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On April 09 2011 05:18 alphafuzard wrote:Show nested quote +On April 09 2011 05:13 Lanzoma wrote: LoL will never be a balanced game because of constant content releasing. they wont be releasing champs forever, they already said they have a set # they want to cap out at ?? source??
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The problem is riot has proven, again and again, that they do not KNOW the right way to balance the game, simply because they are unaware of the basic WHY behind broken characters. For example, Ryze right now is a broken op piece of shit: he beats anyone in lane who isnt also broken or named Caitlyn. Why is that? Damage, tankyness? No. Its because his q has about 3 billion range. Yet I assure you that when they go back and look at ryze, its his damage that is gonna drop, not his range.
Urgot is another example. If they slowed his e projectile, making it easier to dodge, it would reward skill on both sides. Cuz right now, all urgot has to do is e>qqqqq and win a lane. Not difficult for urgot, and much harder for the opponent to guess where that crazy ass flight pattern is gonna send the e. Urgot's q isnt broken. The ease of the e>q combo is.
This is the real reason why the constant overnerfs or ineffective nerfs happen. Riot just doenst know the correct metrics that make champions too good.
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United States47024 Posts
On April 09 2011 05:17 spinesheath wrote: That being said, an increase to 3+3 bans might be due. Isn't 3+3 bans imbalanced in favor of the team that gets last ban + first pick?
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my biggest problem with urgot is still that the fucking locked-on Q can be shot from roughly 2000 range and still hit.
On April 09 2011 05:24 TheYango wrote:Show nested quote +On April 09 2011 05:17 spinesheath wrote: That being said, an increase to 3+3 bans might be due. Isn't 3+3 bans imbalanced in favor of the team that gets last ban + first pick? yes, but you can fix this by having first ban and first pick on the same team. first ban is not an advantage at all, it's only last ban that matters.
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United States47024 Posts
On April 09 2011 05:20 Two_DoWn wrote: The problem is riot has proven, again and again, that they do not KNOW the right way to balance the game, simply because they are unaware of the basic WHY behind broken characters. For example, Ryze right now is a broken op piece of shit: he beats anyone in lane who isnt also broken or named Caitlyn. Why is that? Damage, tankyness? No. Its because his q has about 3 billion range. Yet I assure you that when they go back and look at ryze, its his damage that is gonna drop, not his range. I don't think you're any more qualified to say this than a team of Riot designers. It's easy to criticize in retrospect, but quite honestly it's more complicated than "I think X is the problem when Riot thinks Y is the problem."
As an aside, I think players tend to complain over-much about issues of laning strength, particularly when they isolate them from issues later in the game. Champions that in particular that are strong in lane tend to get flagged by the community as "imba" much more quickly than those that that are powerful in other stages. I could speculate about that it's because laning is the most self-contained phase of the game (in other stages, you can blame your teammates for being bad, but if you lose lane, you can only blame imbalanced champs) but I don't think that's necessary.
On April 09 2011 05:20 Two_DoWn wrote: Urgot is another example. If they slowed his e projectile, making it easier to dodge, it would reward skill on both sides. Cuz right now, all urgot has to do is e>qqqqq and win a lane. Not difficult for urgot, and much harder for the opponent to guess where that crazy ass flight pattern is gonna send the e. Urgot's q isnt broken. The ease of the e>q combo is. I don't agree with this at all, because if this were the case, the frequency of Urgot bans/high picks would correlate inversely with rise in skill level (e.g. Urgot would be banned more at lower skill levels if his core problem is one of usability/skill required to beat him), because as you rise in skill, it becomes easier for you to overcome the skill barrier required to comfortably lane while dodging Es on CD.
On April 09 2011 05:20 Two_DoWn wrote: This is the real reason why the constant overnerfs or ineffective nerfs happen. Riot just doenst know the correct metrics that make champions too good. And you do?
