Lets talk about Champion Classes - An attempt to fix the game

#WIP. This is a work in progress post. will continue analysis later. Hello, The game has been in a very bad spot especially the last 3-4 seasons. The reason is that Classes have lost their identity in the name of "Diversity|". Diversity is fine, however, each champ should have a role. So in this post I will attempt to go through all the Classes and their description taken from RIOT games from [here](https://na.leagueoflegends.com/en/news/game-updates/gameplay/dev-blog-classes-subclasses). We shall see the problems each Class bring s to the table and see what needs to be done to make this game fun again. - ** ># _***~~Controllers~~***_ **Definition**: Controllers are defensive casters that oversee the battlefield by protecting and opening up opportunities for their allies. **Sub-classes**: Enchanters and Catchers. - # Enchanters: Enchanters focus on amplifying their allies’ effectiveness by directly augmenting them and defending them from incoming threats. Enchanters themselves are often quite fragile and bring relatively low damage to the table, meaning they really only shine when grouped together with others. **Example champions:** {{champion:117}} {{champion:267}} {{champion:40}} {{champion:350}} {{champion:16}} **Current Problems I see with this class:** This Class I believe is well balanced at the moment. They do what the description says. The only problem I can see is that there seams to be one champion {{champion:235}} that although fits mostly this description has a lot of qualities of other classes. - # Catchers: Catchers specialize in locking down opponents or, in some cases, entire battlefields by creating intense zones of threat that only foolish enemies would dare wade through. Although not as reliant on their friends as Enchanters, the fragile and immobile Catchers greatly benefit from allied presence - both to deter incoming danger and to help capitalize on targets they've locked down. **Example champions:** {{champion:25}} {{champion:432}} {{champion:1}} {{champion:412}} {{champion:53}} {{champion:427}} {{champion:497}} {{champion:143}} **Current Problems I see with this class:** This Class I believe is well balanced at the moment. Maybe in some cases the damage is too high (Zyra) but that does not break the definition of the class. However one support that we see very often is Pyke {{champion:555}}. Even though he is a catcher he seams to break one of the rules which is being immobile (not so fragile either). ##To summarize for Controllers: I believe this is a well balanced class. Most champions fit the role which should be a **defensive **role by definition. Only problems identified: - High damage ( does not fit defensive role). - Some Catchers have too much mobility. - ** > #Fighters **Definition**: Fighters are durable and damage-focused melee champions that look to be in the thick of combat. **Sub-classes**: Juggernauts and Divers. - # Juggernauts: Juggernauts are melee titans who relentlessly march down the opposition and devastate those foolish enough to get within their grasp. They are the only subclass who excel at both dealing and taking significant amounts of damage, but in turn they have a tough time closing in on targets due to their low range and extremely limited mobility. **Example champions:** {{champion:82}} {{champion:122}} {{champion:75}} {{champion:86}} {{champion:420}} **Current Problems I see with this class:** I can see several problems with this class. Damage indeed seams to be high but this fits the definition of the Class. However, all 4 of these champs do not have a tough time closing in on targets and are not limited to range. For example, all champs have larger range than Shen, poppy, Mundo, That gives them an extra strength which they are not supose to have. Also, the seam to have very good tools to lock down their targets (huge slows, increased movement speed) which by definition they should not have. I believe this Class needs some tuning either in reducing the damage aspect or the range aspect. - # Divers: Divers are the more mobile portion of the Fighter class. Divers excel at singling out high-priority targets to blitz toward, immediately forcing those targets (and their teammates) to deal with the diver’s presence. Divers are not as durable as the tanks or juggernauts of the world, but Divers can take their fair share of punishment while bringing enough damage to be a real kill threat if left unchecked. **Example champions:** {{champion:5}} {{champion:254}} {{champion:59}} {{champion:120}} {{champion:154}} **Current Problems I see with this class:** I believe this class is fairly balanced. - ** > #Slayers **Definition**: Slayers are fragile but agile damage-focused melee champions that look to swiftly take down their targets. **Sub-classes**: Assassins and Skirmishers. - # Assassins: Assassins specialize in infiltrating enemy lines with their unrivaled mobility to quickly dispatch high-priority targets. Due to their mostly melee nature, Assassins must put them themselves into dangerous positions in order to execute their targets. Luckily, they often have defensive tricks up their sleeves that, if used cleverly, allow them to effectively avoid incoming damage. **Example champions:** {{champion:238}} {{champion:91}} {{champion:105}} **Current Problems I see with this class:** This Class I believe is as described. However the damage is too high at the moment. I believe most of these champs have too much escape tools and might need to be punished more harshly if they mess up. #WIP I WILL CONTINUE SOON
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