Cut down: Reworked/Nerfed LDR: Nerfed/No Giant Slayer Bork: Passive Nerfed, AD nerfed, LS nerfed Kraken Slayer: Changed from consistent ramping Autos on Same Target to Missing Health onhit Riot: Wdym tanks are OP now? We didn’t buff them at all?
The botrk nerf is one of the most cruel thing ever. For 3200 this item is pretty much useless compared to other items for the same amount or even less amount of money required
i dont mind tanks being unkillable, the real issue honestly is that tanks are outdamaging characters who build full damage. it makes zero sense why tank items give so much damage, and why damage items give so much tankiness. im tired of this weird design philsophy
Real reason why tanks outdamage full damage champions is a mix of tank's most power being in XP and tank items costing less, remember when ADCs were viable in all 3 lanes and everyone was crying because champions balanced for half xp were getting full xp? lmao
Tanks needed dmg when the game had so much tenacity because otherwise what the fuck are tanks doing? But Riot removed all the tenacity/made it horrible to obtain so we're left with this mess.
@templeofdelusion You never witness Dota 2 bristleback full tank dealing tons of damage in enemy fountain do you? Tank can and should deal damage. Otherwise everyone would just ignore tank because they do no threat to enemy team. But what league need is a way to survive those damage for carries, because carry can be deleted easily because they build full damage item and just get CC ed to death. The only way they can kill everyone is not getting targeted at all Utility item for carries is something that league need. Hell, you can even make an item exclusive to ranged only so melee like cancer brother can't use it. Imagine galeforce but only for ranged with low cooldown. Life steal isn't really that good in terms of adc survivability because again. Tanks build armor so adc deal less damage, and being targeted all time makes you unable to attack freely, making them unable to dish out all of their damages and heal sustain. We need more than just lifesteal. Health, armor, MR also needed for carries, but not as high as an actual tank item.
@@imanjx2914who tf is talking abt dota tho lmao nope tanks shouldnt do dmg they should TANK like the name says, they should peel for ur team and disrupt the enemies with their bajillion cc, now what they shouldnt do is 1v2 one shot enemies while 4k gold behind and a level down being impossible to escape and kill like tahm kench for example XDDD if u somehow think thats okay u r just delusional
this is why nilah, a champ who was basically forgotten by everyone suddenly makes a return as an s+ champ, because she has built in armor pen in her passive and plays nothing like an adc and more like a bruiser. insane how a champ whos more like a bruiser deals more dmg than a traditional adc
@@ArcadianCatharsis Samira is so bad rn its not even funny lmao, they need to let 1v9 champs do their thing. All these boring champs can do their thing and 1v9 better then a champ designed to 1v9 can. I mean look at the state of some of these champs its so sad, Katarina, kassadin, samira, aphelios, most adc's, any assassin. Its just u have these champs designed to do one thing, and they cant even do it. While some lux trash or amumu trash can do it better then them at their peak's with 100x less effort
Completely agree. They destroyed tenacity and changed cut down for tanks to be playable. But right now only choice against tanks is botrk. And they can't balance that because it's necessary for adc's to at least have a chance againts tanks but when you leave it in that spot the bruisers gets broken.
I was playing aram jax and I was going ap, but we didnt have any adcs and the enemy chogath got a bit too fed so I changed to full tank slayer jax but i was giving pee damage
@@123deserted playing ADC in aram is especially bad. Literally any tank/bruiser is insanely strong with so little item. And the armor reduction items does jacksh1t.
not even bork. bork is shit, the hp% is so low, the stats are horrible and if 8k hp sion comes, you deal damage until he gets like 70%, then the bork damage is too low to even matter bcs its reduced by armor, and at 50% hp it doesnt even do dmg anymore. bork is not a tank killer item anymore. the only item that works fine vs tanks is ldr and even ldr is shit. kraken used to be good but now it does like 100 bonus damage which gets reduced by 70% armor and you deal 30 extra damage. like wow surely 30 extra damage will help against the 6k hp sion or cho gath or mundo.
@@HienNguyen-cs1md Mages are actually the best tank shredders rn. Only APCs exist in this game now. Who the fk think "adcs" exist & viable at this point, they're all utility maskmen, or half mages.
even august said awhile ago about adc's that when jhin ashe and varus are the most picked / super popular it means adc's are probably weak, and right now those 3 are in the top 5 most picked lmao
Yea...seeing Varus every game what snoozefest. I never got into watching the pro scene...same picks every single game, no creativity, no real innovation. I remember seeing Olaf Irelia midlane match up with Faker and was like ALRIGHT! Then Vanguard came. They lost me a while ago. Its just the same rinse and repeat, overpower some nonsense. Rework Ryze. Gut some items. Rework Ryze. Overpower something else. Rework Ryze. I enjoy watching Baus because he brings intelligence and creativity, but because of the game and what the community is like I'll never be close to the investment level i used to be.
@@rando-m4rit really sucks too, because I hate playing ADC now, but I didn’t mind it before. Now I watch Baus for the same reason as you, but Rito keeps nerfing every strat baus tries
@@TheTrentBannister yeee basically avoiding Tencent, Blizzard, Ubisoft, and last but DEFINITELY not least EA. I've been looking for better practices and found a real love with Baldur's Gate 3 and Marvel Rivals is easy enough to play for now as F2P. This practice will be extended to my children as well.
3:28 you can also remove nothing and make sure that some effects do not stack, so that you can choose situationally what rune/item to take without making it broken
You need to make it really obvious with the UI then. Bad for casual players to have things not work at all together because they won't know. They will fail. Then they will quit.
actually they did that with tenacity before they removed the runes, they made tenacity stack way worse so if you ran mercs + tenacity rune you would get almost no value from the rune, this also applies to if you were to run mercs + steraks / wits, which is a strategic itemization choice, but too bad if you made that choice you might get like 40% tenacity with 50% built cuz fuck you for trying to counter the cc champ.
Balancing ADC is an impossible task because of the fundamental mechanics of what ADCs do. Ranged auto attacks are OP, so ranged auto attackers either need to be nerfed into the ground or they will be in every lane in soloqueue. Riot's choices are always going to be between making ADC players happy and making literally everyone else happy. They're fundamentally a design flaw and league would be a better game if it didn't have them.
@hide3930 It doesn't help that they keep making characters that use ADC items in other roles either. Or them always refusing to let any of them get nerfed (yasuo/yone with the 'compensation buffs' every time an item is too OP)
@@lelucasinator They could have adc's be balanced right now if they just added giant slayer back to ldr. Like ADC's dont have to be powerful, they just need to fill a ROLE! And that role should be killing tanks.
such a great point. riot likes to do pointless balance changes like +3 ad or +5 movespeed, or to the other extreme and turn something from unplayable to op
both the changes you mentioned as pointless are some of the most powerful changes riot has done. like graves went from broken to lowest winrate jg ever over 3ad. same with irelia and 5ms. ur point is separate but this is a rly bad example
Those aren't pointless balance changes. Those are significant changes to damage over the course of a game and +3 generates an additional 1% to 1.5% win rate. If these types of changes were pointless they wouldn't affect win rate at all. -5ms completely gutted Katarina for a long time. It also completely gutted Zeri for a long time as well as other champions. You're absolutely out of touch if you think things like 5ms and 3 AD don't matter.
thats the only thing I miss from early seasons. actual tanks and actual supports who cant even beat a ward in a 1 vs 1. There is literally no reason for supports to gain that much gold for just existing + beeing able to 1 vs 1 adc´s atleast in low elo
@@forhyrule8428 Ok boomer. Support is indefinitely much better now. It was such a nonsense role that only existed because of XP and gold management, where one player was useless except for buying wards. It was the most boring sht I've ever played in a ranked competitive game. Both the support and tank meta are way better now. You actually have subclasses in tanks and supports that can fit your playstyle. You can split, roam, group, and have so many options. Before, you could pretty much only group and 5v5. The issue is always just balance, not the fact that everything was better back in your day.
@@ZeroThreeJuice true but why cant you make supports useful at beeing a support instead of giving them damage and way too much gold ? thats why I think it was better many years ago. Im not saying I think this is the state supports should be in. If its the other extreme ofc I wish they were more like many years ago
There is also no reason why a champ like pyke exists. Why is this champ able to 1 vs 1 adc´s if he gets ahead. support should never be able to do something like that and champs like him have way too much dmg. Most of league players are lower than diamond and you could name even way more champs there
Riot has had a problem with "Over correcting" for a long time. Which always causes huge meta shifts rather than slowly bringing things into balance. Actual monkeys
Riot doesn't actually want balance. They want meta swings. We complain about it. But the constant shift of what is and isn't meta actually drives engagement. They just can't leave the game in any meta state for too long. A year or so of an overall meta is the longest it can go before the playerbase gets tired of it.
@@halycon404 same reason every single new champion or reworked champion is extremely broken. Even Skarner who was weak on release of his rework was pick/ban the patch after. They do it on purpose. Chinese company, very scummy.
Phreak balance team lead is the worst thing that happened to league since 8.11, I am actually surprised he was able to sit in the chair for so long, that guy hates adc.
Their incentive is to make profits. If the game is a complex rock paper scissors (lets say tanks, adc, assassin, bruisers, etc) , they are mostly interested in making one significantly stronger than the others for a season or a couple patches etc. so that they have only one group not frustrated. More frustrated players play more, maybe not im just saying shit out my ass but something along this line
yeah no next patch is just ass if you're on the losing team and enemy has feats of strength. sorry lil bro their hecarim jungle has tier 3 swifties, don't worry tho you can come back your nexus turrets respawn
Perfect Analysis. They removed tenacity and added to runes and some items. But the items that give tenacity are all dog shiat. And the key thing is that this removal made HP A LOT MORE VALUABLE! So champions like Sion, Cho Gath, Dr Mundo get to lane for free stacking health to oblivion Mages can't outdamage these tanks in the late game. And lane sustain items and runes make impossible to poke them out of lane.
honestly its fine to change all of these things if they would have nerfed the dmg tanks are currentl doing. You cant just change one thing or its broken af like it is now
The sad thing is Riot probably wont bring any of these back ANYTIME SOON, because if theres one thing ive learned from Riot in a decade playing is that they wont admit they made a mistake UNLESS everything went to complete shit.
yup Im fucking unkillable i use like a third of my cognitive skills and if their teamcomp is bad I ca quite literally engage solo vs 3-4 of them and wait like 10 seconds for my team to come
In the past there was a mechanic called dodge. It was in one of the boots, I think it was actually the mercury boots. And sivir's passive was 50% dodge chance while being hit from the back. They thought it was too op. Guess what they did with it? Mercilessly removed a core mechanic of the game, then crippled a champion for a very botched movement speed on hit thing.
