fighters and Marksmen, and thirdly Assassins.

I propose that Lifesteal's direct damage-to-health be changed to indirect damage-to-health. Each percent of lifesteal of each percent of the enemy's maximum health destroyed should equal the percentage of that champion's maximum health.

Example: Caitlyn Caitlyn, with 1500 max health and 20% lifesteal item 3072, deals 400 postmitigated damage to OlafOlaf, with 3000 max health and 20% lifesteal item 3072, while Olaf deals 200 postmitigated damage to Caitlyn. (Caitlyn does more damage because of damage items while Olaf has more health because of health items). Caitlyn hurt Olaf by 13% of his maximum health, and Olaf hurt Caitlyn by 13% of her maximum health. Caitlyn heals (20% of 13)% of her 1500 max health, and Olaf heals (20% of 13)% of his 3000 max health. Caitlyn heals 97.5 damage and comes out with a total health loss of 102.5 (0.068% of her max health), while Olaf heals 195 damage and comes out with a total health loss of 205 (0.068% of his max health).

This shifts lifesteal to primarily and equally help Fighters, Marksmen, and thirdly Assassins.


If you like these three balance ideas, please like this post to help others see it too! If you have anything to comment on, please comment below. I want to hear your comments! Thank you for reading.

6 Comments

LeBlanc Rose11/27/2019, 10:57:24 AM4 votes

Which assassins build crit?

I Feast Tonight11/27/2019, 12:09:43 PM2 votes

This way of thinking is exactly what League of Legends needs. There are some serious problems between classes that need to be rectified. I love your ideas on critical strike chance, understand where you are going with armor and magic resistance, and have some critiques that might enhance your already good ideas about life steal.

1: Currently, most ad assassins build lethality item 3134, not critical strike chance item 1018 like marksmen do. (Master Yi MasterYi and Tryndamere Tryndamere are a couple of the exceptions.) Ap assassins simply build raw ap. Critical strike chance, however, is and always will be a statistic that should be for assassins. There is a reason why critical strikes are made by assassins across gaming platforms all around the world. I love your excitement idea. I once thought about a way to turn critical strike chance into a truly bursty statistic, but it only held true on ad assassins. This would open it up for ap assassins as well and be a great unifying tool between assassins.

2: I agree that there is much work to be done on tanks in both the need to be durable and to be targeted, but I do not think this is the correct way to go about it. What happens if one champion is too low on health and a nearby ally is hit with something? Or what happens when you gain a damage-absorbing shield or invulnerability just for the damage to still hurt an ally? Most tanks already die plenty fast. They don't need any help to perish faster.

In my way of thinking, the first thing to think about is armor and magic resistance value. Armor and magic resistance means too much pre 100, but then it means too little post 100. See, additional armor and magic resistance become less effective the more you get because of the function it undertakes. I think a change to the function is needed to slightly lower the value of pre 100 armor and magic resistance and increase (maybe slightly more in absolute value than the decrease) the value of post 100. Another possible solution is to start all champions at a set amount of armor and magic resistance that does not change as you level up. After all, this does block a percent of damage taken.

The second thing I think needs done is to the tanks themselves. This would be a longer-to-complete update that puts every tank under the eye of scrutiny one at a time. Every tank needs modifiers that use durability statistics. You wouldn't expect a mage to have an absence of ap modifiers. Every tank needs a defensive ability. You wouldn't expect to see an assassin without any burst abilities. Every tank needs crowd control (as that is the only real difference they make in a fight). Otherwise, enemies will simply save the tank for last and the only difference a tank would make is nothing more than what a glorified melee minion would. Lastly, every tank needs a way to either force or highly persuade enemies to attack them for a moment. For example, Rammus Rammus has a taunt that forces enemy attention for a couple of seconds. This may be a simple point and click, but is only really capitalized by timing it correctly. Sion Sion is another good example. If he places and times his Q correctly, he is capable of stunning the entire enemy team. If he makes this the case, the only recourse to avoid the said problem is to use your crowd control on him. Also, his W provides a small damage-absorbing shield. If the shield persists long enough, then he can reactivate it to deal heavy damage to nearby enemies. If you cannot get away from him, it may be a good idea to target him just enough to destroy his shield.

3: I like where you are going with life steal item 1053. It actually reminds of another take at it I thought about a while ago. In my idea, life steal heals for a percent of your maximum health on hit. This would need a statistical refocus for fighters from building attack damage to attack speed (think of Olaf Olaf). Tanks would be able to use life steal due to its percent health heal which would be very healthy to gameplay. Marksmen would be able to use it due to its heal on hit. The biggest effect would be for fighters due to both on-hit and percent health attributes.

Overall, these ideas are very good. I especially like the critical strike chance and life steal ideas. They are well-thought-out.

blindasleep11/27/2019, 7:39:15 AM1 votes

{quoted}

There are several types of classes, but none of them are truly distinctive. This isn't because of intentions, but because of Item selections. Marksmen are building critical strike like assassins (meta Marksmen build); tanks are building ability power like mages (Malphite and Amumu, to name just two); Mages are building armor and magic resist like tanks (Karma and Fiddlesticks), etc. Assassins are supposed to unleash massive damage quickly, Marksmen are supposed to deal sustained physical damage, Tanks are supposed to protect their team by absorbing damage, Fighters are supposed to deal some sustained damage while absorbing enough damage to keep themselves alive, supports are supposed to provide their team with various boosts, and Mages are supposed to be the magic-damage counterparts of all the roles previously listed. Champions always reside in multiple roles, but this in no way diminishes the purpose of every champion having listed roles.

