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| R.I.P. Kassadin, ~2015 |
In recent 5.4 patch of League of Legends, Kassadin and Veigar, the two most controversial AP champions, got HUGELY nerfed. As I watched over the changes and the reaction/feedbacks of several LOL communities, I realized that a lot of people are mistrusting and dissatisfied by Riot Games' way of game balancing.
However, I saw some of them having an illiberal vision towards Riot Games when discussing about balancing, and there were several reference of a 'nerf-centered' balacning, DOTA, an antipode of League in terms of balancing, was caught in my eyes. Also when I was looking at DOTA's balancing stats, I thought that it would be interesting to add Heros of Storm, a game that has recently launched as an open beta testing, and talk about its balancing too, so I also started looking at HEORES' balancing stats.
I have played and enjoyed these three games (LOL, DOTA, and HEROES) and recently playing League and have played HEROES for a bit, I won't be biased to a specific game while writing, but while I was researching about the three games' balancing, I felt that LOL's balancing is pretty inferior, comparing to others.
1. Game balancing of AOS genre
There are three major methodology for game balancing of AOS genre.
The first one is: A wins B, and B wins C, a transitive relation.
Second one is: A wins B, B wins C, and C wins A, a non-transitive relation.
Second one is: A wins B, B wins C, and C wins A, a non-transitive relation.
Thrid one is: in 'a' environment, A wins B, and in 'b' environment, B wins A, an environment dependant relation.
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A transitive relation is applied in area of 'items' in AOS genre (except for HEROES).
In LOL, a BF Sword is more powerful than a Doran's Blade, but it is way more expensive. A Crystallin Flask has more capacity than a Health Potion, but it is also more expensive. In the game that also cares about an inventory of players, DOTA, the efficiency of stat of items gets lower when the price gets higher, but in LOL it is the opposite. As the price gets higher, the price-stat efficiency gets higher, so it is clear to say that a transitive relation is applied.
A non-transitive relation is applied in Champion matchups in each position.
Still talking about LOL, it is hard to say that it is now, but a very long time ago, ADCs lose to Bruisers, Bruisers lose to tank, and tanks lose to ADCs. Tracking back to this reminiscense, this logic can be applied to now a bit, but it is more like that non-transitive relation is applied than it is environment dependant.
An environment dependant relation can be explained a relationship between a Top laner and a Mid laner.
Singed and Teemo are strong Champions, but they can get advantage if a lane is long. They struggle in Mid, which is a pretty short lane and when where you usually face a burst AP Mages.
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| This is actually a DOTA map, but Google brought me this... |
Games similar to LOL, DOTA, and HEROES, a.k.a. an AOS genre games, all apply those three elements. The thing that we have to pay attention is that element that makes the widest difference and that should be handled detailed is an environment dependant relation. So now let's talk about how each games are adjusting the environment dependant relation.
2. A directional nature of game balancing
Often when you're talking about the balancing of DOTA and LOL, we see the terms 'upward leveling' and' downward leveling'. Also when you pay attention to several League communiy, a usual sight is a compliant of a flaw of the 'downward leveling' and something like "The game will go down if this tendency of nerfing continues".
But please, let's think first,
- If you nerf Champion A's health to 50 from 100 and attack to 6 from 12,
- and Champion B's health to 60 from 120 and attack to 5 from 10,
there still are some dis/advantages that are dependant to an environment, but ultimately there are no affection to a balance. Therefore, the 'upward leveling' or the 'downward leveling' are still the way of balancing, but doesn't make a problem of balancing.
(But some might say that DOTA's 'upward leveling' method gives a difficulty to new users and LOL's 'downward leveling' method gives pre-existing users' depreciation of satisfaction.)
But STILL, it is not enough to say that this cause a problem of balancing.
So the directional nature of standarization does not matter. The core is Champion's charicteristic and equality.
Since I'm writing this article based on LOL, to explain the 'charateristics' with the Champions of LOL.
but every skill of Master Yi is related to damage dealing except for his W- which means that he's a pure damage dealers.
So what happens if these two fights? Considering that they're fighting at normal 20 minute situation with a right item build, it would be pretty difficult for Blitzcrank to win against Master Yi.
Then which Champion would be better for the 'face-to-face' 5v5 situation? Assuming that the situation is pretty normal, Blitzcrank would be way better, since he can pull one opponent and execute one- further making a 4v5 teamfight situation.
Like this, a characteristics of champions(characters) is a factor that an 'environment dependant relation' could work intimately.
Equality could be found in pretty simple elements.
Whatever the Champions are, they share the same items, the same area of vision, and like HEROES, almost every Heroes sharing the same movement speed, could be one 'equality'.
Each game companies concern about which feature to be prominent and which point to be 'equal'. This is also the point where I complain about Riot Games' balancing.













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