They always over nerf stuff that doesnt need it and always over buff things that dont need it instead of doing what Baus is saying where you have 2 or 3 things that stack and make it broken just keep 1 dont get rid of all of them. As a ADC player thank you Babus for talking about the issue.
Ye kinda I've dropped recently league when after few months of struggle I couldnt get what my role is now supposed to do. No mobility, no burst, no dmg into tanks only range advantage which is denied by long range cc and 10 dashes mele champions. Sometimes is like I can just pick ashe and try to R and slow somebody or run like a rabbit on hunting. Somebody could explain me what is this role about right now?
Buying collector and last hitting enemies to make it more challenging for your team to carry you is what ADC is about when the role isn't so overpowered that it can go to all 3 lanes.
biggest problems of league consists of 2 things: 1. Every new champion has a dash, gap closer etc, and the game doesnt have enough grounding-abilities 2. Ranked queues have only 5 bans each team but they amount of broken champions compared to old champions' kits are increasing everytime a new champion is released. CHANGE MY MIND
Whole season has been a mess. First we get 2 splits of everyone one-shotting and now we get whatever this is. Always something giga OP and others so useless you are basically trolling if you pick it
summarization: extremely high nerfs to items/runes when they were strong or necessary against tank/bruiser/cc champs made tank/bruiser/cc champs extremely strong
Much as i love to rag on the balance team i will say this, i wish they would cut back on the patch cycle (even if just balance changes n keep doing new skins every 2 weeks) to like one a month to allow both the meta to develop and the balance team to *actually* have time to look at how things are going because with the current cycle they have like, 2 days to decide the next patch's changes, which gives them no breathing room and even leads to false positives where they think a champs weak, and decide to buff, then day 4 some new techs diacovered and the new patch they're god tier busted because they didn't have time to see how the meta develops (i don't remember which podcast it was because it was a couple years ago, but i think it was on the crackdown where they had a dude that used to work on the balance team talk about the process)
Problem is they make changes every year, just to make changes. And then they trying to fix the shit they introduced and then that spirals into whole new bag of problems.
@@ula17404what problem? Change introduces new players = more profit. Around 5 years ago I was arguing this shit with my friends, I said league is actually a great game of a greedy corporate, if only they would let it solidize its meta, but my friend was saying then it wouldnt be so big, and you can see that while rocket league, chess, cs2 and etc games which decide to not change the game a lot has always bitching and smaller more elite player base, lol is one of the biggest increasing population games around, which means more money. Its always about the money and the juice
Aka: they will NEVER let this game's meta set in. If something is working, break it so that new changes NEED to be made. Imagine having a system specifically designed to keep players at 50% wr and still reward them reaally slowly for just playing a lot, league is one of the most disgusting games out there but I'm addicted just like these damn social media viruses
The thing is that rn there are 2 types of cc: normal cc and irborns. The first one, u can just counter it with tenacity runes, which was just too broken cuz u made those champion useless without spending any gold, but u couldn't handle with airborns. Right now, teams are a mix of airborn cc and normal cc, which forces u to buy tenacity, cuz there are no runes at all that give u tenacity, and still doesn't feel like there is enought tenacity on the game, cuz u will get CCd for 4 seconds straight even with 3 tenacity items.
Jarvan is kinda the same as it was on the beginning. Buffs and nerfs are usually small, have never met people complaining how OP Jarvan is and also have never felt this champ lacks something. It is played everywhere from newbee to proplay. Design gives good possibilities to play with team but duels are also fine. There are many supports people love and by design won't become too OP but always will be playable like Janna or Alistar From mages Orianna or ux is also the same. This champion is fairly balanced, requires good skill and can benefit well from it. There are few champions in every role which never run away from meta and the only way to make them slightly OP is giving them a bit higher numbers and still it won't be as annoying as current meta champs.
Yep has been the issue with their balancing for years now. They overbuff or overnerf, no in-between. I've seen this with so many champs, mechanics, items etc that I just got sick of the game altogether.
@@ImpatientReader that is stupid logic. I stopped playing the game since it got so boring to play vs unkillable tanks, i can't be the only one. This kind of outcome is the least desirable for any game developing team. They're failing miserably and I will come back if they fix it but others won't and the game will end up like dota
More like its impossible to balance everything. Also players opinions on whats broken and whats not are heavily biased so why should riot listen to them. Their balance team may be ass but listening to players wont change a thing, maybe doing that will make the game even more broken
Well they dont play the game... they just open for say opgg or their analyze team graph and see.. Oh this champ has 48.5% wr, lets buff him abit for 1-2% wr. They really shouldnt stick to these 50% wr and do their balance job.
No the real problem is that riots balance team is utterly dogshit, they dont care about balance, they care about winrates, and theyre GOD FUCKING AWFUL at recognizing WHY a champions winrate goes up or down like 80% of the time
I think they want the game to just change how it’s played constantly so people don’t get bored with it being stagnant but they end up isolating players when they do that but in return it keeps things “fresh” for better or worse. It’s a give and take game. It’s never going to be balanced by design.
@@Vermilion-sol That's exactly what Riot wants you to think. Same reason why they haven't fixed their client, and taken down the better version a single guy created.
Hp stacking is an issue? What are you playing in legit bronze? Tf are you talking about the only champs who do that are sion cho and mundo and all 3 are and have been dogshit
What baus said was for high elo, because high elo actually adjusts their runes and builds towards the enemies their playing. Everything bellow diamond adjusts their runes for the playstyle they like to play.
can happen when highest member of balance team was boosted low master with maokai after he buffed him 6 times in row, and other guy who is lead on game design is not even d4 peak, yeah 2025 is truly game changing year for their budget after they sell their 250 bucks chromas
Riot should definitely hire Baus to join the game's analytics team, having him also help them find system exploits and perform pre-launch champion testing.
For me the actual biggest problem (including outside of game balance( that league's about to have is the total lack of rewards for playing. It's not just a conplaint about wanting more f2p content, its actualy human psychology: we're incentivized to continue an activity ifbwe're rewarded by it. Getting 1 epic skin a month instead of like 5 chests and the free pass orbs will make A LOT of people quit the game. I'm not gonna say i will bc i dont wanna lie but playing games without any kind of positive feedback is gonna be miserable.
@@lifeasdev7480 ....I'm talking about the exact opposite issue; someone who ISNT addicted wont wanna play if they dont get shit for doing so. Learn how to read before learning how to write.
Would also like to mention the repeat Fleet Footwork nerfs, I just took Nullifying Orb vs a Leblac Support and it nearly did more than Fleet until 18min (it also saved my life a few times glad I took it). But for a major keystone to be so incredibly bad is embarrassing.
Fleet used to be absurdly sleeper OP strong, and by the time they removed Lethal Tempo and added Absorb Life, Fleet had already been nerfed a multitude of times despite never receiving much attention from Ranged champs. Imagine if ADCs hadn't been losing to Runekeeper and instead of taking the old Lethal Tempo, which was apparently so strong, broken and unbalanceable, they took old Fleet and perma sustained through laning x300, the ADC in all lanes meta would have come a lot earlier than anticipated.
CC are op because chain cc are op. I think they could make unflinching give you tenacity when you get cced, so that the first cc you take has full duration but any chained one is halved or something, so that people can actually play the game. That would make amumu, leona and cie still annoying, but not forbidding you from playing for 5 seconds. (Not to mention when there is a caitlyn, syndra, viego, warwick or whatever to chain their cc on top of that.) I find it pretty cool that they added tenacity on some items, and slow resistance on some other, but it’s too few, and 20% isnt enough if you cannot fit multiple in your build. I would put 20% tenacity on riftmaker, liandry, trinity force, sunfire, spirit visage and maybe a few other items I would put 25% slow resistance on cosmic drive, protobelt, opportunity, phantom dancers, hullbreaker, etc And maybe tanks could have some utility items on top of their dps, tankiness and cc: Better anti heal Anti shield Some vision items Some more pushing power Tower taking Auras like abyssal mask Ally damage boosting Ally shielding and healing Sustain Ult empowerment Shields to counter true and %health damage Out of combat mobility (I mean far from visible enemy champions, riot’s « out of combat » is way too abusable…
CC just needs diminishing returns. Its actually insane that you can reasonably have an entire team with at least 1 hard CC per champion if not more. Yet there is not diminishing returns on CC
This is what I see in ff14, any cc has 100% effectiveness and more such stuns or such are lesser Then again though riot loves to give their new champs heals for no reason. Nasus takes forever to deal with, and he doesn't even have dashes.
