What Makes A Balanced Champion? Riot Is On To Something Here

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I found an interesting video for you guys today, but first, a little about me. I don’t know about you, but when i play an RPG that allows stat allocation/character customization, I tend to mostly favor characters who can take damage as well as deal it. When given the option, I almost always give points to HP, Strength or Defense and ignore everything else. And forget about picking a Mage-type character! It’s just too much to wrap my head around– What are my spells? What is my enemy’s weak element? Should I try to silence enemy casters, or just nuke them first thing and hope for the best? Should I cast buffs and debuffs as the situation demands? I’ve never been very good at utility management, I’d rather go in HARD and fast and use my numbers to my advantage. That’s just my playstyle philosophy.

Now, in a game like League of Legends, it is MUCH more complex than that. The most important thing is to create and maintain balance between Champions. But with so many Champions and the way things tend to change with patches, this can become difficult. Unfortunately, the answer used to be nerfs; this is TOO good now, so tone it down to bring every other character up a few notches by default. But no one likes nerfs, and Riot knows this, so the philosophy became “lets buff characters to make them better on purpose, instead of by proxy.” The question becomes not DO we change certain Champions, but HOW. Do you go the raw numbers route? Or do you do the utility route? What is the best way to achieve balance in such a massive game? I found a great video today by Jeremy “gaming curios” that looks to examine this philosophy a bit and how Riot has truly improved on well, improving their game! So check it out below! Also, how do YOU prefer your buffs? Do you prefer a good ol’ numbers boost, or do you enjoy some added utility in your champions? What were some of your favorite LoL improvements made over the years? What changes did you hate? Sound off below!

 

Author: JTRex

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