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[Patch 3.02: Fake Quinn] General Discussion - Page 140

Forum Index > LoL General
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AsnSensation
Profile Joined April 2011
Germany24009 Posts
February 25 2013 23:51 GMT
#2781
cool, just watched the Ionian vs Noxus match which was linked in the Guardsman Bob Interivew and Neo was playing Amumu, what a big shot. hehe
daemir
Profile Joined September 2010
Finland8662 Posts
February 25 2013 23:53 GMT
#2782
Voyboy having a modest 44k viewers >_> hit the ad button!
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
February 25 2013 23:54 GMT
#2783
On February 26 2013 08:51 AsnSensation wrote:
cool, just watched the Ionian vs Noxus match which was linked in the Guardsman Bob Interivew and Neo was playing Amumu, what a big shot. hehe

Ya, but he fed like a boss.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
TheLink
Profile Joined January 2011
Australia2725 Posts
February 26 2013 00:01 GMT
#2784
Apologies for the long post but I like to bring up analogies to Magic:the Gathering design for other games because they've already encountered and overcome most of the problems video games come up with many, many years ago.

Years ago a magic deck called affinity was dominating the scene, it was a lightning fast artifact-based aggressive deck. Players everywhere were screaming to ban it but Wizards of the Coast wouldn't do it, for at least 6 months Wizards just let everything fix itself. They showed stats and graphs that affinity was perceived as more oppressive than it actually was, it's winrate wasn't too high, it was only played by about 20% of players and the pro's tended to innovate strong decks designed to prey on all the kids just picking affinity because it was "OP". Despite all this they still eventually banned affinity.

"Your game is not fun" - Aaron Forscythe, head of MtG design

This was the worst criticism that could be leveled at a game. It isn't a catering to filthy casuals thing, it is straight up what makes people play your game, casually or competitively. It doesn't matter that affinity was actually balanced and fitting neatly into a (relatively) healthy metagame. The vast majority of players hated it and believed it was ruining the game for them, this obviously drove some number of them away.


This has direct correlations to LoL design philosophy and really, any other game. AP Tryndamere probably isn't OP, he isn't tearing up the proscene. I don't know his solo-queue win-rate but I can't imagine it being even close to the top of the list. Riot should be (and is) balancing the game around what makes it fun though. It isn't a matter of balance, it's a matter of building a game that people want to play.
Only the weak link is strong enough to break the chain.
cLutZ
Profile Joined November 2010
United States19574 Posts
February 26 2013 00:07 GMT
#2785
On February 26 2013 09:01 TheLink wrote:
Apologies for the long post but I like to bring up analogies to Magic:the Gathering design for other games because they've already encountered and overcome most of the problems video games come up with many, many years ago.

Years ago a magic deck called affinity was dominating the scene, it was a lightning fast artifact-based aggressive deck. Players everywhere were screaming to ban it but Wizards of the Coast wouldn't do it, for at least 6 months Wizards just let everything fix itself. They showed stats and graphs that affinity was perceived as more oppressive than it actually was, it's winrate wasn't too high, it was only played by about 20% of players and the pro's tended to innovate strong decks designed to prey on all the kids just picking affinity because it was "OP". Despite all this they still eventually banned affinity.

"Your game is not fun" - Aaron Forscythe, head of MtG design

This was the worst criticism that could be leveled at a game. It isn't a catering to filthy casuals thing, it is straight up what makes people play your game, casually or competitively. It doesn't matter that affinity was actually balanced and fitting neatly into a (relatively) healthy metagame. The vast majority of players hated it and believed it was ruining the game for them, this obviously drove some number of them away.


This has direct correlations to LoL design philosophy and really, any other game. AP Tryndamere probably isn't OP, he isn't tearing up the proscene. I don't know his solo-queue win-rate but I can't imagine it being even close to the top of the list. Riot should be (and is) balancing the game around what makes it fun though. It isn't a matter of balance, it's a matter of building a game that people want to play.


