But hey, we have most amount of playable champions in history. It was always shitshow but right now its the worst game state it's ever been. THEY DO NOT CARE about middle ground and THATS the whole problem. Balance is at its finest on paper but in game you will never feel it because riot's policy is when you stomp 50 times and get stomped 50 times then everything is FINE. I am personally not a big fan of it because it reduces skill expression by removing counterplay but maybe you like the fiestas where everyone explodes, who knows? Generally, curious if people enjoy the high-damage evolution of the game. The recent Chemtank abuse is a prime example of that, heck even old Sunfire Cape which made tanks outdps everyone or even the older Iceborn Gauntlet+Undying grasp builds for assassins such as Ekko and Fizz which made tank the whole enemy team while deleting your ADC and getting outlive. Now every purchase gives more damage, so what matters now is how to survive longer in order to deal much. We cannot go back to season 3 where Brutalizer, Last Whisper were a thing and full damage build had place because champions just died slower. Fighters will always build defensively because that's how the meta has evolved. The trends towards higher damage are apparent so I do not understand, if that's the case why even bother to balance in the first place. This is why mages were generally superior, they had more defensive options like Zhonya and even in the worst case, they had more burst and were more likely to deal more damage overall even if they died fast. The only difference between typical ADC and Fighters is that itemization allows the fighter to build more defensively while Marksman cannot. Then they started playing mages who come online faster, sit back at the edge of fight and throw spells. This is the same problem about which ADC players always complained. Without some sort of absurd mobility or defensive steroids, they have to stack HP/antiburst items like Shieldbow or Steraks because teamfighting is literally impossible. Fighters deal sustain damage and they need to stay in your face. You can win with such builds but there are extremely volatile and as a result inconsistent for climbing. Why would you want to build Trinity Force/ Ravenous Hydra, when you get instantly deleted in 0.5s by a Viktor. The point to make is that damage/cooldown has been buffed in the game which leaves you in a situation where you are forced to build the "boring items" as a fighter. It doesn't help that items such as Ludens and Liandry's exist. Newly released champions all have some sort of %Resist shred, %HP damage, or both. Supports either get you 20% percent or they completely stop you from touching the backline with the plethora of shields, heals and CC. The problem is that considering how League is evolved not itemizing defensively is legit trolling. Irelia/Yasuo/Yone have Shieldbow, Camille/Jax/Illoi have Divine Sunderer, Riven/Aatrox/Darius build Goredrinker. Currently, the most successful item builds have at most 1 pure damage item and the rest are a mix of survivability and damage. Simply speaking, they are trying to push the mobile fragile carries into a high-risk high-reward playstyle to differentiate from juggernauts who can stack a lot of HP items and be difficult to kill. I think there is a severe disconnect between the state of the game and how the balance team wants it. After reading Riot Phlox's new post about the upcoming changes with fighters: Quick Gameplay Thoughts 1/28 - League of Legends.
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