Originally Posted by AlphaFerric
Over the last year or so of playing this mode I have noticed that threads which continually pop up here are insanely similar to those that pop up on any other rts forum (go figure) in that the majority of them are focused around balance (or ranked in our particular case).
The obvious post we all see is "X champion is OP, nerf his....." where X can be any number of champions. To further the issue, we have tier lists, where things fall in and out of fashion in the mid section but things at the top, for the most part, stay there (Kass, KZ, Jayce, w/e).
For those of you that played SC2 in the beta, you'll remember a time where every terran and their mom was going 2 rax reaper and wrecking zerg players who fast expanded. To compare this with Dom, we can go back a few months where Yorick was considered OP, and say that every opposing team had a yorick and your team was doing a standard not OP bot. Posts were made on the forums, tier lists were made, and Yorick remained at the top continually being banned.
In the case of SC2, reapers (and other facets of Terran play) were nerfed into the ground. We're talking eve style nerfing for reapers. The worst part about it though, was zerg players had found a solution to the 2rax reaper play about 2 weeks before the patch was implemented.
In our case, we adapted before Yorcik got nerfed by making sure to stop his early game with strong initiators. This was a miracle given what we have to work with. SC2 had millions of players to try strategies out with and they just barely made it in time to still have a unit ruined by blizzard because too many tournaments went the way of reaper rushing.
I'm sure plenty of people here watch the Day daily (or have), but this guy is my hero when it comes to mentality towards video games. When every pro in the scene was literally screaming for reaper nerfs, this guy dodged every approach on his thoughts towards the matter. His reasoning is that balance is in the eye of the game master, and thus the player can only do their best to figure out a way around any given strategy. Thus balance should never enter their mindset. Because we as a community cannot edit the code for LoL, our posts will not be the cause for X champion to be nerfed. The best we can do is figure out strategies that will beat the opponents.
While it may seem like you have tried EVERYTHING to beat whatever champion you think is OP, the bottom line is you haven't, we haven't. RTS games are designed to have powerful components so that they maintain a dynamic meta. This implies strategies will fall by the wayside, what is conceived as OP will eventually be beaten given enough experience, and that is where our problem lies.
We are a small community. It takes the SR community ~a year for its meta to shift in a big way in response to what they conceive as OP. With how small we are, I see it taking much longer simply by the fact that we lack the numbers to gain the right amount of experience, and a small fraction of that small number actually pays attention to what others are doing (watching streams for tips, reading guides, actually experimenting with their own strategies).
So, my whole reason for making this post is to say:
Stop worrying about balance. If someone asks if you think something is too strong, feel free to give an opinion, but don't just blindly think that after your 1-5000 games of experience you definitively know what is too strong and absolutely needs a change, and have to spew your ideas all over this forum about how to fix said supposed problem.
Play the game. Learn from each match. Try new things. The minute you start to worry about how the game needs to change is when you set yourself up for failure. I've seen too many people forfeit in the first 45 seconds of a match because they saw that one guy who always plays Kassadin/KZ/Jayce/whoever, and then make a post on here afterwards.
That's fine, in fact that's what we have to do since Riot simply refuse to do anything about this game mode.
But you are forgetting 1 very important thing. There is a difference between and overpowered champion like Jayce (numbers on skills, kit, etc.) and a a broken/abusive champion (Literally abusing game mechanics that are the fault of the developer to gain an unfair advantage) like Kassadin.
Prime example is Kassadin, well any blink champion, but because he can do it pretty much indefinitely I'm going to use him as the example. Kassadin abuses the blink mechanic to gain double even triple his distance travel than is intended by Riot. Now some might argue that this is just players adapting and finding new ways to play champions. Well for starters that is bull****. This games champions are so pigeon-holed that if they do fall anywhere out of their intended realm, it causes massive imbalance issues.
Branching off on a tangent here, DOTA's heroes were not labeled with "support", "carry", "tank" etc. They were given a unique kit that synergises well with existing ones or just with itself, and it is up to the player to determine how they want to play that hero. Now obviously some methods/build paths are a lot more effective than others, but the freedom of choice is there and because of this, players are able to find new ones that the hero creator may not have intended a hero to be played. Sometimes it's just a gimmick, but sometimes it can be really effective.
LOL on the other hand, the champions are designed from the ground up to fit a particular archetype within the games current META. This is wrong and it is what has caused the top lane power-creep, which has also hurt the game as a whole. Because the champions are created with a preset role in mind, they cannot deter off the beaten trail as it were without running the risk of becoming an issue. A good example of this would be AD Lulu. Did far more damage than she should have because of her base and scaling attack speed, and the high base damage on her spells, plus their utility, allowed her to still be a useful support.
Anyway, Kassadin abuses an unintended mechanic (blinking into a space, that travel is not supposed to register, pushes him further than the blink would normally take him) which allows him to do things that he shouldn't be able to do. (even easier escapes, crazy ganks, super quick backdoors, drop straight on top of a team with a full charge ultimate+aoe attack)
Personally I don't like kassadin as a champion, i think he was a good idea at the time, but doesn't really fit the current direction of the game( I can only speak from DOM experience as I don't play SR), and his kit is very anti fun. (But I guess that's the nature of all assassins, someone has to be on the receiving end and nobody likes dying)