Original Post — Direct link

/u/Blaustoise tweeted this thread:

DATA TWEET - Champion Popularity

There's 🌶️ around champions getting skins ("where's my dunkmaster Taliyah?!") and I've seen misinformation around champ popularity that I want to address.

One reddit thread discussed Taliyah's popularity vs Lucian's, so let's examine that:

Chart

DATA NOTES:

  • Selection % is not the same as playrate. If you have 1000 indiv. "selections" of champions (100 games - 10 per game), sel. % is the percent a champ has.
  • data is from Jan 1 2016, all SR queues
  • Yasuo is included because he is the highest global avg for reference

Can't recall the specific comment, it was like: "Taliyah was popular when she was strong, and even characters like Lucian are not played when they're weak". I think this data disproves that. We actually find MASSIVE popularity disparities among champions REGARDLESS of strength.

Chart

PLEASE READ THESE 2 POINTS B4 FLAME:

(1) This is NOT saying we shouldn't make skins for niche characters. I think the skins team has to make tough decisions here. Making skins equally for all champions doesn't make sense because players don't play champions equally. It also doesn't make sense to create skins only relative to playrate (that's unfair to the investment players put into niche champs). We do neither, but it's tricky to find a good balance in there. Smarter Rioters than me can weigh in there.

(2) My goal IS to highlight information gaps between devs & the community around champ popularity. I was surprised to see most players get my twitter question right (over 50% of you did). Still, seeing visualizations of max, avg, and low playrates across champs can be insightful

Chart

I think there are interesting reasons why we may not perceive champ popularity accurately:

  • only playing ranked, may focus on power/meta of picks
  • watching pro play distorts what is/is not popular relative to the majority of players
  • watching high elo streamers or one tricks
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over 5 years ago - /u/Blaustoise - Direct link

Originally posted by King_D3D3D3

It also doesn't make sense to create skins only relative to playrate (that's unfair to the investment players put into niche champs). We do neither, but it's tricky to find a good balance in there.

Explain Kai'Sa then.

If we made skins relative to playrate Kai'Sa would get more actually.

This is a assuming that we don't need to adjust for when a champion was released, how many skins they already have, etc, but strictly "how likely is she to get a skin given her playrate" since her launch per each "skin launch" since then... I think she would actually have more (also I'm not counting the IG skin in here). Last time I looked she was #2 or #3 most popular champion in China.

Does that explain?

over 5 years ago - /u/Blaustoise - Direct link

Originally posted by Degenerate_Gremlins

There's also artificial champion popularity.

Example being Kai'sa. She's been meta ever since her release and she's one of the most popular adcs. Put her in the gutter for a patch or 2 and I doubt she'd be picked at all.

A lot of people have said that about Kai'Sa, but there have been times where even if she was still getting picked in pro, her non-pro power/winrate (ranked, flex, norms, blind) was pretty low. Maybe it was the perception that she was meta.

There's more analysis to be done here, but you can look at winrate sensitivity of champions to see how much their playrate is affected when they're high/low winrate. Champs like Yasuo and Lee Sin are played regardless of their winrate, I think Kai'Sa is closer to them than to some of the champs that are more winrate/power sensitive.

over 5 years ago - /u/Blaustoise - Direct link

Originally posted by IWillNameMyChildZoe

I think that it should be asked in his twitter.

I wouldn't be able to answer if you did ask me. I'm just trying to bridge the information gap around champion popularity. I think u/DudeToManz answered it well below: my job is gameplay data, but here was something that had a bit of overlap with skins as they relate to playrate.

Now if you want to ask me about tiktok...

over 5 years ago - /u/Blaustoise - Direct link

Originally posted by Serpexnessie

Dayum, the unpopular champs are REALLY unpopular. Like, looking at it, you could make 10 skins for unpopular champions and a yasuo skin would still sell way more.

What's also interesting is that the distribution of champion popularity changes by region.

NA has less variance across champion popularity (popular champions were played less, unpopular champions were played more relative to the global avg).

Meanwhile regions like China and Vietnam have higher variance (popular champs are played even more, unpopular champs are played even less relative to the global avg).


On an unrelated note I've been on a binge of looking into how different regions and playerbases engage with the game differently, and this is just another example of that. Can definitely lead to a "wtf is riot doing" if NA believes one thing, KR believes something else, and EUW is off doing EUW things... makes it so that the trend of sentiment in NA (on reddit, twitter, twitch, etc.) is super unified where it might not be on a global scale.

over 5 years ago - /u/Blaustoise - Direct link

Originally posted by Inkiepie11

I think the reason why lee sin and yasuo winrates are so low is because of the amount of people playing them a bit and doing poorly, and their massive pickrates are because the champs are fun to play. Because lee sin and yasuo aren’t bad champs, their winrates are just dragged down because of the number of non mains just playing them a bit.

I think this is kind of true. And I think it was more true historically.

But then we look into how many games on Yasuo and Lee Sin people have... and even the "casual-just-playing-lee-sin-for-fun" people often have a TON of games and high mastery on them. This gets into our Breadth vs Depth Report that Riot Novaasterix (forgot his reddit name RIP) did that looks at not only how many people play a champion, but how much they play that champ

over 5 years ago - /u/Blaustoise - Direct link

Originally posted by Inkiepie11

Hi blaustoise

hi :)

over 5 years ago - /u/Blaustoise - Direct link

Originally posted by Snowhead23

Remember that the stats he used were from 2016, hence why Mord was in the bottom 20 (which isn't nearly true post rework).

Yeah to be clear it was Jan 1, 2016 to 2019.

over 5 years ago - /u/Blaustoise - Direct link

Originally posted by fe2o3x

Still waiting for some data that track champion popularity vs gender.

Do you not track players gender in your game?

We don't actually collect that demographic data unless you opt into it in a survey.

I have champion affinity by gender from the Mass Champion survey. It's not behavioral data (what champion you're actually playing, etc.), but it's what champions people say are most appealing, either visually, gameplay, overall, a bunch of other Qs too.

over 5 years ago - /u/Blaustoise - Direct link

Originally posted by MasterOfBinary

/u/Blaustoise

I'm kinda confused as to how your data addresses the argument - Taliyah's pickrate has historically been shown by stat sites to be significantly higher when she's fringe meta, going as high as 6-8% iirc. Where is the data that you provided coming from? If it's current patch, then I think it's a fair point to make that Taliyah held a significantly higher pickrate when she was more meta.

Are you looking at ranked only? I'm looking at all SR queues. I actually think things like blind or normal can be more representative of what people want to play (have fun with) because they're not as worried about playing what's optimal or strong in ranked.

Also this is aggregate for all regions. ALSO you're looking at playrate (higher % numbers, basically saying "did this champion appear in this game") and not selection % (did this champion get picked in this single instance)