Description
I dont take balance into perspective and I always try to imagine how else could champ be balanced to make his kit work if certain way they are balanced isnt part of their identity like frontload damage of assassins.
Some notes on how I decided on how good champ design is. League of Legends is game, so the champ should be obviously fun, but thats completely subjective, so I dont look at that, but its also competition, so it should be so it should be war of skill and nothing else. Not luck or money or who likes to play more OP champs. Skill should be everything, so champs who honor this, by requiring skill or being outplayable ( especially mechanical/ly in both cases ), get to be higher and those who reward you for playing poorly or straight up disable any possibility for poor play get to be lower ( against especially mechanical play ). E.G: Champs with set of fortes that cover each other's weakness or no weaknesses at all. E.G: Your champ's only weakness is that they are weak at melee range? Lets make them slippery and impossible to catch and fight them as melee! Your champ can easily snowball? Lets give him hypercarry qualities so he cant fall off the cliff!
I didnt put here ADCs as they kinda exist by their own rules. Or champs who play like ADCs like Kindred. I made exception for Teemo and Akshan, just because they get to go where they are regardless fo that fact and I wanted to show that.
Some notes on how I decided on how good champ design is. League of Legends is game, so the champ should be obviously fun, but thats completely subjective, so I dont look at that, but its also competition, so it should be so it should be war of skill and nothing else. Not luck or money or who likes to play more OP champs. Skill should be everything, so champs who honor this, by requiring skill or being outplayable ( especially mechanical/ly in both cases ), get to be higher and those who reward you for playing poorly or straight up disable any possibility for poor play get to be lower ( against especially mechanical play ). E.G: Champs with set of fortes that cover each other's weakness or no weaknesses at all. E.G: Your champ's only weakness is that they are weak at melee range? Lets make them slippery and impossible to catch and fight them as melee! Your champ can easily snowball? Lets give him hypercarry qualities so he cant fall off the cliff!
I didnt put here ADCs as they kinda exist by their own rules. Or champs who play like ADCs like Kindred. I made exception for Teemo and Akshan, just because they get to go where they are regardless fo that fact and I wanted to show that.
1
MAgnum opus
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2
Almost perfect
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3
Good designs
better player always wins, with proper balance ofc
4
poorly finished
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5
Interactive champions
Either outplayable or with potential liability to outplay
6
Technically interactive champions
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7
50/50
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8
great designs with minor toxic traits
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9
Onedimensional
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10
Not completely uninteractive but still problematic
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11
Skill expressive but very problematic
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12
Poorly finished and toxic
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13
Simple and toxic
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14
great concept gone wrong
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15
Failure
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16
SInĀ
Rioters who designed those have special place in hell
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