Originally posted by
Klemkray
I'm happy to keep having this discussion but I need you to acknowledge that we do look at a lot of things when deciding balance changes, and everything can be broken down into "rates" rates are an aggregate and move past an individual's experience. And I don't think you want us balancing the game that way, or we would have never nerfed Akali, who I personally felt was rather weak from the number of times I laned against her. Luckily we try not to allow our subjective experiences to be the primary guide and instead use all these things that I mentioned above.
Different elo groupswinratespick ratesban ratewinrate by game lengthplayer perceptionsome amount of pro playitem/rune choicescompeting championsmastery curves
All of these influence who gets balance changes, and what those changes are. This is the foundation for this discussion and if we can't accept that this is what the team uses than everything else falls apart.
Yes I acknowledge that you guys use all these rates and curves which is amazing honestly that you guys have these numbers(unfortunate that the community has no insight on these things tho,but that’s another subject).
Regarding your Akali matches…I have seen a lot of bad akalis as well right since she’s a little harder to pilot. This doesn’t mean our subjective exp means that she doesn’t need a nerf… if we look at her potential and what good players do with her or get good with her…ppl will know she was strong, she was doing good in pro play and when good players use her( I’m curious to actually know how many games and how far your climb has been during the last year). I believe most ppl that have played the game a lot and have used a wide variety of champs and is very educated on champs and matches and the game in general would say she was a bit strong no matter what…I mean you had casuals on Reddit complain 24/7 about her kat,fizz,zed(btw those champs are still good but I don’t think their OP .. lol starting to see a trend here. It’s all assassins, they kill noobs and ad/ap carries and take advantage of ppl that aren’t good to snowball the game because most ppl don’t know how to peel, look at the mini map, etc but that’s a whole other subject. Regarding >Subjective exp alone is bad I agree 100% with you BUT if you take everyone’s subjective exp(as data)/ combined with all those rates and curves / top players insights/ pro play / tier lists / etc is the best form of balance period. Maybe you guys should start doing surveys or questionnaires for collecting data on the community as a whole just as another resource to help with deciding which champs need to be further looked at or adjusted. For example oh this champs rates are a little high but wow most of the cummunity thinks the champs damge and cc is busted in our recent survey
Let’s take a look at what pros think next..oh yeah maybe the champ does need a little time up based off EVERYThing we collected. It’s just a theory I’ve constructed ^
A champions pick rate is generally a better indicator of the player perception, not their actual power. Now there is an argument that if a champion isn't popular we should try and adjust that, but a lot of it comes from echo chambers like reddit where players constantly hear that X champion is weak/OP.
How do you know these champions are weak or strong? Let's try to quantify it because right now you and I have a disagreement and really both are just a matter of opinion. So what metrics can we use to actually see if a champion is weak or dominate? And what do we mean when we say a champion is weak or dominant? I want to make sure we are talking about the same thing.
Yea pick rate tbh doesn’t tell you if the champ is strong or weak. Varus isn’t picked a lot but he’s super powerful 100% (idk the rate numbers but I do play the game 24/7 and I don’t see him picked usually). What makes a champ strong or weak? Movement, survivability, burst, cc, ease of use, carry potential, overall damage, range, scaling, if they need peel or not so much, teamfight, 1v1, objective control, tower damage, split push potential, escape ability.
I can sit here literally and describe which any champ in the game needs a nerf or a buff or a tune up or is fine just not from my exp because subjective isn’t important right… but from all the knowledge I’ve gained by watching and analyzing the whole community as a whole from top level to casual level. I was using varus and jhin as an example because it’s an easy comparison…. Jhin stands no chance in most situations where it’s a even playing field legit no chance no matter what the data and curves say period. That’s just one example.
English is fine, though I'm sensing a bit more hostility than I would like from someone I'm trying to have a discussion with. Let's focus on how you feel rather than speaking for a group because I'm going to assume you haven't spoken with groups of good/average players but I do think you are the best person to speak for yourself.