Cc is op cuz dmg is high not cuz u can stack cc. Everyone (except full tanks) dies within a second if they cant move, even if the team is full tanks and bruisers and just 1 adc. Dmg makes cc op
Small automated incremental balance changes of stats in the direction of the desired winrate, has always seemed like the easiest and most efficient solution to me. A bit like a servo-loop. Example : 1/ Let's say we deem sion balanced at 49.27%WR (arbitrarily, vased on knowledge, feeling, some smart formula or whatever. This target value can always be redefined at any time without issue). 2/ Let's say that sion is currently at 52.34% WR. 3/ Sion's WR is hence 3.07% too high. 4/ Let's define the proportionality ratio as r=1. 5/ sion should hence be nerfed by 1×3.07%=3.07% buffed by -3.07% 6/ let's define the stats selected to be rebalanced as the following : base HP, HP scaling, Q charge duration, W max HP shield scaling, W dmg, W CD, W range, W mana cost, E slow duration, E slow value, E projectile speed, E hitbox. 7/ Let's pick the 1st of these stats in the list : baseHP. Place it last in the list. Let's say it's 500baseHP. 8/ nerf it by 3.07% buff it by -3.07% multiply it by 1-3.07/100, store the value in a variable (wBaseHP). This variable should be the one defining the wanted value of each stat, without any rounding up. The rounding up has to happen separately, for clarity purposes, to ensure we converge towards the target value without any deviation caused by successive rounding ups. As a result : wBaseHP = (1-3.07/100) × 500 = 484.65 9/ replace the stat by the value obtained rounded up : BaseHP = 485 wBaseHP = 484.65 10/ Watch what happens Measure the new sion WR after a duration T and go back to step 2. 2/ Sion's WR should decrease since his baseHP was nerfed, let's say sion's WR went from 52.34% to 52%. 3/ Sion's WR is hence 1.73% too high. 4/ proportionality ratio : r=1 5/ sion should hence be nerfed by 1×1.73% 6/ stats selected to be rebalanced : HP scaling, Q charge duration, W max HP shield scaling, W dmg, W CD, W range, W mana cost, E slow duration, E slow value, E projectile speed, E hitbox, base HP. 7/ Let's pick the 1st of these stats in the list : HPscaling. Place it last in the list. Let's say it's 30HPscaling. 8/ nerf it by 1.73% multiply it by 1-1.73/100, store the value in a variable (wHPscaling). This variable should be the one defining the wanted value of each stat, without any rounding up. The rounding up has to happen separately, for clarity purposes, to ensure we converge towards the target value without any deviation caused by successive rounding ups. As a result : wHPscaling = (1-1.73/100) × 30 = 29.481 9/ replace the stat by the value obtained rounded up : HPscaling = 29 wHPscaling = 29.481 10/ Watch what happens Measure the new sion WR after a duration T and go back to step 2. In this process, each element of the selected stats list gets rebalanced. After rebalancing each stat once, back to the baseHP : 2/ Let's say that sion is currently at 50.27% WR. 3/ Sion's WR is hence 1% too high. 4/ proportionality ratio : r=1. 5/ sion should hence be nerfed by 1×1%=1% buffed by -1% 6/ stats selected to be rebalanced : base HP, HP scaling, Q charge duration, W max HP shield scaling, W dmg, W CD, W range, W mana cost, E slow duration, E slow value, E projectile speed, E hitbox. 7/ Let's pick the 1st of these stats in the list : baseHP. Place it last in the list. The value we want is wBaseHP = 484.65 8/ nerf it by 1% buff it by -1% multiply it by 1-1/100. wBaseHP = (1-1/100) × 484.65 = 479.8035 9/ replace the stat by the value obtained rounded up : BaseHP = 480 wBaseHP = 479.8035 10/ Watch what happens Measure the new sion WR after a duration T and go back to step 2. Repeat the process repeatedly and perpetually, and each of the selected stats will one after another be slightly nerfed untill sion approaches the desired 49.27% WR. If 49.27% WR suddenly feels too weak on sion, just put a new WR target, let's say, 50%. If, for example, sion has mana problems, only select mana, mana scaling, mana regen, and mana costs, in the selected stats for rebalancing. Do that for all champions and they all start converging towards their desires WR. The same algorithm could be used for items, or item x champ combinations. I considered the proportionality ratio (r), the same for all selected stats in my exemple, but a 1% change on one stat may have a different impact than a 1% change on another stat. The r value should hence actually be multiplied by a factor m[stat] (default : m=1) that varies from one stat to another, based on the average impact it has on winrate over several iterations, including iterations past to the current targetted change. Potential issue : the impact of such small incremental changes is negligible compared to that of the chaos of all the other changes in the game. Yes, for one isolated change, but if you use averages over a big enough number of changes, the chaos should cancel out, while the averages of the stats changes' impacts on WR should stay somewhat consistent, with a certainty that could even be statistically measured.
2% tenacity per lv up to 30% from lv 1 to lv 15 , 1.2 lethality and 1% magic pen/armor pen up to 10% and 12 lethality/flat magic pen , from lv 8 to 18, nerf void staff with -5% pen , remove -5% pen from ldr but add the giant slayer back.
True, but tenacity had no effect on Zac And Sion anyway. Cut down and max hp lw item had an effect on these two in particular, but not much. I still have no idea why wouldn't they make knock ups to be reduced by tenacity.
>be Riot Games >add a bunch of anti tank shit to the game >tanks suck now >buff tanks constantly around the idea that there's a bunch of anti tank shit in the game >at some point, start removing said anti tank shit slowly >in some incredible twist of events, tanks become insanely strong wow who could've EVER predicted such a thing...
I have been an ADC main for 11 years. Watched the roles ups and downs...mainly downs, and continually getting worse. Tanks, Bruisers, and Mages getting constantly pampered by having more and unique item interactions that are good for a variety of game states and enemy types. I started playing top lane Tanks and Bruisers like K'Sante, Sett, Mordekaiser, etc. to understand the lane and champs better, and I have never felt more spoiled. There's like, 5 items for every niche situation. Multiple Melees? Unending Despair. Long fights? Jak'Sho? I have never felt the 6 item limit so much than when I am playing top lane tanks/bruisers. On ADC? Item 4/5 are so tough because its like "Okay...what are the least garbage items I can build this game? Mercurial I guess since they have some CC and AP? Uh...hmm, do I want BotRK for the slow since it does nothing for my damage?" Its excruciating. I also feel wayyyy too rewarded for the minimal amount of mechanical execution. I took some damage as Sett? Congratulations, you may now press R then W when you land to deal almost 2500 damage to the backline! You landed 1 massive AoE Q as Morde? Please be rewarded with 800 damage and points towards a massive shield. Then I go to play Vayne and get "Oh...you dodged every single skillshot and even some on-clicks with clever stealth and brush vision? Your reward is...dying to an on-click CC. Neat."
the thing that counters tanks rn is unironically mages, also riot themselves said that they do this ON PURPOSE to shake the meta, they change the game regularly to keep it interesting.
ya exactly. removing tenacity simply makes most burst diver asssssin champs unplayable or insanely weak. they both hit them with less ad on items and less value from their gold so its harder to snowball, they hit them with no tenacity allowed so they are very easy to counter and so assassins became super ass.
@Sammysapphira no its not fucking good. i main veigar, im literally forced to not play my main when enemy picks an assassin, but like holy shit its way less cancer to actually learn how to play the gsme amd position well so you dont get killed by assassins then having to play vs a mundo or cho who are quite literally impossible to kill and the fact that that starts to be the case already at 20 min doesn't fucking help. i 1st timed tahm top (albeit in emerald) and had the most damage mitigated, taken and dealt, as well as most healing done or whatever its called as well as the most kills and assists as well as 8kd. that should never ever be the case. i am not able to 1 tap an adc (bc of shit item changes) while playing lethality wukong, the pick that got me to 1 game away from masters last season, but im able to literally just w into 5 people, ghost and auto the adc 3 times in order to kill them because i bougnt fucking hearsteel and now im invincie and after that i bougnt a riftmaker, titanic, spirit visage and a mejai so i literally shield for full hp all the time, i heal for 5hp each auto and q and both auto and q do over 1200 damage which is equivalent to veigar ult at 1k lp and that is considered broken while me beong able to do this is all fine and dandy XDDDD. go watch some of Wheatley's tahm games and once you encountered a decent tahm like that, you will have wished not only for assassins to beclme playable again, but even to play against prime season 12 chemtech soul rengar instead. what this disgustong 2.300 hp assassin does in his one full rotation, tahm does in a single auto attack (and the dmg is mixed and he heals for 1/5th of your healthbar each time he dmgs you)
@@Sammysapphira then whats the point of having assasin in your team when most of them (excluding qiyana she has nice cc in her kit very strong ult) have no cc, if they cant kill they are basically useless cuz they have no utility built in kit and they lose sidelane against bruisers, they dont outscale, usually they dont have long range(zed only) one armor item and u deal negative damage?
@@k1ng298 assassins should be low elo stompers since they aren't a team base class but they shoulnd't dominate above D2/Master where coordination and grouping exists. They should be Ambushers or flankers thanks to bad vision control not diving and bailing for free.
Wowie, how crazy, who knew tanks were turbo boring gameplay due to either CC stacking and/or absolute stat sticking. How could we have possibly thought that if we removed all the ways to counter CC stacking and stat sticking that tanks would take over and make the game boring?
Give champions who have a decided early advantage the ability to capitalize and become unkillable late game Insane that they nerfed tenacity anti-max lord doms and crit items in short succession, buff the core tank items, and wonder why people arent going to waste 50 minutes or more money on the game
It's so unfun to play agaisnt this, if you get hit by any CC at all in 90% of the teamfights you're guaranteed to die without being able to use half of your kit. There's almost no need of using your cc at the right time anymore, you just stunlock people
They could've capped the max tenacity or tankbusting or whatever, like they used to do with cooldown reduction. they need to set a baseline for all those metrics and work champions and items around that. If marksmen A, B and C can, on average, melt tanks Q, R and S in so many seconds/attacks then you move the sliders on their strengths and weaknesses around for variety. Have marksman D shred a tank faster, but they need to commit harder and spin up to be effective. Have tank T be a bit more fragile but with more utility that rewards skill expression. if items G, H and I are the core items of almost every mage then make mage items J, K and L be alternatives for defense or utility. Make it worth choosing something else instead of looking at what's too strong and nerfing or removing it. didnt the Helldivers devs learn that earlier this year?
While the tenacity runes were never a good idea in the first place - tenacity ought to be much more restricted in availability... Outright removing them and not doing a blanket pass on CCs was superbly stupid. In short: There should be no tenacity in runes. But riot also needs to the legwork and do a big pass on CC durations/cooldowns and fix their past fuckups. From crib to cradle, look at how many CCs have got their duration buffed during those runes' lifespan. A lot of CCs that havent been touched in years prior. And of course they had to be buffed: it was optimal to take like double-tenacity setups(mercs+rune, for example). Pretty much every melee champ took either legend tenacity and unflinching, too. This also was partially responsible for the high damage meta we've been in for so long now. If things die quicker, it follows that CC should be shorter, right? Well, at some point, they started to powercreep CC in the game. On the matter of durability~ honestly, in general, I feel tank durability is a fine spot. ADCs specifically feel too bad at killing tanks - but also probably too good at killing squishies(which generally just matters less for ADCs and is usually pretty unfun for everyone involved, imo). And ADC itemization is a bit~ eh. I wish ADCs would be much more "online" at 2 items than they currently are, but their ceiling(id est 4+ items) should probably be a tad lower. And if their damage profile would be shifted more toward anti-tank - like old cutdown - that'd be great. Well, Bruisers are kinda in the middle of all of this. I know part of the league community fervently hates them no matter what they do, but they'll never feel "fair" unless they are absolute shit.
