Where League's Champion Design FAILS (And Dota's Succeeds)

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If you played League of Legends,  especially toplane, you might have   faced a champion with what many like to call  an “overloaded kit.” What does that mean? Well,   according to this guy on reddit, and he has 500  upvotes so he’s definitely a reliable source,   an “overloaded kit” is one that just  has way too many things going on. These are the guys who have spells with essays  for descriptions, conditional added effects,   and random bull- that just got added in for  seemingly no reason. When facing such a champ,   you’re likely to be left asking  “Who the f- gave this greenlight?” With 168 champions in League, and counting,  there are definitely going to be a few that   raise an eyebrow here and there. But  I’ve identified three Champions that   just made me question what the  hell were Riot’s devs smoking. This is K’Sante. A champion with high HP, Armor,  and Magic Resistance. He’s a tank that focuses on   being his team’s shield, frontlining, facetanking  skillshots, and protecting his teammates… Until he presses R, kidnaps your ADC, dunks  on him, and hits him with the “Too Small.” K’Sante is a tank that can not only  turn into a damage-dealing bruiser,   but can also isolate a  squishy into a 1v1 situation. He also has a passive that gives him Max%  Health damage, meaning he will always hurt,   a close-range spell that slows (that  after hitting three times in a row,   becomes a projectile that sends targets airborne  while pulling them back), an uniterruptible   dash that also stuns and reduces incoming  damage, and another dash that gives a shield,   but also has increased ranged and when used on  an ally. Also, that ally gets the shield too. Did I mention that his DPS scales  off of his armor values? So unlike   other tanks who would have to build  damage items to deal more damage,   he builds armor items, which he’s supposed  to be building anyway, to deal more damage? He is a tank that took all of  the class’ weaknesses like low   mobility and low solo-kill potential  and said he’s having none of that. We also have Yone. A scaling fighter  that gets stronger with items. His passive makes every 2nd autoattack deal  partial magic damage instead of just physical,   which means he’ll still hurt even if  you build full armor against him. He   also gets free crit rate from items,  at the cost of dealing slightly less   crit damage. He also turns extra crit rate  into additional attack damage cause why not? Like K’Sante, he has a short-range damaging  ability, that after hitting twice, sends out   a projectile that knocks up enemies. It also  functions as a gapcloser as it makes Yone dash   in the direction of the projectile.  This is his primary damaging spell,   and it gains a shorter cooldown and cast  time the higher Yone’s attack speed goes,   which means he doesn’t need to build  ability haste to cast it more often. His 2nd skill is a sweeping slash that deals  both physical and magic damage, scaling off of   the target’s Max Health, that also gives him  a shield which also gets stronger the more   enemy champions hit. Its cast time also scales  with attack speed. Because of course it does. Much of Yone’s power budget also comes from his  third spell. Which places a spirit upon casting,   makes Yone dash forward, because why  not?, and gives him bonus movespeed. After 5 seconds or if recast early, he returns  to his spirit (which is an uninterruptible dash,   because Riot Games), and deals a  portion of the damage he’s dealt   during the cast as TRUE damage. Also  it cleanses any and all CC effects. Remember, Yone is supposed to be a  scaling champion that gets stronger   with levels and items but his basic  abilities are all strong trading tools,   allowing him to poke, win trades with his  shield, deal damage then get out for free. The cherry on top? NONE of his spells cost mana,   so he can just spam everything without  worrying about managing an extra resource. Finally, let me introduce you to the last  overloaded kit offender. Meet Akshan. He’s   a ranged assassin, who’s all about getting  in, dealing quick damage, then getting out. Akshan’s attacks always shoot twice, with the  second shot dealing less damage. At any point,   he can cancel the second shot to  gain a burst of movement speed. Also,   upon damaging an opponent three times with  either his attacks or any of his spells,   they’re dealt bonus damage and he gets  a shield. And that’s just his passive. He also throws a boomerang that deals  damage both ways, extending its range for   each enemy hit. Upon hitting a champion,  he’s also granted a movement speed buff. He has a grappling hook that lets him swing  around terrain, shooting a barrage of attacks   at the nearest enemy while swinging. It  also gets a cooldown reset upon takedown. For Akshan’s ultimate charges a barrage of bullets  that deal more damage the lower the enemy’s HP is.   But that doesn’t matter because it’ll almost  always be blocked by minions or structures. But then we get to his 2nd skill, which lets  him turn invisible when he’s near a wall.   But also passively marks people who kill his  teammates as Scoundrels. When he’s invisible,   he gains bonus movespeed and  mana regeneration when moving   towards Scoundrels. Upon killing  a Scoundrel, he gets bonus gold. And brings back his teammates from the dead. That’s right! This Champion’s kit is so  overloaded that he can reverse DEATH ITSELF.   You can get a Quadra Kill, but as long as  Akshan’s still alive and you’re Low HP,   you best be careful because he  can completely hijack a game. And he doesn’t even have to be  the one that gets the kill! He   just needs to be involved and be part of  the takedown. That’s already crazy–and   then you realize that this is a PASSIVE  COMPONENT built into a BASIC ABILITY. And you know what the worst part is??? Here’s my hot take: I think it has a place in the game. The overloaded kit is an intentional  design choice that adds a little bit   of spiciness to League’s roster. I mean  if every champ played like Annie or Garen,   League wouldn’t be as fun and dynamic as it is. These champs may have powerful kits, but to get  the most out of them, you need to have strong   mechanical skill and macro decision making.  