Please read the thread before judging, otherwise feel free to ignore.
Hey lads, I'd like to have all of you thinking as 'open-minded' as you can, we're trying to specifically tackle things that could be better, we opt for improvements.
Throughout this thread, I'll be using quotes of people working for Riot - quotes from the official 'Champion
Retrospective' video. (On youtube, Riotgamesinc channel).
Adam Murguia approves of improvements, apparently; he wants League to be the best thing out there:
Adam Murguia - Art Director: 'It does go back to us being fans of the game - we want it to be epic - we want it to be the best thing out there.'
Great, we'd like to think like this as well. Please note how we do NOT intend to sound like spoiled/arrogant little brats - we give our opinion after critically observing a few aspects of the current champion-design model Riot has been using over the course of the years.
Let's see:
Marc 'Tryndamere' Merril - President/Co-Founder:'I think what really defines League of Legends from a character perspective is the diversity of characters.'
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Originally posted by Perifear Correct ! This is great. Everyone loves certain characters, the amount of options you have are endless. Playing a true nightmare, a tricky jester, a chick riding a boar, or a scare crow - COOL. However - from a design perspective, how distinctive from each other are the actual playstyles of these characters; could they be more living up to their theme, perhaps ? |
Now this is where we think stuff has gone wrong - we like to think they are not the most awesome they could be.
Take Caitlyn for example:
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Originally Posted by ItemsGuy Currently, if you think of what a sniper is and what one would have to offer for a team, it would be periodic but powerful single-target bursts of damage from a distance--in real life, snipers are usually in charge of picking off single high-priority targets from miles away, as opposed to running and gunning down grunts on the front lines. Caitlyn, however, trades the vastly superior range (at the cost of firing frequency, mobility, and defense) of a sniper for non-sequiturs: bear traps for area control, a high-powered net for creating gaps between her and potential threats, a line-nuke that does less damage to her intended high-priority targets at the back of a team, and a passive that encourages her to attack frequently instead of biding her time and preparing for each shot. T he only thing truly "sniper" about her is her ultimate and her higher-than-average autoattack range (only 25 units longer than Annie's, and inferior to Kog'Maw and Tristana in the long run), and even these take a back seat to her area control and clunky harass. Looking at her splash art--staring up and down at the barrel of her rifle with all of its scopes--you wouldn't expect this sort of territorial play or rapid-fire damage. It's a watered down version of what she could be as a sniper, and her design suffers for that. On top of that - her most 'sniper'ish' ability - her ultimate - is an unreliable damage source, especially in later stages of the game. She also ends up being a lackluster carry because she tries to do what other carries do (high, consistent physical damage) but can't due to her lack of steroids - ie. what makes carries able to carry is that they scale very well off of items due to steroids (Tristana, Ezreal) or powerful AD-scaling abilities (Graves, Draven). Her superior range is really only effective in lane if her opponents can't reciprocate, and then she immediately falls off because her only damage is an occasional 25% bonus on an autoattack, while carries like Tristana has a 90% attackspeed boost and Graves has a 60% boost as well as his Q and R. |
Now please note - we aren't trying to say Caitlyn's current kit is bad - but if she should be the 'ultimate' sniper out of all characters - why doesn't she feel like this, why isn't she the most awesome/purest sniping character she could've been ?
We feel this way. Suit yourself.
Now let's take Graves for example:
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Originally Posted by Perifear Is Graves the ultimate shotgun guy currently or could he feel like this even more ? All of his abilities are very statisfying - E'ing upto people and Q + R'ing them right in the face is very cool and feels like a true manly shotgun dude. His W however - what does this have to do with his theme ? 'Why does it matter, Graves is still very cool, maybe you're right it doesn't nessecarily fit but it works..' |
Brandon 'Ryze' Beck - CEO/Co-Founder: 'Another thing that is really important to us is 'theme.' We really want characters to have a really central theme.'
Well said. Graves's theme was a guy with a big manly shotgun. Could he be a more characteristically 'shotgun-y' dude ?
