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On April 18 2012 20:26 ihasaKAROT wrote:Two years ago? Werent you banning TF and Yi back then?  When I started it was Orianna, Shaco, Kassadin and GP that were banned, early July 2011 Shaco forever banned  I remember when Amumu taric garen and.. kayle i wanna say were top bans.
in that order
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On April 19 2012 05:20 Parnage wrote: You guys are really being far too harsh and silly about this whole thing. Saying things like champions have not been original sense X release is really silly. Like this whole topic is relying that hecarim is a bad champion because it's the first day of his existence to the playerbase as a whole. You guys are going abit out thar to be honest need to take a step back and look at this objectively even if you feel he's bad jumping to conclusions that he must be terrible after playing one or two games and that champion design isn't what it used to be is hilarious considering the champions before him included a guy who throws an anchor about, a polymorphing giant growing yordle and an armored bear that tosses people into things.
Stop over reacting -_-;
All those heroes you mentioned were designed specifically for a role in Riots mind weren't they? If that's the case then what we are talking about still holds.
I'm in no way good or know a lot about LoL but it seems like utility is just very undervalued so design always has to be centered around 1/2 core themes of damage or sustain. The only utility seems to be stuns/slows?
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United States47024 Posts
On April 19 2012 05:20 Parnage wrote: You guys are really being far too harsh and silly about this whole thing. Saying things like champions have not been original sense X release is really silly. Like this whole topic is relying that hecarim is a bad champion because it's the first day of his existence to the playerbase as a whole. You guys are going abit out thar to be honest need to take a step back and look at this objectively even if you feel he's bad jumping to conclusions that he must be terrible after playing one or two games and that champion design isn't what it used to be is hilarious considering the champions before him included a guy who throws an anchor about, a polymorphing giant growing yordle and an armored bear that tosses people into things.
Stop over reacting -_-;
This isn't really a new thing. Champ design being pretty uninspired is something that's been discussed and affirmed for quite a while now. New champion release just rekindles that discussion.
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Thing is, we don't know what happens if Riot releases a character that's just a huge flop financially. Does that actually hurt them at all? They seem to have more money than just about anyone at the moment, would a 'silly' champion that doesn't look super-viable at the outset every few releases be possible?
...would releasing a champion that doesn't look *competitively* viable but who does have a fun or interesting-looking kit actually decrease the number of people who'd buy it? If not, then are the champions being released actually all being forced into having a 'viable' kit for business reasons or is it a problem with the design team itself?
...questions and unknowns aside, I agree entirely with the sentiment that Riot just isn't experimenting enough with their newest champion designs.
EDIT: Now that I think about it, Lulu and Nat are pretty unique and have kits that seem more centered around their theme than their viability. Confirmation bias ahoy!
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On April 19 2012 05:18 wei2coolman wrote: Riot keeps making champions fit the current meta (or w.e they want the meta to be), but that's not what a company should be doing. Rather they should make champions, regardless of current play style, and have the PEOPLE figure out the meta.
What exactly is the difference between not fitting the meta and being underpowered?
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On April 19 2012 05:25 Eiii wrote: Thing is, we don't know what happens if Riot releases a character that's just a huge flop financially. Does that actually hurt them at all? They seem to have more money than just about anyone at the moment, would a 'silly' champion that doesn't look super-viable at the outset every few releases be possible?
...would releasing a champion that doesn't look *competitively* viable but who does have a fun or interesting-looking kit actually decrease the number of people who'd buy it? If not, then are the champions being released actually all being forced into having a 'viable' kit for business reasons or is it a problem with the design team itself?
...questions and unknowns aside, I agree entirely with the sentiment that Riot just isn't experimenting enough with their newest champion designs.
EDIT: Now that I think about it, Lulu and Nat are pretty unique and have kits that seem more centered around their theme than their viability. Confirmation bias ahoy!
Also note that Voyboy played top Lulu pretty convincingly when she was intended as support.
And there have been more good champion designs. Fizz and Riven come to mind.
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On April 19 2012 05:27 Unentschieden wrote:Show nested quote +On April 19 2012 05:18 wei2coolman wrote: Riot keeps making champions fit the current meta (or w.e they want the meta to be), but that's not what a company should be doing. Rather they should make champions, regardless of current play style, and have the PEOPLE figure out the meta. What exactly is the difference between not fitting the meta and being underpowered?
Underpowered means not fitting in anything. Generally people confuse the two.
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Can't swap Champions in Random customs anymore. Not sure if that was intentional on Riot's part or not.
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What *is* the current meta right now, anyway? I remember heal comp and pure tanky dps, but I feel like I see a variety of team comps both in game and in tournaments.
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United States47024 Posts
I'm hard pressed to believe that competitive viability has a huge impact on how much a champion sells. Particularly as 99% of the player-base is actually terrible at judging how good a champion will be.
