The case against mindlessness

sona-difficulty

I’ve written a lot of posts recently about the overpowered toons in League of Legends and I realize several of them may have come across a little whiney. I often have emotions around a given aspect of the game before I’ve really sat down to put the words behind those emotions, so you guys get to read me working through the crap to get at the heart of the matter. Well, thanks for bearing with me.

This post is a culmination of a few different posts regarding relative champion strength and the overwhelming fury I feel toward champions like Sona and Mordekaiser, so I hope it will be a little more focused and my point of view will be easy to understand.

Most of my frustration with League of Legends in the past few weeks has revolved around the relationship between a champion’s strength and the skill required to provide the maximum team benefit that champion provides. For many of the overpowered champions in the game, the problem is that the champions are both strong and incredibly easy to play. It’s something I think Riot misunderstands, as you can see from the difficulty screen above. There is literally no situation in which I would consider Sona difficult to play.

Mordekaiser falls under that same umbrella. There are players who think it’s tough to know when to fight with him, but I could not disagree more. Your team is there, you fight, and you get a ghost and murder the other team. If they aren’t there, don’t fight, unless you have a ghost with you, in which case you should kill the entire opposing team. In all seriousness, though, Kaiser’s ease of use comes from his shield, which allows him to be a serious threat to any opponent in lane just by standing in range. Consider other casters, like Annie for instance. If Annie wants to deal damage to me she has to get relatively close, giving me the opportunity to deal damage in return. Kaiser has to do the same thing, but his shield removes his personal threat, allowing him to harass at will without consequence. It’s a crappy mechanic to play against, but worse yet, it encourages players to be sloppy and lazy.

The easy to play/easy to win champions actually hurt the game as a whole by allowing players to enjoy success without the skill to back it. One of the great things about this game is that the wide variety of champions can encourage players to get better. When I saw my first good Shaco I thought, “damn, I want to be that guy.” I was horrible with Shaco when I started, but now I’ve probably played 500 games or so with him, so I’m really good. It took time. My first game with Sona, I died too much. Every game after that, I dominated with her. It was easy farming, easy laning, and once I had a locket, easy winning. When those types of champions dominate games, players don’t learn how to gank, how to lane, when to run, when to dragon, any of it, nearly as quickly as they do with a difficult champion.

Then there’s the simple fact that strong champions carry weak players to higher ELOs. I have run into at least ten different players who, after seeing their favorite champion banned or chosen (most often it’s Mordekaiser, I’m not kidding), say something like, “Shit man, they took my guy. Anyone wanna trade? I don’t have many champions.” That’s a problem. I expect players to be able to play a variety of champions and fill a variety of roles, just as I hope they expect the same from me. I know I’m a great carry, but I’m also a very good jungler, a very good nuker, and a decent tank/support player. I own every champion in the game. I can play every champion in the game with a modicum of success. The same can’t be said for the jungle Kaiser I played with over lunch who tried to gank MF middle by walking out of the mid-lane river brush with red buff and trying to auto attack her. No. No, that’s not going to work.

I want to see thoughtfully designed champions, champions with very real, very high skill ceilings. Enough of the MFs and the Sonas and the Mordekaisers. This is the same issue I used to complain about with Sivir, but back in the day, Sivir was just about the only toon with a crazy-low skill ceiling and a crazy-high impact. These days it’s like a free-for-all on high-impact mechanics that require as much thought as relieving my bladder. Biological imperatives aren’t interesting, and neither are mindless champions. Make me a toon that I want to learn instead of someone I could play with my elbows and I’ll remain convinced that this is the game for me for the near future.

  

Is character balance the real matchmaking problem?

Shaco.

I had this thought the other day when I got into a game with a Shaco player. That’s not really a story in and of itself – Shaco is appearing in almost every game since Zileas labeled him OP. The story is more in the way this Shaco decided to play.

Like most Shaco players, ours ran off to golem first thing to set himself up for the rest of the game. He was packing Smite, so I figured he’d spend a little time in the jungle and then, as most Shaco (and most jungle) players tend to do, hit up the lane that was pushed furthest for some early game killing. That wasn’t the case. Despite my pleading (and explanations that our lanes were suffering/being pushed and really needed to be ganked), Shaco continued jungling and only offered a phrase that completely blew my mind: “The fucking point of jungle Shaco is not to gank.”

I…was…floored. I understand that the primary advantage of a jungler is the exp. bonus for a teammate, but the secondary – and only secondary by a tiny margin – advantage is the element of surprise and opportunity to gank in any lane, thereby increasing the experience given to the ganked lane as well. My first reaction was, wow, I should not be paired with a player who so fundamentally misunderstands the game. I realized, though, that this could just as easily be a result of Shaco’s imbalance as it is the player’s ignorance.

I don’t know what your hero spread looks like, but mine is pretty wide. I play a lot of different champions, despite the bursts of new champions around patch time. I don’t think that’s the case for a lot of players, though, and I definitely don’t think that’t the case for the Shaco player in question.

This guy clearly misunderstood Shaco on a level that only someone fairly new to Shaco would. If he had been playing, say, Ashe – one of the strongest characters in the game – he could easily storm his way to a bunch of wins. That doesn’t make him good at the game, though. That makes him good at playing Ashe. The problem is that when he tries to transition to a toon like Shaco, most of his skills are lost. There isn’t the same kiting, the stun, the range advantage, the necessity to stay and farm. The game is almost entirely different, but the average player might not have that understanding about that game.

When I first started playing LoL I really liked that you could slowly build up and unlock champions. I’m starting to realize, though, that the champion unlocks coupled with the rune system means that most players will choose just a small number of champions to master and then fill out their rune pages accordingly. I actually played with a guy the other day that didn’t know Nidalee’s cat form skills don’t cost mana.

I would blame this on the character selection system, but I don’t think it would really be a problem if the characters were more balanced. Players would be less likely to change to a perceived OP toon and more likely to choose toons that they truly enjoy rather than the flavor of the month champions. Granted, not every toon can be balanced with every other toon, but when toons like Ashe and Ezreal stand as high above the pack as they have, it keeps players from being as widely familiar with the game as they could be, if only because the potentially or probably successful champion list is shorter than it could be.

  

LoL: My frustration with matchmaking

Match that should never happenI hate to make this post so soon after my “avoid your matchmaking woes” post, but I’ve been in some seriously frustrating matches lately, and it’s worth stating the reason. I think matchmaking prioritizes finding a game within the estimated queue time too highly.

Here’s the deal: I queue up in Arranged Team with two friends, both of whom have less than half my games played. As a long time DotA player, I’m also willing to assume that my ELO from solo queuing is a bit higher than theirs. Because matchmaking can’t find a perfect match for our composition, it instead attempts to account for my high ELO by placing someone with very low ELO on my team. As a for instance, I played a game last night in which my opponents were all around their mid twenties. My friends and I received a level 11 as a teammate. She played Annie. She went 3-14 and cost us the game. Consider also the image I used for this post. This was an actual game I played. The other team didn’t have a player above level 12. In case you’re wondering, I’m “The Wiggin Boy.”

I understand that fast games are better on the whole. Players want to experience the game as quickly as possible, not sit in the lobby waiting to find a match. As ELO improves, though, I think it’s fair to assume that players are more invested in each game, more concerned with winning. To put those players at a disadvantage just because a match couldn’t be found in 60 seconds or less doesn’t make sense. I would gladly sit in queue for 3 minutes before each game if it improved matchmaking results.

For a game that has been downloaded over a million times, LoL has a long way to go before it provides a smooth playing experience.

  

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