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Originally Posted by Xypherous
Armor is indeed a percentage based survivability boost - but one that is multiplicative with every other form of survivability boost. Intrinsically, you need to balance around the most abusive case, rather than the least abusive case.
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Survivability doesn't kill enemies though. The best you can achieve by stacking survivability is a stalemate, which is a good thing when you are behind but not useful when you are ahead. At some point you just get ignored and killed last.
Quote:
Originally Posted by Xypherous
Armor has so many synergies, especially with other forms of sustained healing / shield effects that the weakened state is a better reflection of how strong the statistic actually is.
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Shields are already much more powerful in lane than in teamfights because damage comes in much slower. They deserve the power boost in order to stay relevant during teamfights.
Quote:
Originally Posted by Xypherous
It's far more important that information be presented as fast and cleanly as possible without jumping through additional mathematical hoops in the player's heads because that allows them to make faster and cleaner decisions.
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You have 400 auto attack damage and you shoot Rammus. He loses one bar of his health. You don't need to know exactly how much armor he has, all you need to know is you'll be shooting at him for a while and you should probably shoot someone else who loses more bars of health.
And in the end, champions still have innate armor and magic resist which randomly gimps your damage for no clear reason. Some champions take inordinately low or high damage from your attacks regardless of items and pretty much regardless of champion type - for some reason tanks do not have scaling MR while squishy melee does. If anything,
this is a readability problem.
Items are much less of a problem because you can always click on an enemy and observe the frozen heart in their inventory.
Quote:
Originally Posted by Xypherous
This might be true - but if you need an arbitrary damage distinction limitation to get a entire class of characters to be played - I'm pretty sure there are some flaws in it.
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Nice theory, but the reality is that there is so much overlap between LoL champions that half of the roster is
already outclassed and therefore not viable. By making champions more interchangeable, you only encourage players to grab the best and ignore everything else.
Sure, it would be ideal if champions had intrinsic strengths and weaknesses, just like an RPG should encourage varied spell use through good spell design and not by forcing it with immunities.
HOWEVER we all know the majority of LoL champions do not have significant intrinsic strengths and weaknesses compared to a game like Dota. Therefore armor and magic resist are needed to prevent the overlap from getting worse and players from picking only the few best champions.
You can already see this, with AD casters displacing AP mids. When you can have an AD burst caster and an AP burst caster, you just pick the better one! It used to be the case that you needed one or the other, but now they are in direct competition and you just pick the better champion and ignore the other.
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Originally Posted by Xypherous
Why not split things into three types? Physical, Magical and Arcane? This would allow a whole new class of arcane characters to be part of every team! Basically, yes it solves the issue of needing to bring multiple types of classes into the fray - but if this is the only benefit it does - then all it encourages is fairly artificial distinctions in the end.
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Not arcane.
Blunt, piercing, magic.
Quote:
Originally Posted by Xypherous
If characters are weak and unviable - then yes, you can solve it with a type of system that forces you to play with weak and unviable characters by making it so that the ideal composition is weak. However, I'm not sure that really solves anything about those characters to begin with.
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Damage oriented AP mids were weak and unviable compared to League of Bruisers but you needed one on your team. Now you don't. GG half of the AP roster.