This is true and i think another part of the issue that is rarely mentionned is that some characters/adcs are completely absurd when it comes to killing tank (Vayne is a good example, you just can NOT play any tank when a vayne is picked because doesn't matter how well your game goes or how much hp you stacked through items/runes, %max hp true damage has ZERO counterplay and she will kills you on the spot) meanwhile the regular adcs have ZERO chance killing tank because they have no %max hp damage at all so they are just hitting targets with so much hp/armor. They seriously need to revamp all this system, nerf into the abyss all these tank killers and buff the non tank killers. Also doesn't helping that some tanks have an absurd kit while others are plain useless. Skarner revamp is a good example, should never have been allowed in the game
I don't mind ADC's not killing tanks easily. I don't mind the removal of tenacity either. However, when a lot of the tank champions have % max health damage, damage that scales off tank items, or true damage also in their kits then we have a problem when the above conditions are true. Then you get impossible to kill tanks that do more damage than anyone else in the game. Then it becomes a tank meta. The leaderboard Buas showed was a bunch of players that were playing tanks, bruisers, or "tank killers" like Aurora and Azir.
Yeah, Riot's been doing this forever. I remember years ago Lucian was too strong because of BotRK so instead of nerfing just Lucian or just BotRK, they nerf both and made Lucian unplayable. Why they double down so hard on something that just needs a tweak is beyond me, it's been over a decade and they still haven't learned.
The problem with league of legends are the millions of people that idolize this dude because it gives the people that mindlessly int a coping mechanism of: "the baus does it." Dude plays brain-free champions but is actually a good player. Meanwhile, people see this social anxiety playstyle of "just proxy and don't interact with enemy," and they all think they can just PvE to win.
League has a CC and a CD problem. it is not hard to understand. Knockups, displacements, knockbacks ignore tenacity and seemingly every other ability has a snare effect. You spend most of your time in fights under some form of CC or entirely unable to control your character. Heavy CC is a huge negation of player skill and agency.
they've done things like this a bunch of times, they have a stat or a property and then it's like they regret it. Whats the point of having things like "omnivamp" or "tenacity" if they take out almost all sources it.
Imo tanks should deal significant damage over a period of time if you let them. The problem is tanks are dealing way too much burst while you are locked in cc, so you are essentially losing every trade
I love to play aram and watch tanks ending with more damage than every dps. Its so dumb. Like I saw heartsteel Naut ending with 50k under 20 min. How is this possible even if you’re faker. This shouldnt be a thing
@@Nightwalk444 bro i was present during multiple tank and adc metas those are the fucking worst. Adcs get such a god complex the moment they become strong
Like low elo. Top: "Ugh, another ranged top laner." Mid laner: "Uh, another uninteractive line." Jg: "Uhh, lets get flamed again." Adc: "Ugh, time to be one shooted." Supp: "Time for being flamed again."
Perfectly describes the problem atm and how it came to be. And yes, no one plays assassins in this meta because u just dont deal any damage even when ur 15/0 and 2 items ahead on everyone. All these leaderboard high elo players play champs that are Eclipse Sundered Sky and Tank Item Abusers.
theyve been doing this exact same thing for so long and to so many different things in the game, fascinating how they are only able to make stuff either completely broken or completely useless
Stupid to think that this changes are to balance, riot just like to keep changing whats is playable in every season, you have a season you can play tank, other you cant, a season bruisers are stupidly broken, other they are garbage, one season for assassins, one for control mages, one for adcs, but they never try to balance them, its just rotation
How about this kind of item ability for assassins: After being out of combat for 30 seconds get Petricite’s Blessing Petricite’s Blessing: Gain 50 Tenacity, you lose this tenacity 1.5 seconds after entering combat with a champion. This kind of ability would make assassins more slippery and possibly avoid a sudden CC chain death from a tank. You could even put it on a % armor or magic pen item.
He is both correct and wrong. This is from the view of a previous tank main. By previous, this meant I switched from top tank this season to jungle this season because tank sucks at top lane. The reason why his champions are 'overpowered' is because there is no counter to airborne. The duration doesn't even gets reduced by tenacity. That's how broken that status is. This can be proven in this video. Didn't he said there's a Yasuo main in high elo. What is Yasuo's CC? Airborne. Sion, Zac, Gragas, his three main champs all have airborne. That's why he's broken. But tanks are really bad this season. Ruined King alone ruins tanks and tanks has no counterplay with that item. Almost every ap bruiser on top uses Liandry as well which does %hp damage that kills tanks. One single item kills a tank and tanks cannot or don't have items to counter these two items. I transferred from Top Tank to Early jungler (warwick, amumu) and it boosted me from s4 to g4 in a week where I was stuck in S4 for 5 months bruteforcing tank tops like Ornn and Tahm. This is a view from low elo and his is high elo though so he might be correct or wrong.
"League's biggest problem" Not the controls that have never been updated to actually be fluid? Not the many champions yet to receive a VGU? Not the monetisation or the champion design? Sometimes I wonder if the devs don't listen to players just because they make every minute issue "League's BIGGEST problem"
i don't play this game anymore. but when i saw the tenacity nerfs. i knew that every champion that 2+ ways to cc and every champ that scales with tank stats would be back on the A to S rank. also nerfing every anti tank item that most marksmen buy because bruisers can abuse them is also not helping the problem.
Baus complimenting the yasuo main just to say “i dont know how he does it” right as he pulls up a huge loss streak is peak content i laughed so hard
That just means that dude was 1600 lp main Yasuo not long ago, which just makes it even more scandalous
@@AlexandreG "don't worry guys, game at this elo won't last enough for his 0/30 powerspike".
that match history was fucking brutal
Bro your pfp is ancient damn 😂 I used that same thing like 15y ago now I feel 9ld thanks 😭
Thanks for pointing this out, that was great.
Cut down: Reworked/Nerfed
LDR: Nerfed/No Giant Slayer
Bork: Passive Nerfed, AD nerfed, LS nerfed
Kraken Slayer: Changed from consistent ramping Autos on Same Target to Missing Health onhit
Riot: Wdym tanks are OP now? We didn’t buff them at all?
bork was current health dmg for years
@@alexandreortiz8484 the % was nerfed
@@alexandreortiz8484 9% -> 5%
The botrk nerf is one of the most cruel thing ever. For 3200 this item is pretty much useless compared to other items for the same amount or even less amount of money required
Riot devs balance team is actually fire retardants
Thats why baus builds ap or ad on tanks so adc's can't complain, such a gentleman.
Baus: I made it so you can one shot me, but I can also one shot you... 😂😂😂
Bros Holding Back his full Potential
Playing the more fun way
i dont mind tanks being unkillable, the real issue honestly is that tanks are outdamaging characters who build full damage. it makes zero sense why tank items give so much damage, and why damage items give so much tankiness. im tired of this weird design philsophy
Real reason why tanks outdamage full damage champions is a mix of tank's most power being in XP and tank items costing less, remember when ADCs were viable in all 3 lanes and everyone was crying because champions balanced for half xp were getting full xp? lmao
Tanks needed dmg when the game had so much tenacity because otherwise what the fuck are tanks doing?
But Riot removed all the tenacity/made it horrible to obtain so we're left with this mess.
@@Zorban13 no they didn't, tanks shouldn't be doing any damage.
@templeofdelusion You never witness Dota 2 bristleback full tank dealing tons of damage in enemy fountain do you?
Tank can and should deal damage. Otherwise everyone would just ignore tank because they do no threat to enemy team. But what league need is a way to survive those damage for carries, because carry can be deleted easily because they build full damage item and just get CC ed to death. The only way they can kill everyone is not getting targeted at all
Utility item for carries is something that league need. Hell, you can even make an item exclusive to ranged only so melee like cancer brother can't use it. Imagine galeforce but only for ranged with low cooldown.
Life steal isn't really that good in terms of adc survivability because again. Tanks build armor so adc deal less damage, and being targeted all time makes you unable to attack freely, making them unable to dish out all of their damages and heal sustain. We need more than just lifesteal. Health, armor, MR also needed for carries, but not as high as an actual tank item.
@@imanjx2914who tf is talking abt dota tho lmao nope tanks shouldnt do dmg they should TANK like the name says, they should peel for ur team and disrupt the enemies with their bajillion cc, now what they shouldnt do is 1v2 one shot enemies while 4k gold behind and a level down being impossible to escape and kill like tahm kench for example XDDD if u somehow think thats okay u r just delusional
this is why nilah, a champ who was basically forgotten by everyone suddenly makes a return as an s+ champ, because she has built in armor pen in her passive and plays nothing like an adc and more like a bruiser. insane how a champ whos more like a bruiser deals more dmg than a traditional adc
I hate any slimeball that plays Nilah
I mean, same goes for samira
@@ArcadianCatharsis not at all cuz samira does no dmg in comparison to nilah and gets cooked by cc. She is more of an assassin
@@maws5476Can confirm, well-timed hard CC of any variety makes Samiras want to cry
@@ArcadianCatharsis Samira is so bad rn its not even funny lmao, they need to let 1v9 champs do their thing. All these boring champs can do their thing and 1v9 better then a champ designed to 1v9 can. I mean look at the state of some of these champs its so sad, Katarina, kassadin, samira, aphelios, most adc's, any assassin. Its just u have these champs designed to do one thing, and they cant even do it. While some lux trash or amumu trash can do it better then them at their peak's with 100x less effort
Completely agree. They destroyed tenacity and changed cut down for tanks to be playable. But right now only choice against tanks is botrk. And they can't balance that because it's necessary for adc's to at least have a chance againts tanks but when you leave it in that spot the bruisers gets broken.
but bork is legit just so bad rn, for any non onhit adcs and for champs like trynd or jax, rest is true
I was playing aram jax and I was going ap, but we didnt have any adcs and the enemy chogath got a bit too fed so I changed to full tank slayer jax but i was giving pee damage
@@123deserted playing ADC in aram is especially bad. Literally any tank/bruiser is insanely strong with so little item. And the armor reduction items does jacksh1t.
not even bork. bork is shit, the hp% is so low, the stats are horrible and if 8k hp sion comes, you deal damage until he gets like 70%, then the bork damage is too low to even matter bcs its reduced by armor, and at 50% hp it doesnt even do dmg anymore. bork is not a tank killer item anymore. the only item that works fine vs tanks is ldr and even ldr is shit. kraken used to be good but now it does like 100 bonus damage which gets reduced by 70% armor and you deal 30 extra damage. like wow surely 30 extra damage will help against the 6k hp sion or cho gath or mundo.
