Quote:
Originally Posted by MandyMemory
Sejuani is a tank that isn't tanky through base stats or abilities. I think an AS slow might go quite a ways on her.
Maybe her attack range is off. They don't explode unless you take a step in.
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Yeah - I'll have the guys take a look.
I'd like to point that there's two different things happening in this thread;
1) Players worry about the balance philosophy. That's the discussion of what we want to do and think about - what I talked about earlier in this thread. This is very, very important to me to get right and adjust as we get better and learn more (and make no mistake, there is no "done").
2) Players worry about balance accuracy. I actually worry about this a lot less; balance details are easy to fix if we're wrong (go go rapid patching game!) and will always, always, always be a primary subject of disagreement.
I also play a lot of games (and many incognito) and read their forums - every forum disagrees with specifics on balance changes or problems. I think the danger for us lies in if we have a bad balance philosophy, or see underlying issues (top lane stuff) as minutia within the champion balance. The Season 3 changes were us actually solving some o0f the problems that balance alone cannot.
Perfect balance isn't even a goal, nor is it important - but having a wide variety of usable picks (especially if they fit in the situational variety like my earlier Kog'Maw example) is a goal. Especially difficult is making them have interesting gameplay, be satisfying, and have strategic differences for why it might be good/bad to bring that champion to your game - and while difficult, this is far more important.
Even in this thread, we see people are worried about the details on two issues; Diana and Rengar. Maybe there's issues there (actually the live team are having a very heated balance discussion behind me as I post this!), and maybe it's "players are used to the old thing and it's weaker now." We're always open to being wrong, but frankly, more often-than-not we get it right or pretty close. This tells me that our philosophy is pretty good, and details will always be contentious - our job is to keep improving and get more accurate, as well as constantly evaluating our values on game design.