[Patch 3.02: Fake Quinn] General Discussion - Page 140
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AsnSensation
Germany24009 Posts
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daemir
Finland8662 Posts
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Two_DoWn
United States13684 Posts
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. | ||
TheLink
Australia2725 Posts
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. | ||
cLutZ
United States19573 Posts
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. | ||
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TheYango
United States47024 Posts
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. | ||
BlueBird.
United States3889 Posts
Skullclamp was not, it made strategies not involving skullclamp pretty awful(you just can't keep up with skullclamp) ![]() That is all. | ||
thenexusp
United States3721 Posts
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. | ||
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TheYango
United States47024 Posts
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AsnSensation
Germany24009 Posts
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Infundibulum
United States2552 Posts
On February 26 2013 09:07 cLutZ wrote: 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. | ||
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MoonBear
Straight outta Johto18973 Posts
LoL is no where near as broken as the Skullclamp era. | ||
Seuss
United States10536 Posts
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". | ||
TheLink
Australia2725 Posts
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Nos-
Canada12016 Posts
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TheYango
United States47024 Posts
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. | ||
Flakes
United States3125 Posts
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cLutZ
United States19573 Posts
On February 26 2013 09:18 Infundibulum wrote: 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. | ||
Parnage
United States7414 Posts
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? | ||
GhandiEAGLE
United States20754 Posts
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) | ||
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