@@HienNguyen-cs1md Mages are actually the best tank shredders rn. Only APCs exist in this game now. Who the fk think "adcs" exist & viable at this point, they're all utility maskmen, or half mages.
even august said awhile ago about adc's that when jhin ashe and varus are the most picked / super popular it means adc's are probably weak, and right now those 3 are in the top 5 most picked lmao
Yea...seeing Varus every game what snoozefest. I never got into watching the pro scene...same picks every single game, no creativity, no real innovation. I remember seeing Olaf Irelia midlane match up with Faker and was like ALRIGHT! Then Vanguard came. They lost me a while ago. Its just the same rinse and repeat, overpower some nonsense. Rework Ryze. Gut some items. Rework Ryze. Overpower something else. Rework Ryze. I enjoy watching Baus because he brings intelligence and creativity, but because of the game and what the community is like I'll never be close to the investment level i used to be.
@@rando-m4rfaker picked olaf and irelia mid at worlds against a wildcard team. selective bias is huge here
@@rando-m4rit really sucks too, because I hate playing ADC now, but I didn’t mind it before. Now I watch Baus for the same reason as you, but Rito keeps nerfing every strat baus tries
@@TheTrentBannister yeee basically avoiding Tencent, Blizzard, Ubisoft, and last but DEFINITELY not least EA. I've been looking for better practices and found a real love with Baldur's Gate 3 and Marvel Rivals is easy enough to play for now as F2P. This practice will be extended to my children as well.
@@rando-m4r The main reason I see is they "balance" the game towards tournaments instead of balancing the game.
3:28 you can also remove nothing and make sure that some effects do not stack, so that you can choose situationally what rune/item to take without making it broken
You need to make it really obvious with the UI then. Bad for casual players to have things not work at all together because they won't know. They will fail. Then they will quit.
They never do that because it feels horrible especially for low ELO/casual/no care player who will still use both even if it doesn't work
@@cottardTV Just... Auto block or switch the other when you select one?
actually they did that with tenacity before they removed the runes, they made tenacity stack way worse so if you ran mercs + tenacity rune you would get almost no value from the rune, this also applies to if you were to run mercs + steraks / wits, which is a strategic itemization choice, but too bad if you made that choice you might get like 40% tenacity with 50% built cuz fuck you for trying to counter the cc champ.
@@luuuk8682 well in the case of adcs it would be "if you have the rune, you can't build lord dominics", which sounds a bit strange to be fair...
Man our role is so shit that even Baus can smell how weak ADCs are all the way from toplane
ADCs are weak because some of them are too strong to buff the role
Balancing ADC is an impossible task because of the fundamental mechanics of what ADCs do. Ranged auto attacks are OP, so ranged auto attackers either need to be nerfed into the ground or they will be in every lane in soloqueue. Riot's choices are always going to be between making ADC players happy and making literally everyone else happy. They're fundamentally a design flaw and league would be a better game if it didn't have them.
@hide3930 It doesn't help that they keep making characters that use ADC items in other roles either. Or them always refusing to let any of them get nerfed (yasuo/yone with the 'compensation buffs' every time an item is too OP)
@@legendunbound5845 yas and yone are never the reason adc items get nerfed, adc's are the reason.
@@lelucasinator They could have adc's be balanced right now if they just added giant slayer back to ldr. Like ADC's dont have to be powerful, they just need to fill a ROLE! And that role should be killing tanks.
i was mad af when they went scorched earth on those tenacity runes, and I called it at that moment that the game would become a stage 4 cc fest
such a great point. riot likes to do pointless balance changes like +3 ad or +5 movespeed, or to the other extreme and turn something from unplayable to op
both the changes you mentioned as pointless are some of the most
powerful changes riot has done. like graves went from broken to lowest winrate jg ever over 3ad. same with irelia and 5ms. ur point is separate but this is a rly bad example
Those aren't pointless balance changes. Those are significant changes to damage over the course of a game and +3 generates an additional 1% to 1.5% win rate. If these types of changes were pointless they wouldn't affect win rate at all. -5ms completely gutted Katarina for a long time. It also completely gutted Zeri for a long time as well as other champions.
You're absolutely out of touch if you think things like 5ms and 3 AD don't matter.
case and point viktor w
Tell me you are a low elo player without telling me you are a low elo player😂
Or turn something from playable to unplayable
We live in an unending cycle where tanks are inmortal or everyone does so much damage that you got one shot by everything
thats the only thing I miss from early seasons. actual tanks and actual supports who cant even beat a ward in a 1 vs 1.
There is literally no reason for supports to gain that much gold for just existing + beeing able to 1 vs 1 adc´s atleast in low elo
@@forhyrule8428even in high elo. Like the second Leona touches an immobile adc, the adc is dead early to mid
@@forhyrule8428 Ok boomer. Support is indefinitely much better now. It was such a nonsense role that only existed because of XP and gold management, where one player was useless except for buying wards. It was the most boring sht I've ever played in a ranked competitive game.
Both the support and tank meta are way better now. You actually have subclasses in tanks and supports that can fit your playstyle. You can split, roam, group, and have so many options. Before, you could pretty much only group and 5v5. The issue is always just balance, not the fact that everything was better back in your day.
@@ZeroThreeJuice true but why cant you make supports useful at beeing a support instead of giving them damage and way too much gold ? thats why I think it was better many years ago. Im not saying I think this is the state supports should be in. If its the other extreme ofc I wish they were more like many years ago
There is also no reason why a champ like pyke exists. Why is this champ able to 1 vs 1 adc´s if he gets ahead. support should never be able to do something like that and champs like him have way too much dmg. Most of league players are lower than diamond and you could name even way more champs there
Riot has had a problem with "Over correcting" for a long time. Which always causes huge meta shifts rather than slowly bringing things into balance.
Actual monkeys
People still play league?
Riot doesn't actually want balance. They want meta swings. We complain about it. But the constant shift of what is and isn't meta actually drives engagement. They just can't leave the game in any meta state for too long. A year or so of an overall meta is the longest it can go before the playerbase gets tired of it.
@@halycon404 same reason every single new champion or reworked champion is extremely broken. Even Skarner who was weak on release of his rework was pick/ban the patch after. They do it on purpose. Chinese company, very scummy.
Phreak balance team lead is the worst thing that happened to league since 8.11, I am actually surprised he was able to sit in the chair for so long, that guy hates adc.
I hope riot secretly listening in to this as they usually do. And make changes to improve game
Their incentive is to make profits. If the game is a complex rock paper scissors (lets say tanks, adc, assassin, bruisers, etc) , they are mostly interested in making one significantly stronger than the others for a season or a couple patches etc. so that they have only one group not frustrated. More frustrated players play more, maybe not im just saying shit out my ass but something along this line
@@123deserted I hear you. Let's hope they listen at least a little
@@123deserted the gacha Jinx skin is 250$. Why would you pick Jinx when she can't even go through K'Sante shield while he 100-0's her?
yeah no next patch is just ass if you're on the losing team and enemy has feats of strength.
sorry lil bro their hecarim jungle has tier 3 swifties, don't worry tho you can come back your nexus turrets respawn
Perfect Analysis. They removed tenacity and added to runes and some items. But the items that give tenacity are all dog shiat.
And the key thing is that this removal made HP A LOT MORE VALUABLE! So champions like Sion, Cho Gath, Dr Mundo get to lane for free stacking health to oblivion
Mages can't outdamage these tanks in the late game. And lane sustain items and runes make impossible to poke them out of lane.
Funny how that also made drain mages way more useful, swain, mordekaiser, everything that uses Liandry's and heals while fighting
@@ArcadianCatharsis More because of health stacking than the items themselves.
@@ArcadianCatharsis Problem with Liandry's is that it's great if they only build HP, but bad against MR.
honestly its fine to change all of these things if they would have nerfed the dmg tanks are currentl doing. You cant just change one thing or its broken af like it is now
@@forhyrule8428 Yeah, that way their CC would still have more impact while they wouldn't just delete everyone
Mercs feels terrible without a rune supporting them. Getting locked down for 6 seconds in a fight with mercs is a nightmare.
The sad thing is Riot probably wont bring any of these back ANYTIME SOON, because if theres one thing ive learned from Riot in a decade playing is that they wont admit they made a mistake UNLESS everything went to complete shit.
League is too shallow game to be fair
@@kurrwa League is far from shallow lol.
If you really think League is shallow, you're either a complete newbie or low elo.
@@Gojiradogzillagodzilla lmao, league started as pay to win and it was shallow. Still is shallow. You just to hardcore fun to see that
@@kurrwa "League started as pay to win" you mean 15 years ago? WOW such a nice argument huh?
"Still is shallow" point one reason as to why.
@@Gojiradogzillagodzilla you can’t deny minions, you can’t block wave league is just shallow you can’t see that
me when i pick maokai top every game and go the same brain dead build
yup
Im fucking unkillable i use like a third of my cognitive skills and if their teamcomp is bad I ca quite literally engage solo vs 3-4 of them and wait like 10 seconds for my team to come
@@helion8502 when i lose 1/3 of my brain, im literally drooling, almost falling asleep, and i get labeled as a wholesome gigachad
Yup unending fimble visage every game and just win
In the past there was a mechanic called dodge. It was in one of the boots, I think it was actually the mercury boots. And sivir's passive was 50% dodge chance while being hit from the back. They thought it was too op.
Guess what they did with it? Mercilessly removed a core mechanic of the game, then crippled a champion for a very botched movement speed on hit thing.
They always over nerf stuff that doesnt need it and always over buff things that dont need it instead of doing what Baus is saying where you have 2 or 3 things that stack and make it broken just keep 1 dont get rid of all of them. As a ADC player thank you Babus for talking about the issue.
