MultiCore
Member
Holy macaroni who cares? These games weren't fun to watch. Maybe it's the fault of the game maybe it's the fault of the teams, who knows?
That, right there, is an idea worth exploring.
There are obviously many variables in this game. Champ selection, runes, masteries, player skill.....
Riot is trying to, from what I can tell, attempt to make each champ unique, but ultimately make the equation balance out. (Until champ picks are restricted to lane roles, they're going to have a tough time with that, in my opinion.) (Not saying I want restricted champ picks though.)
There are also many different strategies that can be employed to achieve victory, but it seems that most of them rely on mistakes from the other team, or dumb luck in beneficial positioning.
When you look at LoL from a competition standpoint, how do you make a game that's both fun to play, but also perfectly balanced? I'm sure this is something that's a source of great distress for both Riot and the players.
Right now, I feel like LoL is a lot of fun. Well balanced? Eh, perhaps I'm not good enough to say, but it seems like every couple of weeks, we discover a champ that hasn't been nerfed in a while is extremely OP, and was just waiting for the right player to rediscover their dominance in the current landscape.
Looking at the pro teams, there's a lot of diversity in playstyles amongst the different regions. Just looking at how TSM got stomped by Azubu Blaze shows that there are many different ways to look at possible game play options in LoL and capitalize on enemy expectations.
Teller, of Penn and Teller, has a great video about a magician that did a trick for him that used his expectations about sleight of hand to do the opposite of what his movements suggested, and really caught him by surprise. I think it's analogous to what we see in matchups from different regions; an expected meta by one side manages to completely disrupt the playstyle the other has come to expect.
I'm sure Riot heavily analyzes every tourney match server side, but to what end? What is their goal? Do they want the game to be the equivalent of everyone smash their heads against a brick wall until teams all develop perfect focus to burst each team member down in order? I can't say I have any insight into that, but they're obviously playing whack-a-mole with FOTM champs to keep anyone from sticking out too badly.
Anyway, don't know where I'm going with this, but I do think that exploring the game vs players balance is a very interesting topic, one that I'm not remotely qualified to explore more deeply, but I'd like to see more of. ROG does pretty well with this on occasion, and there stuff is a fun read. It's also neat to see people like Siv HD find different ways to use champs (his Support Heimer vid is hilarious).