People suck at deciding whether a champion is good. You can't expect designing powerful champions to be a reliable way to get them to sell, because most people won't KNOW they're powerful (case in point, at-release Irelia--everyone was whining for like the first month or two that she needed to be buffed). Logically speaking, it's probably a more reliable plan to design fun champions because people are much better at figuring out what's fun than what's powerful.
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On April 19 2012 05:20 Parnage wrote: You guys are really being far too harsh and silly about this whole thing. Saying things like champions have not been original sense X release is really silly. Like this whole topic is relying that hecarim is a bad champion because it's the first day of his existence to the playerbase as a whole. You guys are going abit out thar to be honest need to take a step back and look at this objectively even if you feel he's bad jumping to conclusions that he must be terrible after playing one or two games and that champion design isn't what it used to be is hilarious considering the champions before him included a guy who throws an anchor about, a polymorphing giant growing yordle and an armored bear that tosses people into things.
Stop over reacting -_-;
We arent even using hecarim though. My main arguments used Brand as a base.
And I think the gist of the feeling that we have is that even with the cool concepts of the champs, if you get rid of the lore, you end up with a fairly bland feeling champion based on kit alone.
For example, Nautilus, the awesome anchor dude, has ONE spell that actually uses his anchor. One. Hell, imagine how much more flavorful he could be if his e involved whirling his anchor around instead of whatever those little spikes are. And if we get rid of his w (which is completely contrived as a means to let him jungle and be a "tank" (whatever riot thinks that is)) we could, say, give him an ability where he sticks his anchor in the ground, freezing him in place (which is what a freaking anchor IS) while he grabs an enemy and holds them in place. And the enemy team could hit naut to free the anchor and have their teammate released sooner. Or locks him in place but gives him a tremdous ammount of damage reduction (ie anchoring through a storm). Then, since you arent using his w as a damage spell, you can shift his damage to his anchor twirl e and anchor stab q and have him ACTUALLY be a fucking awesome dude who hits people with an anchor.
THAT, to me, is a more flavorful iteration of a massive dude who weilds an anchor than a dude who has an anchor but doent actually use it.
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Whether or not the player base is right, though, will a champion that *appears* powerful sell more than one that seems fun?
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On April 19 2012 05:20 Parnage wrote: Stop over reacting -_-;
No.
The fact is that Riot is quite newbie-friendly oriented. Make a new champ, explain clearly how he works, what to build then the players will just buy him and play immediately, without thinking about what to do. Like instant fun providing. That the Riot marketing strategy and well... it works.
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Gragas Updated recommended items
this was needed, tried him out in free week, noticed not a single ap item was recommend
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On April 19 2012 05:31 -Zoda- wrote:No. The fact is that Riot is quite newbie-friendly oriented. Make a new champ, explain clearly how he works, what to build then the players will just buy him and play immediately, without thinking about what to do. Like instant fun providing. That the Riot marketing strategy and well... it works. Is this supposed to be a bad thing or are you applauding them? Really dont know.
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On April 19 2012 05:30 Two_DoWn wrote:
And I think the gist of the feeling that we have is that even with the cool concepts of the champs, if you get rid of the lore, you end up with a fairly bland feeling champion based on kit alone.
For example, Nautilus, the awesome anchor dude, has ONE spell that actually uses his anchor. One. Hell, imagine how much more flavorful he could be if his e involved whirling his anchor around instead of whatever those little spikes are. And if we get rid of his w (which is completely contrived as a means to let him jungle and be a "tank" (whatever riot thinks that is)) we could, say, give him an ability where he sticks his anchor in the ground, freezing him in place (which is what a freaking anchor IS) while he grabs an enemy and holds them in place. And the enemy team could hit naut to free the anchor and have their teammate released sooner. Or locks him in place but gives him a tremdous ammount of damage reduction (ie anchoring through a storm). Then, since you arent using his w as a damage spell, you can shift his damage to his anchor twirl e and anchor stab q and have him ACTUALLY be a fucking awesome dude who hits people with an anchor.
But he is a dude who hits people with an anchor. He's fucking awesome as is.
A better example would be Shyvana. She just doesn't feel... dragony, I guess? Her central transformation doesn't feel epic, just a few minor-moderate effects on her spells and some resists.
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United States47024 Posts
On April 19 2012 05:31 Eiii wrote: Whether or not the player base is right, though, will a champion that *appears* powerful sell more than one that seems fun? How do you design a champion that "appears" powerful?
The only champions that at release the community has really ever had consensus on being OP were the ones that were actually hotfix-level OP. Aside from those, the split in community opinion on how strong a champ release is has been fairly unreliable.
Regardless of how you design the champion, if you give that champion to the playerbase, they're simply not going to agree consistently on how strong that champion is, because 99% of the player-base doesn't know how to think about that sort of thing. It's not even that the playerbase thinks incorrectly in a consistent, predictable fashion (which you could use to create champions that "appear" OP)--they just *don't know* (hence why people follow FotMs--what the community thinks is OP is what people tell them is OP).
