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This comment by Morello was shared in a healing discussion and I feel like it warrants a discussion all on it's own. What he describes here is exactly what is wrong with League of Legends today.

Morello -

"Medics are an inelegant solution to a problem that doesn't need to exist. This is a more complex issue, but lemme see if I can make this make sense. Also let me state that I have a ton of respect for Valve overall, but as any designers, there's plenty of disagreement between specifics!

Medics do break stalemates in TF2, yes. This is undeniably true - but they do bring a plethora of problems that are equally bad with them, and aren't, in my opinion, the correct way to address the problem. It's a classic example of a problem pile-up.

When designing the game mode and maps, there's lots of choke points and defensible positions that can easily stagnate. Tight corners with few/no alternative paths, binary attack/defense objectives and pretty over-the-top weapons mean the when skills are equal, it's easy to stalemate the game (and that's actually the defending team's job - remove progress from the aggressors). I think, simply, map and objective design is the correct solution since that's where the problem is born from.

Medics solve that problem pretty effectively (games are much harder to stalemate now with them), but solve a problem by adding more problems, robbing Peter to pay Paul, essentially. This creates a cyclical problem where you pile on a new system or element to deal with a previous problem, but then that element is likely to have problems. It'd be like us dealing with the safety of top lane by removing the towers entirely.

Morello, why are medics a problem? Some of us think they're really fun!

It's a big question and I think a really valid one, because my thoughts on this are pretty unpopular with a lot of players and a lot of other game designers.

The problem is, in the specific case of TF2, multi-threaded:

  • Medics become the game in skilled play. The entire gameflow is dependent and reliant on the medic, to where killing him or not becomes the central focus. This is because the gameflow relies on them to move action when all else is equal.
  • Ubercharge is only counterable by another ubercharge, unless one team is significantly better than the other. Anything countered by itself creates a single path to victory.
  • Constant healing/overhealing changes the entire combat pacing. This exists in WoW, TF2, and if healing were more prevalent, LoL. It invalidates attrition and removes long-term pacing (well I didn't kill that Soldier, but he's at 10% health and therefore 90% easier for a teammate to clean up) and makes burst much more powerful. Simply, it lessens strategic variety. As you guys have seen over LoL's lifespan, any fight that doesn't resolve near-instantly (Counter Strike) can easily result in no change or progress at all.
  • Medics remove action from second-to-second combat. For FPS, primary gameplay loops are created through positioning, aim, reaction time, movement, map feature exploitation and matchups. The satisfaction of that encounter results in the death of a player one either side. Medics prevent that satisfaction from occurring.
  • In order to make a healer satisfying, they have to be disproportionately impactful. A Priest in your War3 army can be balanced more easily, because the little Priest doesn't have to derive meaning or satisfaction out of making the life bars go up. But when you ARE that Priest, it has to feel good to create a positive experience - and doing so when your job is resource refilling, it needs to be pretty beast to make that feel noticeable.

I think from a "are the fun to use" standpoint, medics succeed very highly at creating a satisfying, impactful healer. The problem of that is they do so at the expense of the rest of the game, and this applies to WoW healers, and frankly a character whose only job is to heal friends. Support is fine, even healing is fine, but making an entire role and core loop out of healing is fundamentally destructive, long-term, to team-based PvP."

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over 4 years ago - /u/Bellissimoh - Direct link

Originally posted by PostsDifferentThings

mhm mhm this sounds good, really good actually

how about a lux skin?

Did someone say Lux skin?

over 4 years ago - /u/Bellissimoh - Direct link

Originally posted by AquaImperium

It's always nice to know Riot Employees are browsing over topics like this, it's a good feeling to know you're listening!... Now how about a Ultra-Violet Lux skin? lot of purples!

Appreciate the suggestion, but yeah we do love reading comments and discussion here. ;)

over 4 years ago - /u/MorelloRiot - Direct link

Originally posted by seriouszombie

The difference between League and TF2 is the investment to gain Healing, in TF2 a Medic is a big addition to the team comp, depending on the Meta/Comp, a Medic can be either useless or absolutely necessary. They're one more thing a team comp needs to plan around.

Compare that to League where nearly every champ can get healing if they invest in it or find it in the JG thru Red Buff/Healing Plants. And it's balanced in the fact that while champions can get healing they can't usually just heal themselves with a spell or just regen over time, most strong heals come from some type of lifesteal, forcing champs to go into combat with weak targets to heal.

This is a classic case of reading Morello's warning, but not fully understanding what he's warning about. Morello is worried about the classic Healer who doesn't need anything, besides maybe a recharging resource like Mana, to regen Health, whether that's to themselves or other players. Basically Morello is warning about Soraka, but here's the thing: Soraka is the only real Healer in a game of ~150 Champs, she's pretty much the only reliable Burst Healer (who doesn't need a huge amount of AP to make their Heals viable, aka Yuumi).

Soraka might become S+ Tier for some patches, but at that time there's always a way to get GW, or to counter that singular Champ. And there's a few other abnormal champs like Vlad, who has abnormal spellvamp, or Garen, who has abnormal Regen, but both of these can usually be countered when they're not over-tuned.

I've written posts about Lifesteal and Healing, and the only thing I have real qualms about is that Healing (and GW as a symptom of this problem) is too prevalent. Like I said, nearly every champ has a way to get healing making Healing not so important or special to the champs who are designed around it. However as I was reading Morello's post here, I think League has a bigger concern to worry about: Mana has become more and more of legacy resource. Plenty of champs don't use it, champs that have secondary resources usually have all the Pros of a recharging resource with none of the Cons that Mana has.

There are Mana champs who need to focus on building Mana who play against champs who don't even need to think about it, and when most gold-efficient items are behind no-mana purchases, Resourceless Champs aren't even affected by their tradeoff.

Mana is way more f**ked balance-wise than HP and will probably remain that way until Riot goes out of their way to change these types of champs. Unfortunately because most champs like this have HUGE playerbases (cough Ionian/Weeb Champs cough), Riot isn't exactly eager to change the Status Quo.

In fact this post will probably be buried by the Ionian Mafia who don't want the truth to be spread.

Agreed - this is a good interpretation. Mana / overall resource attrition is a good method in LoL for this stuff too, but the item shop has always made that a real nightmare to make "real."