I mean they still have that rioter on the balance team that was notorious for ruining the meta in WoW by making it a full tank meta
Please elaborate?
I hope you're not referencing our favourite thumb Greg Street aka Ghostcrawler, whom left in early 2023.
The fact that there's more than just phreak to watch out for is why I'm glad I quit
Ye kinda I've dropped recently league when after few months of struggle I couldnt get what my role is now supposed to do. No mobility, no burst, no dmg into tanks only range advantage which is denied by long range cc and 10 dashes mele champions. Sometimes is like I can just pick ashe and try to R and slow somebody or run like a rabbit on hunting. Somebody could explain me what is this role about right now?
Buying collector and last hitting enemies to make it more challenging for your team to carry you is what ADC is about when the role isn't so overpowered that it can go to all 3 lanes.
And Riot also nerfed BOTRK and Eclipse too lol
Just play Vayne to kill tanks COPIUM
@@geraltofnivea1434 get out of lane with same items as tanks while laning vs ashe/varus/jhin/kalista. so 2k gold lead kekw. ezpz
Tanks with Grasp/Overgrowth/Heartsteel just casually running you down, pinching you into a wall and does 70% of your HP in one skill rotation
biggest problems of league consists of 2 things:
1. Every new champion has a dash, gap closer etc, and the game doesnt have enough grounding-abilities
2. Ranked queues have only 5 bans each team but they amount of broken champions compared to old champions' kits are increasing everytime a new champion is released.
CHANGE MY MIND
And there are billions of players and que time is still longer and longer.
the worst part shaco is still one of the top bans, how many more broken champions does riot have to release to finally unleash my shaco to the rift
Whole season has been a mess. First we get 2 splits of everyone one-shotting and now we get whatever this is. Always something giga OP and others so useless you are basically trolling if you pick it
summarization: extremely high nerfs to items/runes when they were strong or necessary against tank/bruiser/cc champs made tank/bruiser/cc champs extremely strong
This explains why I've been seeing tanks killing ADCs lately. Like since when did scissors beat rock?
"look at this yasuo, idk how he does it"
*like 80% losses*
Much as i love to rag on the balance team i will say this, i wish they would cut back on the patch cycle (even if just balance changes n keep doing new skins every 2 weeks) to like one a month to allow both the meta to develop and the balance team to *actually* have time to look at how things are going because with the current cycle they have like, 2 days to decide the next patch's changes, which gives them no breathing room and even leads to false positives where they think a champs weak, and decide to buff, then day 4 some new techs diacovered and the new patch they're god tier busted because they didn't have time to see how the meta develops (i don't remember which podcast it was because it was a couple years ago, but i think it was on the crackdown where they had a dude that used to work on the balance team talk about the process)
Problem is they make changes every year, just to make changes. And then they trying to fix the shit they introduced and then that spirals into whole new bag of problems.
@@ula17404what problem? Change introduces new players = more profit. Around 5 years ago I was arguing this shit with my friends, I said league is actually a great game of a greedy corporate, if only they would let it solidize its meta, but my friend was saying then it wouldnt be so big, and you can see that while rocket league, chess, cs2 and etc games which decide to not change the game a lot has always bitching and smaller more elite player base, lol is one of the biggest increasing population games around, which means more money. Its always about the money and the juice
Aka: they will NEVER let this game's meta set in. If something is working, break it so that new changes NEED to be made. Imagine having a system specifically designed to keep players at 50% wr and still reward them reaally slowly for just playing a lot, league is one of the most disgusting games out there but I'm addicted just like these damn social media viruses
You new to the game? When they used to not touch champs for ages people complained then, too.
The thing is that rn there are 2 types of cc: normal cc and irborns. The first one, u can just counter it with tenacity runes, which was just too broken cuz u made those champion useless without spending any gold, but u couldn't handle with airborns. Right now, teams are a mix of airborn cc and normal cc, which forces u to buy tenacity, cuz there are no runes at all that give u tenacity, and still doesn't feel like there is enought tenacity on the game, cuz u will get CCd for 4 seconds straight even with 3 tenacity items.
Riot is buffing and nerfing champs over 10 years and not a single champ is still in a good spot, because the changes are never ending
Jarvan is kinda the same as it was on the beginning. Buffs and nerfs are usually small, have never met people complaining how OP Jarvan is and also have never felt this champ lacks something. It is played everywhere from newbee to proplay. Design gives good possibilities to play with team but duels are also fine.
There are many supports people love and by design won't become too OP but always will be playable like Janna or Alistar
From mages Orianna or ux is also the same. This champion is fairly balanced, requires good skill and can benefit well from it.
There are few champions in every role which never run away from meta and the only way to make them slightly OP is giving them a bit higher numbers and still it won't be as annoying as current meta champs.
Yep has been the issue with their balancing for years now. They overbuff or overnerf, no in-between. I've seen this with so many champs, mechanics, items etc that I just got sick of the game altogether.
League will get boring if the managed to balance everything and people wont have anything to talk about
@@ImpatientReader that is stupid logic. I stopped playing the game since it got so boring to play vs unkillable tanks, i can't be the only one. This kind of outcome is the least desirable for any game developing team. They're failing miserably and I will come back if they fix it but others won't and the game will end up like dota
More like its impossible to balance everything. Also players opinions on whats broken and whats not are heavily biased so why should riot listen to them. Their balance team may be ass but listening to players wont change a thing, maybe doing that will make the game even more broken
Well they dont play the game... they just open for say opgg or their analyze team graph and see..
Oh this champ has 48.5% wr, lets buff him abit for 1-2% wr.
They really shouldnt stick to these 50% wr and do their balance job.
No the real problem is that riots balance team is utterly dogshit, they dont care about balance, they care about winrates, and theyre GOD FUCKING AWFUL at recognizing WHY a champions winrate goes up or down like 80% of the time
But Randuins and Frozen heart was not nerfed as well?
I think they want the game to just change how it’s played constantly so people don’t get bored with it being stagnant but they end up isolating players when they do that but in return it keeps things “fresh” for better or worse. It’s a give and take game. It’s never going to be balanced by design.
i remember this video of dantes screaming my thamn kench is shielded for 5k
Believe me, Riot knows. It's been their strategy to keep people frustrated, so that they keep playing. It works, so can't blame them.
Don’t ascribe to malice what can be plainly explained by incompetence
@@Vermilion-sol That's exactly what Riot wants you to think. Same reason why they haven't fixed their client, and taken down the better version a single guy created.
That makes zero logical sense. You may be rartraded ingame
bro is on to nothing
Even the best masterpiece of a game gets boring after some time.
hp stacking is bigger issue imo but tenacity is one for sure too
But you can build botrk!! deals %physical damage vs 300 armor * 💀
@@doke1xarmor actually counters bork
@@doke1x 5% Max Hp Physical for ranged 🗣🗣
Hp stacking is an issue? What are you playing in legit bronze? Tf are you talking about the only champs who do that are sion cho and mundo and all 3 are and have been dogshit
What baus said was for high elo, because high elo actually adjusts their runes and builds towards the enemies their playing. Everything bellow diamond adjusts their runes for the playstyle they like to play.
can happen when highest member of balance team was boosted low master with maokai after he buffed him 6 times in row, and other guy who is lead on game design is not even d4 peak, yeah 2025 is truly game changing year for their budget after they sell their 250 bucks chromas
Riot should definitely hire Baus to join the game's analytics team, having him also help them find system exploits and perform pre-launch champion testing.
For me the actual biggest problem (including outside of game balance( that league's about to have is the total lack of rewards for playing. It's not just a conplaint about wanting more f2p content, its actualy human psychology: we're incentivized to continue an activity ifbwe're rewarded by it. Getting 1 epic skin a month instead of like 5 chests and the free pass orbs will make A LOT of people quit the game. I'm not gonna say i will bc i dont wanna lie but playing games without any kind of positive feedback is gonna be miserable.
But this is a player retention/marketing category problem, baus is talking strictly about gameplay related problems.
no, you just simply addi*ctt
@@lifeasdev7480 ....I'm talking about the exact opposite issue; someone who ISNT addicted wont wanna play if they dont get shit for doing so.
Learn how to read before learning how to write.
Would also like to mention the repeat Fleet Footwork nerfs, I just took Nullifying Orb vs a Leblac Support and it nearly did more than Fleet until 18min (it also saved my life a few times glad I took it). But for a major keystone to be so incredibly bad is embarrassing.
Fleet used to be absurdly sleeper OP strong, and by the time they removed Lethal Tempo and added Absorb Life, Fleet had already been nerfed a multitude of times despite never receiving much attention from Ranged champs. Imagine if ADCs hadn't been losing to Runekeeper and instead of taking the old Lethal Tempo, which was apparently so strong, broken and unbalanceable, they took old Fleet and perma sustained through laning x300, the ADC in all lanes meta would have come a lot earlier than anticipated.
CC are op because chain cc are op. I think they could make unflinching give you tenacity when you get cced, so that the first cc you take has full duration but any chained one is halved or something, so that people can actually play the game.
That would make amumu, leona and cie still annoying, but not forbidding you from playing for 5 seconds. (Not to mention when there is a caitlyn, syndra, viego, warwick or whatever to chain their cc on top of that.)
I find it pretty cool that they added tenacity on some items, and slow resistance on some other, but it’s too few, and 20% isnt enough if you cannot fit multiple in your build.
I would put 20% tenacity on riftmaker, liandry, trinity force, sunfire, spirit visage and maybe a few other items
I would put 25% slow resistance on cosmic drive, protobelt, opportunity, phantom dancers, hullbreaker, etc
And maybe tanks could have some utility items on top of their dps, tankiness and cc:
Better anti heal
Anti shield
Some vision items
Some more pushing power
Tower taking
Auras like abyssal mask
Ally damage boosting
Ally shielding and healing
Sustain
Ult empowerment
Shields to counter true and %health damage
Out of combat mobility (I mean far from visible enemy champions, riot’s « out of combat » is way too abusable…
CC just needs diminishing returns.