Let's take a look at 'Shotguns' first:
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Originally Posted by ItemsGuy Shotguns are all about getting in-your-face and blasting you away with overwhelming power, about impact, about being a goddamn explosive gritty badass (they're more effective at closer ranges--at least as they exist in the world of the media, which is how most people become acquainted with shotguns--so that means you have to cut the advantage of long-range in order to maximize your firepower); injecting an element that means the complete opposite only manages to water this experience down. |
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Originally Posted by Perifear -His smoke screen ability: it has nothing to do with a general shotgun, and it's more of a 'trick' than something more straightforward, which is what the idea of a 'shotgun' brings. -His Attackspeed steriod: shotguns aren't known for being 'rapid fire'. They're bursty. If Graves would be the ultimate shotgun champion - if they would've lived up to his theme to the limit, he would be a even more manlier 100% shotgun dude. Currently, arguably, Graves comes down to: 50% Shotgun, 25% Revolver (Rapid Fire), 25% Smoke Canister (Smoke Screen). Now you are probably asking: Whatever, he works, Graves is fine and fun and even his smoke screen ability is ! Again - we are not saying Graves has a bad kit, currently. We are trying to say he could live up more to his theme, make his playstyle more specific and more appropriate. 'Does this mean you are saying the smoke screen ability is bad ?' No - not at all ! The smoke screen ability is very cool and unique indeed, it just wouldn't fit a 100% manly shotgun guy, perhaps this ability would fit around a character who uses smoke primarily to terrorize and disorientate his enemies. 'I guess, but.... READ GRAVES'S LORE NEWB, he has a special shotgun modified for him !' Very much true, this would justify his smoke screen ability on his kit right ? |
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Originally Posted by Perifear If you have to make excuses for the inclusion of an ability on a champion, it probably doesn't belong there. What we are trying to say here is that it looks like Riot has designed a lot of kits or parts of kits out of the blue, hence the smoke screen ability. 'We haven't done this before, this could be cool' added it to Graves's kit just for the sake of him lacking some sort of utility ability. The lore behind it just basically makes up for the 'flaw'/unlogical approach of his theme/playstyle, therefore we don't really think it belongs there as we like to think he could be more of a shotgun-dude than he already is now, while leaving the 'smoke screen' concept for another champion, as it's still a very cool ability/mechanic. |
Sure.
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Originally Posted by ItemsGuy This'll be tricky for champions like Maokai, as people would probably take criticism towards the thematic unity of his kit very personally due to him being a very popular character, well-known for his jungling strength and effectiveness as a supportive tank... However, we like to think he could fit more of an 'angry tree/forest' playstyle. His current kit doesn't really fit up to this sort of idea. |
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Originally Posted by Perifear What exactly makes him significantally 'nature-ish' ? His sapling, indeed - as it can allow him to be more territorial like an angry tree would be, although it's most often used for burst damage or harass. The rest of his abilities however, from the looks of it Riot basically said: 'Alright, we've got the sapling - cool and unique there - what more could we give to his kit to make him fit the role of a support-tank (stepping away from living up to his theme)?' A knock-back CC ability: Not really 'nature/forrest'ish' at all. They just added some leaves/nature-particles to it, to fit. Is it good for his 'tank' role? Yes, but not for consistent theming. A Snare ability: More 'nature/forrest'ish' as it's basically 'rooting' someone in place, however the ability doesn't work in a specefic 'nature-ish' way, yet again it's more or less an excuse: 'Yeah somehow it does make sense to use a snare, let's just simply do that'. Is it good for his 'tank' role? Yes, but this sort of mobility is hardly something one would expect from a grumpy old stump. A damage mitigation Ult & Passive: Passive could be argued about, healing and building it up (could be seen as growing) is nature'ish, but it's not very specific or distinctive, yet again more or less an excuse: It makes a bit off sense, let's simply do that. His ult: I have no idea, it's just an ability they came up with an added nature particles to it - That's all. Are they good for his tank/support role? Yes, they allow him to keep himself and his team alive for longer, but it's not done in a way that's readable or even a little relevant to his character, theming, or kit - just the role Riot decided he should fill. Do they really capture his theme - Visually yes, gameplay wise - in our opinion: Barely. God, we think Maokai could be so much more interesting ! |
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Originally Posted by Perifear Exactly. This has happened to a lot of characters in League and prevents them from reaching their limit of depth in their gameplay and prevents them from living up to their theme to the fullest. Brand is a good example as well. Fire spreads and burns. Does Brand do this ? Sure, to some certain degree he does - His passive, his ultimate spreads and encourages to burn people with his passive before ulting, aswell as his E spreading to targets if targets are ablaze. His Q & W however - It does not matter if these particles would look like lazers or shadow magic instead - why ? Because the abilities do NOT specifically serve Brand as a unique 'fire-y' playstyle. Q is just a skillshot nuke - W an area of effect spell. As said: His Q - W are abilities tied to visuals. They do not specifically make sense - they do not contribute to Brand playing a 'fire'y/burning/spreading fire' playstyle like his passive, E and ult do. His Q and W are just generic abilities with fire particles. 'Oh guess we need to give him some CC and utility, sure let's just make his Q stun targets if they are set ablaze'. Fire doesn't stun, people. (Annie, also looking at you) |
This is a very good and appropriate question.