The fun-ness comes from both sides. For instance, while Darius might not be fun to play against, he is pretty fun to play as. A triple-dunk-triple-kill is very satisfying (to some extent Nidalee Spears are similar). Whereas Teemo and AP Trynd (and others like Shen) are not all that satisfying to play compared to the grief caused. Splitpush is annoying to play against, not fun to play as, and lame to spectate.
Freeeeeeedom
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-02-26 00:16:32
February 26 2013 00:09 GMT
#2786
Again, I don't think there's anything incongruent about hotfixing really degenerate issues. That doesn't preclude the idea of a long patch cycle at all.

The thing is there are a lot of times that things are popular just because people are going with the flow, not because they're degenerate or overpowered in anyway. It's pointless and counterproductive to nerf those things.
Moderator
BlueBird.
Profile Joined August 2008
United States3890 Posts
Last Edited: 2013-02-26 00:14:50
February 26 2013 00:12 GMT
#2787
Affinity was fun.

Skullclamp was not, it made strategies not involving skullclamp pretty awful(you just can't keep up with skullclamp) .

That is all.
Currently Playing: Android Netrunner, Gwent, Gloomhaven, Board Games
thenexusp
Profile Joined May 2009
United States3721 Posts
Last Edited: 2013-02-26 00:16:23
February 26 2013 00:12 GMT
#2788
On February 26 2013 09:01 TheLink wrote:
Apologies for the long post but I like to bring up analogies to Magic:the Gathering design for other games because they've already encountered and overcome most of the problems video games come up with many, many years ago.

Years ago a magic deck called affinity was dominating the scene, it was a lightning fast artifact-based aggressive deck. Players everywhere were screaming to ban it but Wizards of the Coast wouldn't do it, for at least 6 months Wizards just let everything fix itself. They showed stats and graphs that affinity was perceived as more oppressive than it actually was, it's winrate wasn't too high, it was only played by about 20% of players and the pro's tended to innovate strong decks designed to prey on all the kids just picking affinity because it was "OP". Despite all this they still eventually banned affinity.

"Your game is not fun" - Aaron Forscythe, head of MtG design

This was the worst criticism that could be leveled at a game. It isn't a catering to filthy casuals thing, it is straight up what makes people play your game, casually or competitively. It doesn't matter that affinity was actually balanced and fitting neatly into a (relatively) healthy metagame. The vast majority of players hated it and believed it was ruining the game for them, this obviously drove some number of them away.


This has direct correlations to LoL design philosophy and really, any other game. AP Tryndamere probably isn't OP, he isn't tearing up the proscene. I don't know his solo-queue win-rate but I can't imagine it being even close to the top of the list. Riot should be (and is) balancing the game around what makes it fun though. It isn't a matter of balance, it's a matter of building a game that people want to play.

In a related note, I quit MtG around when affinity was popular (due to a combination of factors but affinity being good didn't really help), so there's one data point right there.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-02-26 00:19:13
February 26 2013 00:16 GMT
#2789
Affinity was in the game long enough for people to know that it was truly degenerate (there were 4 months between Darksteel's release and the banning of ArcRav+Artifact Lands+Disciple), and not people just going with the flow. Three week patch cycles are not long enough to determine this.
Moderator
AsnSensation
Profile Joined April 2011
Germany24009 Posts
February 26 2013 00:17 GMT
#2790
Pretty cool that Curse streams most of their scrims, clearly doesn't affect them too much since they are on top of NA LCS with 6:0. Streaming scrims is still the most interesting thing to watch, wish more teams would do it but I can understand why most of them don't want to.
Infundibulum
Profile Blog Joined May 2003
United States2552 Posts
February 26 2013 00:18 GMT
#2791
On February 26 2013 09:07 cLutZ wrote:
Show nested quote +
On February 26 2013 09:01 TheLink wrote:
Apologies for the long post but I like to bring up analogies to Magic:the Gathering design for other games because they've already encountered and overcome most of the problems video games come up with many, many years ago.