If I’m giving off some hostility than that’s my fault on how I say things haha I’m truly sorry if that’s the vibe you get I’ll try my best to improve on that for sure. If talked to hundreds of people about these things in chats,streams, in the game, discord, YouTube, etc etc. it’s not just me saying these things. I’ve played 4K games since the game came out in legit every region ever since xin and ezreal were godlike in the beginning of the games cycle. The game has come a great way thanks to you and your teams which me and others are greatly appreciative of. I just want to discuss the game and give insight on what I see and others see and how to help make the game better for all so it can succeed more.
What do you mean by struggling heavily here? Going back I want us to define some of these things, what metrics are you using to define if these champions are struggling heavily? Let's assume that you are saying that you believe they struggle to win games. What do you think the winrate difference is between these champions and any (all?) of the ones you listed as being dominant?
Going back to what I said in the previous posts and at the top of this one, you are right that most elos below high (what defines high?) aren’t that good of representations of a champs skill. But that is why we look at all those things I have listed, we actually ignore a champions "standard winrate", that is to say the average winrate across all elos. When we are looking at a winrates we look at what it is within each elo bracket
All those champs prob have all around the same rates to be honest lol but that doesn’t change the fact that jhin, miss fortune and Ashe suck… compared to the ones I’ve listed. Make both sides balanced out a good jhin vs a good varus 90% of the time varus or the other 3 great adcs will outperform. They have more damage, more movment, better 1v1, better teamfight, easier to use, I can go on and on. Keep in mind I’m good with all these champs and have seen top players play all these champs at a high level they will till u the same. It’s not about me it’s about bringing the bottom adcs or any champs at the bottom of their role a little higher or the top ppl a little lower to get them more even. High elo is usually defined by being D3-D2 or higher( well to decent players anyway think that) some ppl think emerald, some say as soon as u hit d4, some say only D1. So I gave you a middle ground since honestly emerald isn’t good at all lmao.
Complaints on reddit had absolutely nothing to do with Brand's nerfs he released far stronger than expected so we need to nerf him, it's that simple. Plus aren't you coming here to complain and hoping for buffs/nerfs?
Sorry if you think it’s complaining, I’m really not. Just want to make the game as balanced as can be and give insight on certain champs that need some help or don’t. I use most of the champs so it doesn’t matter to me mostly.
Your right lower elo players have more trouble with skill shots, so you know one thing we can do to balance Ziggs if he is too much of a problem at higher elos and fine at lower ones? Nerf those skill shots. Higher-skilled players are also better at taking advantage of his passive to destroy turrets, while a lower-skilled player will just use it on a minion. That is exactly why we have nerfed these in the past when targeting higher skill levels.
I agree with you on this. He’s S tier still because of his insane damage, c4 for turrets and to escape, and a great ult, great range as well. He doesn’t have much weakness when his damage and versatility is so good as u prob already seen in pro play but yes does a little worse when not in a organized game. He’s a top 3 mid in the game no matter what the data says.
The VAST majority of our balance changes are aimed at high-elite levels of play. And often enough we ignore low levels of play simply because champion power matters much less than a player's familiarity with the game at that level.
This is great to hear! Hopefully you Guys shake up the Meta more often ! Sorry if I come with bad vibes or whatever but it’s not my intention lmao it’s all love. Would love to add you on twitter so it’s easier to just talk about it with fewer words on suggestions and just talking about champs in general. Thanks for your time !
if we look at her potential and what good players do with her or get good with her
Your right she is a champion with a high skill floor/ceiling. And my experience isn't what we want to balance off of, that's the reason that we put more weight on aggregate data. Glancing at that data I would say she is currently one of the weakest champions in the game right now but is very tricky to find a way to get her into a healthy spot without being a frustrating nightmare.
I mean you had casuals on Reddit complain 24/7 about her kat,fizz,zed(btw those champs are still good but I don’t think their OP .. lol starting to see a trend here.
A few things here, I think it's hard to call anyone posting on this subreddit casual. Players might be different skill levels for sure, but the fact that they are taking the extra time, outside of the game, to talk about the game is a very not casual behavior. You typically only see this with hardcore/dedicated players, and that can happen at any skill range.