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Originally Posted by ItemsGuy Why base champions around real things? Because real things make sense. Real things are things people can become acquainted with before they even touch League of Legends. However, this really only works if said champions perform and behave like the source material, so players don’t have to completely forget what they know about that source material in the context of LoL. In League, fire is no longer something that consumes and spreads, but burst magic damage that can sometimes stun. Alien is no longer a stealthy pack-hunter that is at its scariest when you don’t know where it is, but a colossal gangle of spindly limbs that eats everything and fires spikes out the wazoo (despite said spikes not being present on his design). |
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Originally Posted by Perifear I know. This article of ItemsGuy is pretty old, yet I find his logic/concept behind it a very good argument and approach of game-design. The colossal alien having a gangle of spindly limbs he is describing is Cho'Gath. Q: Rupture (Spikes). E: Vorpal Spikes. Visually - does Cho'Gath make it obvious he's going to screw you over with his feral scream ? Does he come off as a kind of creature that will eventually reach massive size (instead of focusing on strength in numbers - like the xenomorphs and zergs his design was based off of) Can you guess he'll be using spikes on 2 out of the 4 abilities he has ? He is somewhat spikey - yes, but it is FAR from obvious. 'Hmm, stupid argument...' You think so ? I think Riot has approved, a few years later Riot releases Kha'Zix, uses spikes in his kit, I don't think I have to explain how his visual appearance matches with the ability.. hehe. |
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Originally Posted by Perifear Great ! This makes A LOT more sense than Cho'Gath, however I think you can already see it coming: Exactly, not even Rammus is in place enough. It's very interesting how Mister Brandon 'Ryze' Beck does NOT say a single word about Rammus's taunt or ultimate in the video, is this 'just coincidence ?': It doesn't make sense. What part of Rammus makes him taunt people ? Most importantly - what makes him shake the earth around him ??? Even funnier: They haven't tied it to visuals in-game ! Rammus basically activates his ult, you don't see him doing anything at all to make the earth shake/crumble around him, it just happens around him randomly - while he's able to just walk around. 'OK' - I guess. Myself, I had a very hard time dealing with Mordekaiser when I started to play this game. He is more a caricature rather than a character, seemingly poking fun at the habit of some video game characters to wear huge armor with as many spikes as possible - he even has spikes on his mace! But in the end he barely uses the mace - at least I expected him to smash around with that mace a lot. Turns out his abilities are rather mage-ish, his huge armour doesn't seem to fit and he creates ghosts out of the enemies he has slain ? It's not very readable and his design suffers for it. I just didn't understand how that should flow together, it took me long time to memorize all of his abilities as they don't make sense with his appearance, if his abilities would be more realistic/appropriate to his appearance I would probably have had a way easier time |
Let's continue with ItemsGuy's post after all the examples and explanation I've given above:
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Originally Posted by ItemsGuy The hulking, angry bull isn’t a rampaging mass of muscle and bad attitude that charges and gores with reckless abandon, but a big babysitter that specializes in not dying while being harmless on its own. This distinct lack of thematic coherency not only strips all players of any understanding coming into the game, but makes them tie together things that don’t make any sense in order to just keep their head above water. |
'Hmmm..'