Years ago a magic deck called affinity was dominating the scene, it was a lightning fast artifact-based aggressive deck. Players everywhere were screaming to ban it but Wizards of the Coast wouldn't do it, for at least 6 months Wizards just let everything fix itself. They showed stats and graphs that affinity was perceived as more oppressive than it actually was, it's winrate wasn't too high, it was only played by about 20% of players and the pro's tended to innovate strong decks designed to prey on all the kids just picking affinity because it was "OP". Despite all this they still eventually banned affinity.

"Your game is not fun" - Aaron Forscythe, head of MtG design

This was the worst criticism that could be leveled at a game. It isn't a catering to filthy casuals thing, it is straight up what makes people play your game, casually or competitively. It doesn't matter that affinity was actually balanced and fitting neatly into a (relatively) healthy metagame. The vast majority of players hated it and believed it was ruining the game for them, this obviously drove some number of them away.


This has direct correlations to LoL design philosophy and really, any other game. AP Tryndamere probably isn't OP, he isn't tearing up the proscene. I don't know his solo-queue win-rate but I can't imagine it being even close to the top of the list. Riot should be (and is) balancing the game around what makes it fun though. It isn't a matter of balance, it's a matter of building a game that people want to play.


The fun-ness comes from both sides. For instance, while Darius might not be fun to play against, he is pretty fun to play as. A triple-dunk-triple-kill is very satisfying (to some extent Nidalee Spears are similar). Whereas Teemo and AP Trynd (and others like Shen) are not all that satisfying to play compared to the grief caused. Splitpush is annoying to play against, not fun to play as, and lame to spectate.


I enjoy the strategic aspect of split pushing. There's more to winning LoL games than just teamfights.
LoL NA: MothLite == Steam: p0nd
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
February 26 2013 00:19 GMT
#2792
I quit during Skullclamp Affinity too. Fk that was so broken.

LoL is no where near as broken as the Skullclamp era.
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
Seuss
Profile Blog Joined May 2010
United States10536 Posts
February 26 2013 00:19 GMT
#2793
On February 26 2013 09:09 TheYango wrote:
Again, I don't think there's anything incongruent about hotfixing really degenerate issues. That doesn't preclude the idea of a long patch cycle at all.

The thing is there are a lot of times that things are popular just because people are going with the flow, not because they're degenerate or overpowered in anyway. It's pointless and counterproductive to nerf those things.

Affinity was in the game long enough for people to know that it was truly degenerate, and not people just going with the flow. Three week patch cycles are not long enough to determine this.


Right. If Riot was more measured and waited longer to make balance changes, then whenever they decided to react quickly (e.g. AP Tryndamere) players would think "wow, I guess this is serious" rather than "stupid Riot overreacting again".
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
TheLink
Profile Joined January 2011
Australia2725 Posts
February 26 2013 00:19 GMT
#2794
Wtf, I can't go to solomid and click on a stream anymore, the entire sidebar is just gay little house cams. Why would you dump the convenience of that sidebar and make me navigate menu's. >_<
Only the weak link is strong enough to break the chain.
Nos-
Profile Blog Joined February 2011
Canada12016 Posts
February 26 2013 00:23 GMT
#2795
Don't know if anyone brought up the fact that BW in korea goes through "seasons" of imbalance for each race depending on what maps were played. You don't really have that in League so... just food for thought I guess
Bronze player stuck in platinum
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-02-26 00:33:36
February 26 2013 00:24 GMT
#2796
Actually, I misremembered. It was Skullclamp that was in the game for 4 months. ArcRav was in the game for a whole year (Darksteel released Feb 04, ArcRav, Disciple, Artifact Lands banned in March 05).