I propose a change to 3 core item concepts to encourage and better support champions in their various roles. item 3031 item 3193 item 3072


1: Critical Strike. item 1018

Critical Strike is supposed to provide access to burst damage. This being said, it currently deals double damage (or double and a quarter if one takes infinity edge) if a champion's basic attack critically strikes. The meta Assassin AND Marksmen build is to get 100% critical strike chance, enabling them to ALWAYS deal 200 or 225 percent of their basic attack damage. In essence, the Marksmen role has been transformed into the Ranged Assassin role.

I propose that Critical Strike be changed into Excitement.

Excitement: For the first 3 seconds of combat, the champion deals an increased ??% damage. Items containing Excitement will add to the champions ??% damage, but the duration remains limited to the first 3 seconds of combat.

This causes a differentiation between the roles of Assassin and Marksmen that does not currently exist with Critical Strike. Assassins will deal more damage than Marksmen in the first 3 seconds of combat, but then they fall off. Meanwhile, Marksmen will have the potential to deal more total damage than Assassins, albeit taking more than 3 seconds. Assassins will be happy in their role of deleting a specific target, and Marksmen will be happy in their role of being the Attack Damage Carrier.

2: Armor and Magic Resistance. item 1029 item 1033

Currently, Armor and Magic Resistance are fairly strong early-game, but becomes weak mid-game, and then remains weak for the rest of the game. Tanks, the ones that should have the highest Armor and Magic Resistance, remain easily destroyed, especially after they fail to defend their team and so are left totally alone, with little damage output, to face off with whomever of the enemy remains. As stated earlier, Tanks are supposed to PROTECT THEIR TEAM by absorbing damage.

I propose an added statistic to Armor and Magic Resistance that is currently found (in a manner) in a support item - Knight's Vow item 3109. I propose that all nearby allies of the champion holding Armor have a ??% premitigated physical damage redirected to the champion holding Armor. Likewise, all nearby allies of the champion holding Magic Resistance have a ??% premitigated magic damage redirected to the champion holding Magic Resistance. All damage will then be properly mitigated according to whomever the damage is going to.

Example: Ahri Ahri, with 50 MR, and Ziggs Ziggs, with 50 MR, and Galio Galio, with 200 MR, are all simultaneously hit by Veigar W Veigar, dealing 1000 premitigated damage to everyone hit. Galio will redirect 333 premitigated magic damage from Ahri and 333 premitigated magic damage from Ziggs to himself. Ahri will redirect 167 premitigated magic damage from Galio and 167 premitigated magic damage from Ziggs to herself. Ziggs will redirect 167 premitigated magic damage from Galio and 167 premitigated magic damage from Ahri to himself. Galio will now receive 1332 premitigated magic damage; Ahri will now receive 834 premitigated magic damage; and Ziggs will now receive 834 premitigated magic damage. Galio will lose 444 health, Ahri will lose 556 health, and Ziggs will lose 556 health. Ultimately, Galio received an extra 111 damage to protect Ahri and Ziggs from 111 damage each (222 total damage).

This will encourage Tanks to build resistances to help their team instead of just getting damage.

3: Lifesteal. item 1053

Lifesteal is intended to help a champion sustain his/her health by healing according to the damage the champion deals, however, directly converting damage into health causes lifesteal to primarily help Assassins, secondarily Marksmen, and thirdly Fighters. Lifesteal is supposed to primarily and equally help Fighters and Marksmen, and thirdly Assassins.

I propose that Lifesteal's direct damage-to-health be changed to indirect damage-to-health. Each percent of lifesteal of each percent of the enemy's maximum health destroyed should equal the percentage of that champion's maximum health.

Example: Caitlyn Caitlyn, with 1500 max health and 20% lifesteal item 3072, deals 400 postmitigated damage to OlafOlaf, with 3000 max health and 20% lifesteal item 3072, while Olaf deals 200 postmitigated damage to Caitlyn. (Caitlyn does more damage because of damage items while Olaf has more health because of health items). Caitlyn hurt Olaf by 13% of his maximum health, and Olaf hurt Caitlyn by 13% of her maximum health. Caitlyn heals (20% of 13)% of her 1500 max health, and Olaf heals (20% of 13)% of his 3000 max health. Caitlyn heals 97.5 damage and comes out with a total health loss of 102.5 (0.068% of her max health), while Olaf heals 195 damage and comes out with a total health loss of 205 (0.068% of his max health).

This shifts lifesteal to primarily and equally help Fighters, Marksmen, and thirdly Assassins.


If you like these three balance ideas, please like this post to help others see it too! If you have anything to comment on, please comment below. I want to hear your comments! Thank you for reading.

Riot decided games need to max out at about 30 minutes a while ago, so kits, PvE mechanics and items started to be designed and changed around that goal.