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Originally Posted by Perifear Basically what we are trying to say that Riot has tied random abilities to visuals since like.. forever (stunning fire, a lich throwing exploding skittles, an angel throwing a magic ball that slows, a magic rock wheel that steals movement speed - the list goes on). Were not quite there yet - note that we don't want to mock Riot, we are just pointing out what we think are major flaws currently, we are trying to be as open-minded as we can be and judging from such a perspective - we think these champion concepts could be more specific, more special, more appropriate. |
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Originally Posted by Perifear Thanks Morello, I was absolutely stoked about Zyra, until a few days after her release. In the end she's just more of generic burst mage - her plants are rather a visual extra and a minor bonus to her kit - she isn't specifically, primarily about a 'Plant-ish' playstyle. She is very generic - I had expected and would've loved a more 'anticipating' 'caring' playstyle. Plants grow, you have to keep them healthy or they die. They are an organic living thing, does Zyra capture that currently ? She just pops seeds up and lands a nuke over them and plants instantly grow and stay a while for around, then they die very quickly. They pop up immediately, they deal damage immediately - This is not how plants behave/work, plants are not bursty - in our opinion Zyra could've been so much more awesome. Yet again, we think Riot just came up with her Q (Generic AoE nuke) E (Generic Snare, 'well it makes sense for her to root, let's just simply do that) and her R - It's tying random abilities to visuals. |
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Originally Posted by Perifear No - Just no. It's FAR from defined, far from distinctive from other mages, far from how awesome it could've been. I've played a few matches as Zyra (yes just normal games) without using A SINGLE PLANT and have got very good results. This just more or less proves how undefined her playstyle is as 'growing and using' plants, it is far from a distinctive playstyle from other mages. Her plants are a punctuation mark at the end of a sentence about doing burst magic damage, where she could've been a sentence all about both growing plants and using them to deal her magic damage. Zyra basically boils down to: Some random abilities tied to visiuals (nature particles), Zyra does magic damage.. Oh how can I forget: and plants !! Instead of what she could've been: Zyra uses plants - They do magic damage. See the difference ? She is not primarily focused around being the nature mage, she's rather 'just a mage' with a nature theme - like Maokai is just a supportive tank with a nature theme. Pretty sad I can more or less play the ultimate Nature/plant mage without even using plants just fine - just slightly less effective. |
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Originally Posted by Perifear Fine. Compare it to Twisted Fate, we like to think he has a more defined playstyle as a ganker as his kit makes him a natural ganker. Now go play a few games as Twisted Fate, don't use your ultimate to gank at all, just use it to be quicker back into lane or something. -'OMG RETADER TF NO GANG MY LINE' -'WTF PICK TWISTED FATE BUT NOT GANKING - WHAT ?!' ' -'Hey buddy, you are supposed to gank with Twisted Fate dude - G.A.N.K !' TF gets picked for his additional, specific strength of map presence created by his 'card master' playstyle - allowing him to stack his deck with his own aces (Sheen/Lich Bane, the right Pick-A-Card, and Stacked Deck), look at the enemy team's hand (ultimate), and then make his play - Zyra gets picked because she's rather 'just another good burst/teamfighting mage.' People don't pick Zyra for: Well she uses plants that she can use for X strategy, what is very awesome and might help win us the game in this case, while they could've done that - they did not. |
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Originally Posted by Perifear Very much true, though does Annie's kit have specific dedicated mechanics to improve strength of ganking ? No, not at all. Her stun-passive is just for the sake of giving her CC, it wasn't designed in the light 'Oh well we should give her something that'll make her roaming-power/ganks stronger.' Ganking with Annie is part of her skill cap - It is/can be very effective but her kit doesn't obviously scream: 'Gank lanes matey !' that TF's kit does scream, and loudly. A good Annie will gank/roam if possible, a bad Annie will not. For TF this is a different story - yes a good TF will gank a bad one will not, but it is different: His ultimate & kit is so dedicated to a 'Ganking Mage' playstyle and thus specifically making his ganking stronger - it's more part of him, more part of his character, ganking is more of a playstyle specifically for him - it's more part of his actual kit. This changes the mindstate from 'A good TF will gank' to 'TF is all about the ganks', hence all the people QQ'ing at you if you do not use your ultimate to gank at all. And the list can basically go on and on; I was stoked about Xerath - supposed to be the ultimate Long Range Siege Caster - in the end he still is kinda generic and doesn't have very superior range at all - most of his abilities get outranged by others. Kinda lame for a champion who is supposed to outrange anyone. |
Thread One: We explain why more unique playstyles could be awesome and how they are not nessecarily OP - Just different.