You are right though players tend to complain the most about assassins, they are without a doubt the most frustrating class to play against while also being the most flashy doing it. And even when weak they can still be frustrating or have a good game that sends people into the "X is OP!" mindset. Basically, most clips are of a champion killing another or getting a penta kill, this is understandable, it's flashy, exciting and anyone can understand the impact. But you don't see clips of a player ganking the dragon lane where you don't get a kill, getting the opponents to blow their ultimates, then taking Dragon because they can't fight you. Arguably this can be more impactful than a multikill, but it isn't as exciting to watch.
BUT if you take everyone’s subjective exp(as data)/ combined with all those rates and curves / top players insights/ pro play / tier lists / etc is the best form of balance period.
The type of thing you are talking about here is taking in player perception, this is something we do take into account (it's a big part of why you haven't seen Singed nerfs or Akali buffs despite other data suggesting we do them.) Arguably we could rely more on player perception, but to do it at the scale you are talking about is very slow and very expensive it also has a bunch of other issues that make it more difficult. This is why the team pays attention to player feedback via tier lists, and places like Reddit, this still has plenty of its own problems but it helps for sure.
Yea pick rate tbh doesn’t tell you if the champ is strong or weak. Varus isn’t picked a lot but he’s super powerful 100% (idk the rate numbers but I do play the game 24/7 and I don’t see him picked usually). What makes a champ strong or weak? Movement, survivability, burst, cc, ease of use, carry potential, overall damage, range, scaling, if they need peel or not so much, teamfight, 1v1, objective control, tower damage, split push potential, escape ability.
Sorry, I should have been clearer with this question. What I meant is what are the criteria for a champion being strong/weak? It can't just be "do they have a dash or not?", otherwise Ahri and Yasuo would be at the top of everyone's list and champions without a dash would, by definition, never be overpowered. So what I am asking is what is the criteria you, don't worry about other people here, think that criteria should be? Is it above X% winrate, Y% pick rate, Z% banrate, A number of reddit threads each day, B number of penta kills, something else? I suspect it's likely some combination of different things.
If I’m giving off some hostility than that’s my fault on how I say things haha I’m truly sorry if that’s the vibe you get I’ll try my best to improve on that for sure. If talked to hundreds of people about these things in chats,streams, in the game, discord, YouTube, etc etc. it’s not just me saying these things. I’ve played 4K games since the game came out in legit every region ever since xin and ezreal were godlike in the beginning of the games cycle. The game has come a great way thanks to you and your teams which me and others are greatly appreciative of. I just want to discuss the game and give insight on what I see and others see and how to help make the game better for all so it can succeed more.
Thanks for the kind words, and sorry if I was a bit on edge myself. Clearly you have a lot of games and have been playing for a while, I'm glade you are enjoying the game and I agree we both want it to succeed more.
jhin, miss fortune and Ashe suck
This is where I have to disagree with you, and even at the highest levels of play they are preforming fine, however at this level a lot of players are still building incorrectly. What I mean by that is that BorK is a fine first item on Ashe, and by far her most popular, but a subset (though a still meaningful amount) of players are seeing much more success if they build Essence Reaver and Muramana first. This would mean that the champion doesn't have an issue, so much as players haven't found what works best on them yet. Part of this is our own fault with rec item loadouts for sure, but I would expect the highest level of players to go outside of loadouts more often.
Sorry if you think it’s complaining, I’m really not. Just want to make the game as balanced as can be
I agree with you here, but again I wonder how we want to define balanced. Would we call it balanced if a champion had a 30% winrate but the player base felt they were in an ok spot? What about if they had a 70% winrate but very few people played them? What if everyone was at 50% with the same pick/banrates, but players felt like X champions were OP or Y champions were garbage?
I agree with you on this. He’s S tier still because of his insane damage, c4 for turrets and to escape, and a great ult, great range as well. He doesn’t have much weakness when his damage and versatility is so good as u prob already seen in pro play but yes does a little worse when not in a organized game. He’s a top 3 mid in the game no matter what the data says.
Ya we agree Ziggs is an elite/pro play problem, thats why all his nerfs have been targeted at his ability to destroy turrets. We don't want to remove this given that it is a major part of his identity, but higher-skilled players are MUCH better at taking advantage of it for sure.
Would love to add you on twitter so it’s easier to just talk about it with fewer words on suggestions
I've never been very active on social media, in fact, this account I'm using now is really the only time I have cared to get involved, I hope that helps show how much I care about this game/community =P.