Its actually insane that you can reasonably have an entire team with at least 1 hard CC per champion if not more. Yet there is not diminishing returns on CC
That is too smart and makes too much sense, forget about Riot doing it 😂
This is what I see in ff14, any cc has 100% effectiveness and more such stuns or such are lesser
Then again though riot loves to give their new champs heals for no reason. Nasus takes forever to deal with, and he doesn't even have dashes.
or just wait until the enemy uses cc on mundo instead of walking into enemy
Cc is op cuz dmg is high not cuz u can stack cc. Everyone (except full tanks) dies within a second if they cant move, even if the team is full tanks and bruisers and just 1 adc. Dmg makes cc op
ADCs are currently ranged assassins without engage or disengage or burst.
Small automated incremental balance changes of stats in the direction of the desired winrate, has always seemed like the easiest and most efficient solution to me.
A bit like a servo-loop.
Example :
1/ Let's say we deem sion balanced at 49.27%WR (arbitrarily, vased on knowledge, feeling, some smart formula or whatever. This target value can always be redefined at any time without issue).
2/ Let's say that sion is currently at 52.34% WR.
3/ Sion's WR is hence 3.07% too high.
4/ Let's define the proportionality ratio as r=1.
5/ sion should hence be nerfed by 1×3.07%=3.07% buffed by -3.07%
6/ let's define the stats selected to be rebalanced as the following : base HP, HP scaling, Q charge duration, W max HP shield scaling, W dmg, W CD, W range, W mana cost, E slow duration, E slow value, E projectile speed, E hitbox.
7/ Let's pick the 1st of these stats in the list : baseHP. Place it last in the list. Let's say it's 500baseHP.
8/ nerf it by 3.07% buff it by -3.07% multiply it by 1-3.07/100, store the value in a variable (wBaseHP). This variable should be the one defining the wanted value of each stat, without any rounding up. The rounding up has to happen separately, for clarity purposes, to ensure we converge towards the target value without any deviation caused by successive rounding ups. As a result :
wBaseHP = (1-3.07/100) × 500 = 484.65
9/ replace the stat by the value obtained rounded up :
BaseHP = 485
wBaseHP = 484.65
10/ Watch what happens Measure the new sion WR after a duration T and go back to step 2.
2/ Sion's WR should decrease since his baseHP was nerfed, let's say sion's WR went from 52.34% to 52%.
3/ Sion's WR is hence 1.73% too high.
4/ proportionality ratio : r=1
5/ sion should hence be nerfed by 1×1.73%
6/ stats selected to be rebalanced : HP scaling, Q charge duration, W max HP shield scaling, W dmg, W CD, W range, W mana cost, E slow duration, E slow value, E projectile speed, E hitbox, base HP.
7/ Let's pick the 1st of these stats in the list : HPscaling. Place it last in the list. Let's say it's 30HPscaling.
8/ nerf it by 1.73% multiply it by 1-1.73/100, store the value in a variable (wHPscaling). This variable should be the one defining the wanted value of each stat, without any rounding up. The rounding up has to happen separately, for clarity purposes, to ensure we converge towards the target value without any deviation caused by successive rounding ups. As a result :
wHPscaling = (1-1.73/100) × 30 = 29.481
9/ replace the stat by the value obtained rounded up :
HPscaling = 29
wHPscaling = 29.481
10/ Watch what happens Measure the new sion WR after a duration T and go back to step 2.
In this process, each element of the selected stats list gets rebalanced. After rebalancing each stat once, back to the baseHP :
2/ Let's say that sion is currently at 50.27% WR.
3/ Sion's WR is hence 1% too high.
4/ proportionality ratio : r=1.
5/ sion should hence be nerfed by 1×1%=1% buffed by -1%
6/ stats selected to be rebalanced : base HP, HP scaling, Q charge duration, W max HP shield scaling, W dmg, W CD, W range, W mana cost, E slow duration, E slow value, E projectile speed, E hitbox.
7/ Let's pick the 1st of these stats in the list : baseHP. Place it last in the list. The value we want is wBaseHP = 484.65
8/ nerf it by 1% buff it by -1% multiply it by 1-1/100.
wBaseHP = (1-1/100) × 484.65 = 479.8035
9/ replace the stat by the value obtained rounded up :
BaseHP = 480
wBaseHP = 479.8035
10/ Watch what happens Measure the new sion WR after a duration T and go back to step 2.
Repeat the process repeatedly and perpetually, and each of the selected stats will one after another be slightly nerfed untill sion approaches the desired 49.27% WR.
If 49.27% WR suddenly feels too weak on sion, just put a new WR target, let's say, 50%. If, for example, sion has mana problems, only select mana, mana scaling, mana regen, and mana costs, in the selected stats for rebalancing.
Do that for all champions and they all start converging towards their desires WR.
The same algorithm could be used for items, or item x champ combinations.
I considered the proportionality ratio (r), the same for all selected stats in my exemple, but a 1% change on one stat may have a different impact than a 1% change on another stat. The r value should hence actually be multiplied by a factor m[stat] (default : m=1) that varies from one stat to another, based on the average impact it has on winrate over several iterations, including iterations past to the current targetted change.
Potential issue : the impact of such small incremental changes is negligible compared to that of the chaos of all the other changes in the game. Yes, for one isolated change, but if you use averages over a big enough number of changes, the chaos should cancel out, while the averages of the stats changes' impacts on WR should stay somewhat consistent, with a certainty that could even be statistically measured.
2% tenacity per lv up to 30% from lv 1 to lv 15 , 1.2 lethality and 1% magic pen/armor pen up to 10% and 12 lethality/flat magic pen , from lv 8 to 18, nerf void staff with -5% pen , remove -5% pen from ldr but add the giant slayer back.
True, but tenacity had no effect on Zac And Sion anyway. Cut down and max hp lw item had an effect on these two in particular, but not much.
I still have no idea why wouldn't they make knock ups to be reduced by tenacity.
>be Riot Games
>add a bunch of anti tank shit to the game
>tanks suck now
>buff tanks constantly around the idea that there's a bunch of anti tank shit in the game
>at some point, start removing said anti tank shit slowly
>in some incredible twist of events, tanks become insanely strong
wow who could've EVER predicted such a thing...
I have been an ADC main for 11 years. Watched the roles ups and downs...mainly downs, and continually getting worse. Tanks, Bruisers, and Mages getting constantly pampered by having more and unique item interactions that are good for a variety of game states and enemy types. I started playing top lane Tanks and Bruisers like K'Sante, Sett, Mordekaiser, etc. to understand the lane and champs better, and I have never felt more spoiled. There's like, 5 items for every niche situation. Multiple Melees? Unending Despair. Long fights? Jak'Sho? I have never felt the 6 item limit so much than when I am playing top lane tanks/bruisers. On ADC? Item 4/5 are so tough because its like "Okay...what are the least garbage items I can build this game? Mercurial I guess since they have some CC and AP? Uh...hmm, do I want BotRK for the slow since it does nothing for my damage?" Its excruciating.
I also feel wayyyy too rewarded for the minimal amount of mechanical execution. I took some damage as Sett? Congratulations, you may now press R then W when you land to deal almost 2500 damage to the backline! You landed 1 massive AoE Q as Morde? Please be rewarded with 800 damage and points towards a massive shield.
Then I go to play Vayne and get "Oh...you dodged every single skillshot and even some on-clicks with clever stealth and brush vision? Your reward is...dying to an on-click CC. Neat."
Removing Legend Tenacity had me going from playing bruiser/tank champions to straight up assassin/mages
you don't have to remove both, you just make them both the same unique effect
the thing that counters tanks rn is unironically mages, also riot themselves said that they do this ON PURPOSE to shake the meta, they change the game regularly to keep it interesting.
ya exactly. removing tenacity simply makes most burst diver asssssin champs unplayable or insanely weak. they both hit them with less ad on items and less value from their gold so its harder to snowball, they hit them with no tenacity allowed so they are very easy to counter and so assassins became super ass.
Good. "Assassins" shouldn't be allowed to fly in 1v5 one shot adc and get out skot free. Its literally so braindead.
@Sammysapphira no its not fucking good. i main veigar, im literally forced to not play my main when enemy picks an assassin, but like holy shit its way less cancer to actually learn how to play the gsme amd position well so you dont get killed by assassins then having to play vs a mundo or cho who are quite literally impossible to kill and the fact that that starts to be the case already at 20 min doesn't fucking help.
i 1st timed tahm top (albeit in emerald) and had the most damage mitigated, taken and dealt, as well as most healing done or whatever its called as well as the most kills and assists as well as 8kd.
that should never ever be the case. i am not able to 1 tap an adc (bc of shit item changes) while playing lethality wukong, the pick that got me to 1 game away from masters last season, but im able to literally just w into 5 people, ghost and auto the adc 3 times in order to kill them because i bougnt fucking hearsteel and now im invincie and after that i bougnt a riftmaker, titanic, spirit visage and a mejai so i literally shield for full hp all the time, i heal for 5hp each auto and q and both auto and q do over 1200 damage which is equivalent to veigar ult at 1k lp and that is considered broken while me beong able to do this is all fine and dandy XDDDD.
go watch some of Wheatley's tahm games and once you encountered a decent tahm like that, you will have wished not only for assassins to beclme playable again, but even to play against prime season 12 chemtech soul rengar instead.
what this disgustong 2.300 hp assassin does in his one full rotation, tahm does in a single auto attack (and the dmg is mixed and he heals for 1/5th of your healthbar each time he dmgs you)
@@Sammysapphira then whats the point of having assasin in your team when most of them (excluding qiyana she has nice cc in her kit very strong ult) have no cc, if they cant kill they are basically useless cuz they have no utility built in kit and they lose sidelane against bruisers, they dont outscale, usually they dont have long range(zed only) one armor item and u deal negative damage?
@@k1ng298 assassins should be low elo stompers since they aren't a team base class but they shoulnd't dominate above D2/Master where coordination and grouping exists. They should be Ambushers or flankers thanks to bad vision control not diving and bailing for free.
@@DoffyDogg agreed
I'm toplaner and everytime I'm not last pick I have this reaction "Ugh I don't wanna play against that"
No one took cutdown anyway its the items being so overnerfed that made hp stackers op
the real problem is they removed all of this which he said but didnt nerf the dmg of tanks
Wowie, how crazy, who knew tanks were turbo boring gameplay due to either CC stacking and/or absolute stat sticking. How could we have possibly thought that if we removed all the ways to counter CC stacking and stat sticking that tanks would take over and make the game boring?