If you wanted to leave feedback how more specific playstyles would be OP - Read that thread.
Thread Two: We explain why not only we would like these more unique/dedicated playstyles, we also suggest why we might need them.
If you wanted to leave feedback such as - 'Well I don't want these changes, we don't need them !' please read that thread.
Thread Three, this thread: We explain how more unique playstyles could be done by living up more to the original concept of the champion. We suggest tying realistic elements to abilities and then to visuals makes sense - It's easier for people to understand - easier to pick up.
That said, you might ask yourself - Who is 'ItemsGuy' ?
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Originally Posted by ItemsGuy I'm going for an MFA in Interactive Design/Game Development at the Savannah College of Art and Design, and have taken multiple courses regarding character design *especially for video games* |
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Originally Posted by Perifear Myself - I come from EUW, I play on ~1600-1700 Elo on my main 'Perifear'. I had similar thoughts as ItemsGuy and after we've bumped into each other I 'have learned a lot'. Been working together on these threads ever since. |
Saved that for last, ItemsGuy has been working on redesigns the past 4 months - being a big part of his portfolio.
His redesigns concerning the champions we've specifically have mentioned in this thread:
-Caitlyn, the Sheriff of Piltover
-Graves, the Outlaw
-Maokai, the Twisted Treant
-Brand, the Burning Vengeance
-Zyra, Rise of the Thorns
Please note: All of the cooldowns, ranges, ratio's, base damage numbers are all ENTIRELY subjective - ItemsGuy approves of the fact they might need to be changed for balance.
Also this:
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Originally posted by ItemsGuy I propose both a way to delay this oversaturation (Mentioned in thread two), and a way to keep players sated once champion production does have to stop in order to preserve League of Legends’s accessibility and structural integrity. Considering the nature of these solutions, however, they would most likely have to take place outside of League of Legends, as they involve changes so great that they would more than likely create a great upset within the playerbase should they happen to the game that players are familiar with—like renovating a house while a family is still living in it. For now, we will call this game LoL 2. |
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Originally Posted by Perifear Not saying LoL 2 should be immediately worked on - first of all we would like to hear your opinion on the arguments we've come up with and what Riot has to say about that. Thank you for reading, please keep the discussion constructive ! If you are going to drop a comment here and just say 'No no but Brand already fire playstyle' or 'Zyra already plant playstyle' we will ignore you. Unless you have a solid counterargument regarding how the current kits of the champions capture their original theme better than the redesigns of ItemsGuy, the only thing you are doing is just observating/repeating the fact of how they work currently, which we are very well aware of: 'We are not saying the current kits of the champions are bad - we are saying they could live up more to their theme, creating a more appropriate character and a more dynamic, dedicated, and unique playstyle enriching the player's experience'. |
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Originally Posted by ItemsGuy The value of a playstyle can be measured by how much the player is encouraged to think like the character they’re playing through the aforementioned coherency within the kit as well as its thematic unity and how distinct that method of thought is—because the more distinct it is, the more room it creates for counterplay, and the more counterplay there is in a game, the more fun and fresh each game will be. It's not just about creating a more dynamic game (creating more flavors of the same role, such as siege/poke mage or high-mobility ambush mage or set-up and turtle mage), but about enriching the player's experience. Playing a champion shouldn't simply be having access to 5 (or 9) abilities for 20-50 minutes, it should be stepping into a champion's shoes and romping around for a while. |
Thank you guys,
Perifear & ItemsGuy
EDIT: So TLDR ?
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To give a quick tl;dr for readers, am I correct in saying that what you aim to achieve is a stronger sense of thematic cohesion for champions, spanning from playstyle to role to artwork? With something like Vayne playing and feeling like a very cohesive 'witch hunter' (from role to playstyle to thematic tie-ins to dialogue) and something like Irelia feeling very disjointed (a young girl in control of magic flying blades as a melee bruiser rather than someone with a lot of poke / zone control / ranged harass)?
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Please do NOT comment now how Irelia is a good champion or not - if you haven't read the OP - Morphine just gave a very solid summary. We give all explanations and arguments to 'why' in all of our threads.
It's a very sensitive subject therefore we've choosen to give it all our love and input, long threads as a result.