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On April 19 2012 05:35 ManyCookies wrote:Show nested quote +On April 19 2012 05:30 Two_DoWn wrote:
And I think the gist of the feeling that we have is that even with the cool concepts of the champs, if you get rid of the lore, you end up with a fairly bland feeling champion based on kit alone.
For example, Nautilus, the awesome anchor dude, has ONE spell that actually uses his anchor. One. Hell, imagine how much more flavorful he could be if his e involved whirling his anchor around instead of whatever those little spikes are. And if we get rid of his w (which is completely contrived as a means to let him jungle and be a "tank" (whatever riot thinks that is)) we could, say, give him an ability where he sticks his anchor in the ground, freezing him in place (which is what a freaking anchor IS) while he grabs an enemy and holds them in place. And the enemy team could hit naut to free the anchor and have their teammate released sooner. Or locks him in place but gives him a tremdous ammount of damage reduction (ie anchoring through a storm). Then, since you arent using his w as a damage spell, you can shift his damage to his anchor twirl e and anchor stab q and have him ACTUALLY be a fucking awesome dude who hits people with an anchor.
But he is a dude who hits people with an anchor. He's fucking awesome as is. A better example would be Shyvana. She just doesn't feel... dragony, I guess? Her central transformation doesn't feel epic, just a few minor-moderate effects on her spells and some resists.
i think wukong is the champ you're both looking for his whole lore was hyped up as the monkey king, who is supposed to ride around on clouds, have an infinitely long staff, and all sorts of cool stuff. these only presented themselves as taunts/dances instead of skills. major disappointment
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On April 19 2012 05:35 ManyCookies wrote:Show nested quote +On April 19 2012 05:30 Two_DoWn wrote:
And I think the gist of the feeling that we have is that even with the cool concepts of the champs, if you get rid of the lore, you end up with a fairly bland feeling champion based on kit alone.
For example, Nautilus, the awesome anchor dude, has ONE spell that actually uses his anchor. One. Hell, imagine how much more flavorful he could be if his e involved whirling his anchor around instead of whatever those little spikes are. And if we get rid of his w (which is completely contrived as a means to let him jungle and be a "tank" (whatever riot thinks that is)) we could, say, give him an ability where he sticks his anchor in the ground, freezing him in place (which is what a freaking anchor IS) while he grabs an enemy and holds them in place. And the enemy team could hit naut to free the anchor and have their teammate released sooner. Or locks him in place but gives him a tremdous ammount of damage reduction (ie anchoring through a storm). Then, since you arent using his w as a damage spell, you can shift his damage to his anchor twirl e and anchor stab q and have him ACTUALLY be a fucking awesome dude who hits people with an anchor.
But he is a fucking awesome dude who hits people with an anchor. He's fucking awesome as is. A better example would be Shyvana. She just doesn't feel... dragony, I guess? Her central transformation doesn't feel epic, just a few minor-moderate effects on her spells and some resists.
Dude, Shyvana is awesome, and always has been awesome.
-.-
I like Shyvana a hell of a lot better than Dragon Knight in DotA, thats for sure...
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On April 19 2012 05:09 Numy wrote:Show nested quote +On April 19 2012 05:07 Two_DoWn wrote:On April 19 2012 05:05 Numy wrote:On April 19 2012 04:51 spinesheath wrote: Riot really needs to start ignoring any sorts of "what will this champ do in the game" approaches. They should just develop an interesting kit and then just see where the champ fits (after release!). And by intersting kit, I mean: Fits the character, especially the lore. Like you mentioned, T_D, Anivia: A champ based on freezing stuff. Man wouldn't it be cool to freeze the vapor in the air to create a wall?
DESIGN <-> LORE BALANCE <-> GAMEPLAY
(this also applies for remakes: actually REMAKE the kit. Forget everything the old kit was. Stick to the old lore though.) One thing I don't understand are these hero spotlights. A designer should not be designing something and then releasing it with the "way to play it" as well. You design something then give it to your base and THEY figure out how to play it in ways you never really conceived. It just seems like really poor design from riot. It should be impossible for a developer to ever release something like these hero spotlights. Well, given Phreak's penchant for making a horrible mess of spotlights, I would actually give them a pass on that front. I'm not really talking about how accurate they are, merely the concept behind having such a thing. They looking at their game in the now and designing stuff specifically for that instead of allowing room for development to happen. Who knows what LoL might look like in a years time compared to now. You can't limit design in such a way as they are. Riot doesnt sell a game, but they do sell champions. Of course they will advertise their products.
Regarding the champion discussion, I feel like nearly all of the newer champions are more fun than the older ones.
Only thing I dont like is that new champs are coming out too fast. Although I underdstand their reasoning, they want to sell of course.
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