Give champions who have a decided early advantage the ability to capitalize and become unkillable late game
Insane that they nerfed tenacity anti-max lord doms and crit items in short succession, buff the core tank items, and wonder why people arent going to waste 50 minutes or more money on the game
They don't want balace, they want meta.
Stop say they don't "know", they know and it's part of their plan to keep players grinding.
It's so unfun to play agaisnt this, if you get hit by any CC at all in 90% of the teamfights you're guaranteed to die without being able to use half of your kit.
There's almost no need of using your cc at the right time anymore, you just stunlock people
The problem is that Riot has no clue what they're doing and has been the case for over 8 seasons.
They could've capped the max tenacity or tankbusting or whatever, like they used to do with cooldown reduction. they need to set a baseline for all those metrics and work champions and items around that.
If marksmen A, B and C can, on average, melt tanks Q, R and S in so many seconds/attacks then you move the sliders on their strengths and weaknesses around for variety. Have marksman D shred a tank faster, but they need to commit harder and spin up to be effective. Have tank T be a bit more fragile but with more utility that rewards skill expression.
if items G, H and I are the core items of almost every mage then make mage items J, K and L be alternatives for defense or utility.
Make it worth choosing something else instead of looking at what's too strong and nerfing or removing it. didnt the Helldivers devs learn that earlier this year?
While the tenacity runes were never a good idea in the first place - tenacity ought to be much more restricted in availability... Outright removing them and not doing a blanket pass on CCs was superbly stupid.
In short: There should be no tenacity in runes. But riot also needs to the legwork and do a big pass on CC durations/cooldowns and fix their past fuckups.
From crib to cradle, look at how many CCs have got their duration buffed during those runes' lifespan. A lot of CCs that havent been touched in years prior.
And of course they had to be buffed: it was optimal to take like double-tenacity setups(mercs+rune, for example). Pretty much every melee champ took either legend tenacity and unflinching, too.
This also was partially responsible for the high damage meta we've been in for so long now. If things die quicker, it follows that CC should be shorter, right?
Well, at some point, they started to powercreep CC in the game.
On the matter of durability~ honestly, in general, I feel tank durability is a fine spot. ADCs specifically feel too bad at killing tanks - but also probably too good at killing squishies(which generally just matters less for ADCs and is usually pretty unfun for everyone involved, imo). And ADC itemization is a bit~ eh. I wish ADCs would be much more "online" at 2 items than they currently are, but their ceiling(id est 4+ items) should probably be a tad lower. And if their damage profile would be shifted more toward anti-tank - like old cutdown - that'd be great.
Well, Bruisers are kinda in the middle of all of this. I know part of the league community fervently hates them no matter what they do, but they'll never feel "fair" unless they are absolute shit.
whats this music
Warwick R
animals maroon 5
Not only is cc to strong now, but also there are too many knock ups.
Assassins beating bruisers shouldn't be expected anyways. They're, by definition, supposed to be bad against tanky/tanky-ish enemies.
This is true and i think another part of the issue that is rarely mentionned is that some characters/adcs are completely absurd when it comes to killing tank (Vayne is a good example, you just can NOT play any tank when a vayne is picked because doesn't matter how well your game goes or how much hp you stacked through items/runes, %max hp true damage has ZERO counterplay and she will kills you on the spot) meanwhile the regular adcs have ZERO chance killing tank because they have no %max hp damage at all so they are just hitting targets with so much hp/armor. They seriously need to revamp all this system, nerf into the abyss all these tank killers and buff the non tank killers. Also doesn't helping that some tanks have an absurd kit while others are plain useless. Skarner revamp is a good example, should never have been allowed in the game
The problem with a player ranting about Riots balance changes is Riot doesn't play their own game anymore. So of course both parties are out of touch.
This should have no effect on Zac seeing as he is almost entirely knock up
I don’t think riot balances according to any kind of data they just listen to whoever complains the loudest (adv players)
I don't mind ADC's not killing tanks easily. I don't mind the removal of tenacity either. However, when a lot of the tank champions have % max health damage, damage that scales off tank items, or true damage also in their kits then we have a problem when the above conditions are true. Then you get impossible to kill tanks that do more damage than anyone else in the game. Then it becomes a tank meta. The leaderboard Buas showed was a bunch of players that were playing tanks, bruisers, or "tank killers" like Aurora and Azir.
Yeah, Riot's been doing this forever.
I remember years ago Lucian was too strong because of BotRK so instead of nerfing just Lucian or just BotRK, they nerf both and made Lucian unplayable.
Why they double down so hard on something that just needs a tweak is beyond me, it's been over a decade and they still haven't learned.
They either nerf too much or buff too much. They simply cannot find a middle way of doing things
One of the problems with league. The main problem is they don't care about the 90% of their player base. No one asked for Yuumi.
I play aphelios and whenever i see kench in the enemy team i just get sad. I just know my game is unplayable until i can get out of lane
The problem with league of legends are the millions of people that idolize this dude because it gives the people that mindlessly int a coping mechanism of: "the baus does it."
Dude plays brain-free champions but is actually a good player. Meanwhile, people see this social anxiety playstyle of "just proxy and don't interact with enemy," and they all think they can just PvE to win.
Bro, 200+ years of game dev experience.
Most pick om adc is the character that have cc ashe,jhin, jinx etc, because litteraly bruiser or tank can straight through skills killing them
League has a CC and a CD problem. it is not hard to understand. Knockups, displacements, knockbacks ignore tenacity and seemingly every other ability has a snare effect. You spend most of your time in fights under some form of CC or entirely unable to control your character.
Heavy CC is a huge negation of player skill and agency.
only tanky - bruiser champs can reach challenger. period.
They’re either not actually trying to balance the game or they’re really stupid. I’m gonna go with both
They're attempting to even the playing field between experienced players with skill and no-skill new players so they can encourage people to spend.
they've done things like this a bunch of times, they have a stat or a property and then it's like they regret it. Whats the point of having things like "omnivamp" or "tenacity" if they take out almost all sources it.
I'd much rather have a tank meta over assasins. The problem is when tanks do too much. Tanks should be disruptors not deal tons of damage.
Imo tanks should deal significant damage over a period of time if you let them. The problem is tanks are dealing way too much burst while you are locked in cc, so you are essentially losing every trade
This is why the game should be balanced around ADCs and I say this as a mage player. Who enjoyed Season 3 greatly.
I love to play aram and watch tanks ending with more damage than every dps. Its so dumb. Like I saw heartsteel Naut ending with 50k under 20 min. How is this possible even if you’re faker. This shouldnt be a thing
@@Nightwalk444 bro i was present during multiple tank and adc metas those are the fucking worst. Adcs get such a god complex the moment they become strong
@@Frozenanimeskelett that's true, it sucks but game feels better.
I feel like League makes the best balance changes when they try to be reactionary. When they actively try to shape the meta they always cause a mess.
Like low elo.
Top: "Ugh, another ranged top laner."
Mid laner: "Uh, another uninteractive line."
Jg: "Uhh, lets get flamed again."
Adc: "Ugh, time to be one shooted."
Supp: "Time for being flamed again."
Perfectly describes the problem atm and how it came to be. And yes, no one plays assassins in this meta because u just dont deal any damage even when ur 15/0 and 2 items ahead on everyone. All these leaderboard high elo players play champs that are Eclipse Sundered Sky and Tank Item Abusers.
theyve been doing this exact same thing for so long and to so many different things in the game, fascinating how they are only able to make stuff either completely broken or completely useless
Now they should remove double tank damage and I'd say we'd be in a pretty good spot.
Anyone with a brain saw this coming before it even went live.
Stupid to think that this changes are to balance, riot just like to keep changing whats is playable in every season, you have a season you can play tank, other you cant, a season bruisers are stupidly broken, other they are garbage, one season for assassins, one for control mages, one for adcs, but they never try to balance them, its just rotation
Everyone hates on baus for being a brain dead inter, but he’s actually a genius at the game.
How about this kind of item ability for assassins:
After being out of combat for 30 seconds get Petricite’s Blessing
Petricite’s Blessing:
Gain 50 Tenacity, you lose this tenacity 1.5 seconds after entering combat with a champion.
This kind of ability would make assassins more slippery and possibly avoid a sudden CC chain death from a tank. You could even put it on a % armor or magic pen item.
1.5s is enough to kill an assasin.
Okay and? What do assassins do against bruisers and tanks, still useless.
He is both correct and wrong. This is from the view of a previous tank main. By previous, this meant I switched from top tank this season to jungle this season because tank sucks at top lane.
The reason why his champions are 'overpowered' is because there is no counter to airborne. The duration doesn't even gets reduced by tenacity. That's how broken that status is. This can be proven in this video. Didn't he said there's a Yasuo main in high elo. What is Yasuo's CC? Airborne.
Sion, Zac, Gragas, his three main champs all have airborne. That's why he's broken. But tanks are really bad this season. Ruined King alone ruins tanks and tanks has no counterplay with that item. Almost every ap bruiser on top uses Liandry as well which does %hp damage that kills tanks. One single item kills a tank and tanks cannot or don't have items to counter these two items.
I transferred from Top Tank to Early jungler (warwick, amumu) and it boosted me from s4 to g4 in a week where I was stuck in S4 for 5 months bruteforcing tank tops like Ornn and Tahm.
This is a view from low elo and his is high elo though so he might be correct or wrong.
Tenacity doesn't work on any of Zac's knockups
Problem w league is the lack of toxicity, the game is way too kid friendly and should be more toxic.
"League's biggest problem"
Not the controls that have never been updated to actually be fluid? Not the many champions yet to receive a VGU? Not the monetisation or the champion design?
Sometimes I wonder if the devs don't listen to players just because they make every minute issue "League's BIGGEST problem"
i don't play this game anymore. but when i saw the tenacity nerfs. i knew that every champion that 2+ ways to cc and every champ that scales with tank stats would be back on the A to S rank. also nerfing every anti tank item that most marksmen buy because bruisers can abuse them is also not helping the problem.
Damn they really did that to all the Shampions?? That's crazy
That champion pool list was a lot of low cc bruisers, yone, renek, typical bullies.