So yeah, not a good comparison. Even in those cases, WotC acts on the conservative side. We're still looking at a 4-month clock on fixing the absolutely most degenerate issues (Skullclamp and Jace were both in the game for 4 months before getting banned), and in LoL terms that's hotfix-worthy level stuff. You couldn't possibly rationalize those issues as acceptable. The "sort-of ok enough that we can outwardly justify it"-level issues took 1 year+. Again, proper deliberation before taking action.

Even if you believe the nature of LoL as a game demands faster fixes (faster dissemination of information due to more games being played and the nature of being played over the internet), we're still not looking at <2 month responses to non-hotfix-worthy issues as being acceptable.
Moderator
Flakes
Profile Blog Joined July 2008
United States3125 Posts
February 26 2013 00:24 GMT
#2797
Playing against Jace = much less fun than playing against Jayce
cLutZ
Profile Joined November 2010
United States19574 Posts
February 26 2013 00:31 GMT
#2798
On February 26 2013 09:18 Infundibulum wrote:
Show nested quote +
On February 26 2013 09:07 cLutZ wrote:
On February 26 2013 09:01 TheLink wrote:
Apologies for the long post but I like to bring up analogies to Magic:the Gathering design for other games because they've already encountered and overcome most of the problems video games come up with many, many years ago.

Years ago a magic deck called affinity was dominating the scene, it was a lightning fast artifact-based aggressive deck. Players everywhere were screaming to ban it but Wizards of the Coast wouldn't do it, for at least 6 months Wizards just let everything fix itself. They showed stats and graphs that affinity was perceived as more oppressive than it actually was, it's winrate wasn't too high, it was only played by about 20% of players and the pro's tended to innovate strong decks designed to prey on all the kids just picking affinity because it was "OP". Despite all this they still eventually banned affinity.

"Your game is not fun" - Aaron Forscythe, head of MtG design

This was the worst criticism that could be leveled at a game. It isn't a catering to filthy casuals thing, it is straight up what makes people play your game, casually or competitively. It doesn't matter that affinity was actually balanced and fitting neatly into a (relatively) healthy metagame. The vast majority of players hated it and believed it was ruining the game for them, this obviously drove some number of them away.


This has direct correlations to LoL design philosophy and really, any other game. AP Tryndamere probably isn't OP, he isn't tearing up the proscene. I don't know his solo-queue win-rate but I can't imagine it being even close to the top of the list. Riot should be (and is) balancing the game around what makes it fun though. It isn't a matter of balance, it's a matter of building a game that people want to play.


The fun-ness comes from both sides. For instance, while Darius might not be fun to play against, he is pretty fun to play as. A triple-dunk-triple-kill is very satisfying (to some extent Nidalee Spears are similar). Whereas Teemo and AP Trynd (and others like Shen) are not all that satisfying to play compared to the grief caused. Splitpush is annoying to play against, not fun to play as, and lame to spectate.


I enjoy the strategic aspect of split pushing. There's more to winning LoL games than just teamfights.


I by no means think it should be eliminated, and I don't see it as a problem in competitive LoL right now, or in lower level play. But that is largely because Riot has said "If you aren't Shen or Nidalee you have to sacrifice a lot to splitpush" and those two characters aren't particularly bad early game bullies so you can pick a teamfight character to counter that, and say (we will win 5v4 before you can tp in) or take TP on a strong duelist like Jax.
Freeeeeeedom
Parnage
Profile Blog Joined February 2010
United States7414 Posts
February 26 2013 00:34 GMT
#2799
On February 26 2013 06:36 kainzero wrote:
i think there were two major patches in BW

2007 - python came out
2009 - fighting spirit came out

but seriously speaking, maps are a huge part of the game being balanced


Tad late but Destination man, remember the mech terran vs zerg panic?
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
February 26 2013 01:13 GMT
#2800
On February 26 2013 08:50 Slaughter wrote:
Who are the Koreans running in jungle then besides Xin if they are ignoring Hec/Vi/J4?

Zed, Zed, and more Zed (from the limited time I have on the Korean servers)
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
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