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The issue with that is that you are looking more at a strength perspective than overall gameplay patterns. If you say "buff" a set of heroes to deal with AD carries then you create a situation where players are now forced into playing those heroes or they drastically reduce ability to win. This isn't giving them more options, it's reducing options.
League has always had a dynamic where ranged carries scale extremely hard with offensive items to the point where buying defense is actively bad. This warps the whole game around this concept. Buffing assassins for instance just creates a dynamic of "did you kill enemy in 0.5 seconds before they killed you". That isn't particularly interesting pattern of play.
I think it's pretty telling that people seem to enjoy laning phase the most, the phase where power level is far lower and doing anything takes time. This reminds me of SC2 vs BW. In BW everything was slower, units took some time to die(well mostly) which meant that the better player had far more room to express his play over the opponent, small clumps of armies fighting each other all over the map instead of huge deathballs that die in seconds. Lowering down AD to a point where they don't explode everyone but 100% tank in a second or two then adjusting everyone else may just improve how mid-late game fighting happens. Instead of this scared dash into explosion we get more drawn out fights that allow people more room to show of their abilities.
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I agree with this. Some of the most interesting team fights I have had are lvl 4-7 when you get 4v4 (5v5 once in a hile) bot lane from Tp's and roams and the fight takes over a full minute.
But I also agree that I would like to see some buffs to underused stuff as much or more then nerfs to "op" shit.
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What I'm trying to get at is that I'd love to see changes in design than say nerfs or buffs. There will always be something that is stronger, the key is to make the play that something creates fun and dynamic. Decoupling power curves so they aren't all homogeneous and loving overall damage by going full offensive might just create more interesting games than just buffing up underpowered/used stuff to the level of the stronger ones.
Crit is merely a rather erogenous example of a mechanic that serves one purpose and that purpose isn't enjoyable while it doesn't really create anything fun. It's just "hey look he crit and killed everyone" or "I crit in 2 hits to kill him while his 2 crits didn't". If they have to overhaul defensive items to deal with the lack of late game crit damage then that's fine too, it's a price worth paying.
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Increasing the time it takes for everything to die is the right way to go. If you check old replays you will see ADC rarely three shot each other. Itemization has changed minimally in comparison to mastery/rune changes which encouraged focusing on one stat (damage or tankiness), although the move from BT first to IE/Zeal was a big shift. If ADC were granted more sustain or innate tankiness, in return for giving up DPS, I think it would be fair.
I don't think crit should be entirely removed, it should just be reworked, like lethality. It is very difficult to try and keep ADC and AD assassin/bruiser itemization separate, crit is the big reason it is possible, because it only really kicks off when it gets stacked.
The issue with that is that you are looking more at a strength perspective than overall gameplay patterns. If you say "buff" a set of heroes to deal with AD carries then you create a situation where players are now forced into playing those heroes or they drastically reduce ability to win. This isn't giving them more options, it's reducing options
Comparing SC balance to LoL is a terrible argument anyway. There are well over 100 champions in League, compared to the few dozen SC units in any iteration of the series. SC doesn't add new units every season, there is an incentive to balance the game entirely, so unit numbers get tweaked. In League, there are too many interactions to even begin considering the subtle effects of numbers outside of a very broad scope or blatantly obvious interactions. A new champion gets added like every 3 months, with insane abilities to try and be viable in the current meta. That is why Riot likes nerfing champions, especially because we have seen so many examples where they still bounce back, even if it's after a few seasons (look at Lee Sin, or Ezreal). When champions get buffed, they have a very strong tendency to become meta.
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I'm not comparing SC balance to LoL balance. I was comparing SC2 design to BW design. Taking an aspect there "speed at which things happen/die" then using that to try explain the thoughts on allowing player expression. In no means was I saying LoL should be balanced like SC, it was talking about the design differences between BW and SC2.
Since it seems there was a misunderstanding, why not take Dota 2 then instead. One of the aspects I really enjoyed about Dota 2 is that fights are very gated on cooldown and damage(Depending on game situation obviously). This allows fights to have a more ebb and flow. Instead of an engagement taking a few seconds resulting in deaths it becomes this extended seesaw of darting in and out of fights, fighting on the edge with cooldown use. The game is able to play like this because of how damage profiles work. Going full offensive is very rare, only certain heroes in certain circumstances can do this. Instead most people build hybrid offense/damage or more utility.
Now I'm not saying the games should be the same, they both have strengths and weaknesses. If Riot's goal is to make engagements last longer(The assassin update comes to mind) then I think that's a worthy one. I think that's a better goal than merely nerfing or buffing heroes. They messed up trying to do this with the whole assassin update since they didn't overhaul the game itself instead merely gating damage in one class which just makes them feel shit. A goal I'd love for Riot to do is make going full offensive situational and not the default. This should open up far more doors.
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Froggen is playing banner rush Anivia vs Yasuo and it's working... I dont understand this game anymore.
EDIT: "I'm powerspiking" (Banner+Tear).
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I have high hopes for the adc changes making more things playable but a lot of champions won’t be much better if being able to asssist you jungler get scuttle level 2 is as important as the original announcement made it seem (I know changes are being revealed today)
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On May 02 2018 01:10 Jek wrote: Froggen is playing banner rush Anivia vs Yasuo and it's working... I dont understand this game anymore.
EDIT: "I'm powerspiking" (Banner+Tear).
Is that because he can wave clear so fast that the Super minion takes out the tower> and the yas can't get the banner minion cause he ill ult it?
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On May 02 2018 02:56 JimmiC wrote:Show nested quote +On May 02 2018 01:10 Jek wrote: Froggen is playing banner rush Anivia vs Yasuo and it's working... I dont understand this game anymore.
EDIT: "I'm powerspiking" (Banner+Tear). Is that because he can wave clear so fast that the Super minion takes out the tower> and the yas can't get the banner minion cause he ill ult it? I honestly dont know if he's just meming or whatever. He has been doing it in all his recent Anivia games, in the Yasuo game he kept upgrading the toplane (it was vs Maokai) which lead to Irelia being completely unlocked very early.
I guess it's for the unrelenting push like how Banner Karma or mid Sion work. Anivia got very strong base values if you can hit her double Q (considering it's Froggen.... yea) so it's not like she desperately need AP early. It offer a truckload of armor vs AD champs and the active is hell for AP champs so I guess it makes somewhat sense on a champion that just want to push in the early stages of the game.
His damage vs towers in post stats in all of the games was hilariously high.
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Froggen has a history of building random shit on Anivia and winning.
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yeah the other day he built frozen heart, runaans and banner in the same game
:shrug:
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Buff Malphite's E all you want, he needs to get in range for it so every other ult only (when the markman's flash is down).
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Froggen pretty much wins soloQ game playing whatever he wants wherever he wants. I watched him destroy multiple games in a row playing Talon top. His lane knowledge is beyond absurd, pretty much dumpsters anyone who isn't a pro or real talent. And when he doesn't win lane, he just roams at the perfect times and gets fed that way.
Watching him play support is pretty funny though
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