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Strong laners are problematic because they can shut certain champs down so hard that they essentially become useless mid/lategame. Which means you cannot pick one of those champs unless you are sure that there is no champ on the enemy team that will shut you down.
The biggest issue is when a champ shuts down farm dependant champs like ranged autoattackers.
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On April 09 2011 05:51 spinesheath wrote: Strong laners are problematic because they can shut certain champs down so hard that they essentially become useless mid/lategame. Which means you cannot pick one of those champs unless you are sure that there is no champ on the enemy team that will shut you down.
The biggest issue is when a champ shuts down farm dependant champs like ranged autoattackers.
The same argument could be made the other way around - safe free farm all game and you're unstoppable late game. It's just a matter of perspective and reacting appropriately.
If anything, I feel it's currently too hard to harass somebody out of lane / zone out without jungle / roamer help. SoS + cloth + 5pot makes me sad.
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With the amount of heroes in pool right now 4 bans for each team wouldn't be unreasonable.. 2 is wayy too few
Ps My vlad beats urgot o/
Pss Shoutout to MM for giving me FeedFest -> Grackis lose shuttle
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good shit MM, stick it to the man!
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Vlad can pool urgots lock on Q's o/
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Lots of champs, but in certain categories the choices can be somewhat limited (jungler and roaming support, mostly). Having 4 bans on each side would create interesting picks and atypical team comps I'm sure.
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I definitely think it would be beneficial to increase bans to at least 6. It would make knowing how to play multiple characters much more valuable, especially jungle/tank/support roles.
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HoN 8 bans 76 heroes, DotA 10 bans 109 heroes or so.
LoL 4 bans 86 heroes.
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The biggest problem Riot's team has balance wise compared to SC2 is that, despite whether or not you think Browder is going the right direction with Marauders/Roaches/etc, he's been clearly in charge and the team under him has stayed consistent and they have a unified vision of where the game's going. Since Riot keeps hiring new personnel for balance, each time there's a new hire things get tweaked because of the new employee's personal preferences (see how Morello shook things up when he got hired because he completely disagrees with entire character sets like Soraka's).
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Apples tasty
Oranges delicious
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Brb gotta make fruit punch.
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On April 09 2011 06:29 Seiuchi wrote: The biggest problem Riot's team has balance wise compared to SC2 is that, despite whether or not you think Browder is going the right direction with Marauders/Roaches/etc, he's been clearly in charge and the team under him has stayed consistent and they have a unified vision of where the game's going. Since Riot keeps hiring new personnel for balance, each time there's a new hire things get tweaked because of the new employee's personal preferences (see how Morello shook things up when he got hired because he completely disagrees with entire character sets like Soraka's).
The reason why SC2 races have the units they have is because of both Browder and the fact that the dev team essentially voted on "what was coolest" rather than what made sense lore or strategy wise. That's how you get weird stuff like the Raven and Colossus - it's because they sound really cool in a vaccum. After the units were selected, they pretty much balanced from that point. The only reason Marauders/Roaches/etc. exist in any sort of whatever harmony you envision is because they HAVE to make them harmonious. Those were simply the only units the balance team was left with.
I have it on good word from people-who-will-not-be-named @ Blizzard that Browder is a raving lunatic and the balance team (Kim) is the reason things are remotely sane. It's really important in the game industry to have a good captain at your ship. That's why I trust Zileas to progress the game somewhere decent.
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Riot can only raise the number of bans if they raise the number of free champs every week, or risk making ranked even less accessible to new players.
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Baa?21244 Posts
On April 09 2011 07:10 Flakes wrote: Riot can only raise the number of bans if they raise the number of free champs every week, or risk making ranked even less accessible to new players.
That might not be a totally bad thing
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On April 09 2011 07:10 Flakes wrote: Riot can only raise the number of bans if they raise the number of free champs every week, or risk making ranked even less accessible to new players. wouldn't making it harder for new players to play ranked be a good thing?
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