Why do we even have champion classes?

Champions by attribute
Champions categorized by their attributes. These tags are copied exactly from the game client, so are decided solely by Riot Games Inc. They appear on a champion main page. Any given champion is on various categories. All items (19)
Isn't the point of champions classes ( "Skirmishers" for example) is to classify champions into a a specific play style making them easier to balance and design as they are supposed to follow a set of design values that fit an intended play style? > Skirmishers (also known as Duelists) aim to shred through any nearby enemy that approaches. Because Skirmishers lack high-end burst damage or reliable ways of closing in on high-priority targets, they are instead armed with situationally powerful defensive tools to survive in the fray, along with extreme sustained damage to cut down even the most durable targets. Examples of Skirmishers {{champion:157}} {{champion:23}} {{champion:92}} {{champion:24}} {{champion:11}} Apparently these champions lack "High-End burst damage" and "lack reliable ways of closing in on high-priority targets" Yet everyone who has played this game for a while can tell both of these statements are wrong. These champions pretty much dish out Burst per second and destroy tanks and squishies equally fast. But wait, let's look at another one > Battlemages (also known as Warlocks) get into the middle of the fray, seeking to wreak havoc upon the entire enemy team with their overwhelming sustained area damage. Due to their relatively short (but not melee) combat ranges and the need to burn down their opponents over time, Battle Mages have significant defensive capabilities that range from sustaining endlessly to literally defying death for a short period of time. Battlemages incluide (but not limited to) {{champion:8}} {{champion:13}} {{champion:50}} {{champion:25}} {{champion:69}} {{champion:112}} "Seeking to wreak havoc upon the entire enemy team with their overwhelming sustained area damage" and also apparently they "Need to burn their opponent over time" Some champions like {{champion:69}} {{champion:25}} might follow this line of thought but then you {{champion:8}} who is pretty much capable of bursting down an entire team same as {{champion:13}} or {{champion:112}} back when he wasn't garbage 100-0ing everything too. You can find a lot of these unhealthy gameplay patterns in every class too. My point is; How can you come up with a set of design values and just ignore them whenever you attempt balance to the game. How can you just look at the state of the game and say to yourself "Hey we are doing a good job keeping every class identity alive and keeping the ecosystem that is League Of Legends healthy" Let's just shove damage and CDR into everyone! Let's give everyone a late game fantasy! Let's forget about fixing what can be a frustrating experience for our players" Everyone has their own theories about why the state of the game is being kept like this i'm on the boat of people who believe the whole point is making the game cool to watch for Esports no matter the cost even if that means making the game for everyone else unfun. But it doesn't matter. For me your "live design team" or whatever its called needs to be replaced, i honestly do not understand how can anyone who designs and works on a moba can look at this game and feel proud at its balance state. Though i also admit that perhaps is not even their fault it just what they ordered to do. Feel free to criticize and discuss my thoughts, i like talking about game design with people who are passionate about it.
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