A good K’Sante is a nightmare to deal with,   but a bad one will have lost their team the  game from the champion select screen alone. Overloaded kits don’t necessarily mean unbalanced,   and they’re aren’t just a result of Riot’s  game design. In fact, DotA has them too. This is Dawnbreaker. She’s a tanky Strength  Hero who wields a big hammer that she can swing   around to slow and then knock opponents  up in a three hit combo. Sound familiar? She can also yeet the hammer to deal  damage from a distance. When she does this,   she creates a trail of fire when the hammer  returns to her, dealing damage again and   slowing enemies. She can also recast this ability  early to dash to the midpoint of her hammer throw. She also has a passive ability that  guarantees a critical hit every few attacks,   and this crit heals her for up to 50% of  the damage dealt if against another hero. Finally, Dawnbreaker’s ultimate lets her  create a healing field on a teammate which   also damages opponents. After a short delay,  Dawn slams into the ground of the field,   stunning enemies caught inside  and dealing even more damage. Oh, and it can be cast on any teammate,  regardless of where they are on the map. That’s right, it can heal your  entire team, deals great damage,   stuns, and has a global cast  range. It’s Shen Ult on steroids! Speaking of steroids, this is  Marci. Don’t let her looks fool you,   this girl is secretly Icefrog’s  take on making a Jojo character. She has a flip, and while her version  doesn’t deal Max% HP damage like Singed,   it has its uses. When used on an enemy, it deals  damage to them and in an AoE upon landing, slowing   all opponents hit for three seconds. You can also  flip allies, letting you save them or… troll them. She can also dash to a teammate, leap off of  that teammate and deal damage and stun in the   landing AoE. Also, the teammate gets a movement  speed boost cause IceFrog. So this single basic   ability gives her damage, reliable CC, insane  engage range, an escape tool, and a teammate buff. And a passive that gives her and a  chosen nearby teammate bonus damage,   lifesteal, and shared lifesteal as  long as they’re near each other. THEN we get to her ultimate which gives her  a movespeed buff and turns her basic attacks   into Hail of Blades with a 1.5 second gap between  flurries. And each of these flurries releases a   shockwave in a massive AoE that deals damage  and slows both movespeed and attack speed. It doesn’t sound that oppressive until you  realize that Dota has an item called Basher,   which gives you have a chance to stun with your  autoattacks. With a minimum of 4 hits per flurry,   you’re pretty much guaranteed to  proc it on a target every time. Oh, and you can also build crit in  there too to just delete someone. And speaking of deleting someone,  please let it be Nature’s Prophet,   the final hero that I’ll be talking about. If  you’ve played DotA in the past year or two,   you’d know how oppressive this guy is both  in lane and throughout the course of a game. Also I’m salty about TI3, Na’Vi should’ve won. This smelly old man can spawn a ring of trees at   will and enemies caught inside the  trees will take continuous damage. This sounds simple, but if you don’t have  certain items or a built-in escape tool,   you don’t really have a lot of options. He’s  a ranged hero, and can just attack you while   all you can do is stand there while he whittles  away at your HP bar. That’ll teach you to litter. Next, he can teleport anywhere on the map.  That’s honestly already a really strong ability,   but then Icefrog decided that it needed more  power. So now, you’re given a buff to your auto   attack damage after completing the teleport.  And for some reason, that damage buff becomes   an increasing armor buff. Why is that a thing? I  have no clue. Icefrog works in mysterious ways. He can also convert trees into controllable  treants. Most people will group select them   and A-click them to the nearest tower, but  creative NP players will use them to scout,   stack camps, farm, tank  spells, and bodyblock enemies. And for his ultimate, he creates a bouncing  bolt of energy that increases in damage with   every target hit. With global cast range and  bounce range. It’s an insane tool for farming,   pushing, and counter-pushing because its  cooldown is so low for an ultimate ability. Sounds like he can do it all. That’s  because he can. He’s been played in   every position, from Carry to Hard Support,   and always finds a way to stay relevant  in the pro scene and high level pubs. And recently, people have started playing him  as a ranged assassin with global presence,   TPing in, making some trees, and  right-clicking someone to a slow   and painful death because they were to  cheap to shell out 100 gold for a hatchet. And then you get caught out like the squishy  you are because you have no mobility. And that’s where League and DotA differ when  it comes to overloaded kits: DotA heroes have   a clearly defined weakness that no matter how good  you are as a player, you won’t be able to overcome   them. These exploitable flaws in their kits are  what prevent them from being completely broken. Let’s take a look at Dawnbreaker and  K’Sante. Both are beefy bodies that   have no problem frontlining their team.  They both have a similar gameplan as well:   don’t engage the enemy team, wait for them  to engage and counter with your spells. But here’s the thing: Dawnbreaker needs items  to fully enable her kit. Without Shard or BKB,   she can get CC’d during her Starbreaker,  wasting it, and without mobility tools like   Blink Dagger, she’ll have very few ways  of closing the gap on distant enemies. But by spending gold and  item slots on these items,   she’s hurting her DPS by not spending  on things like Desolator or Harpoon. K’Sante doesn’t have such an opportunity  cost when itemizing. He can just build   whatever tank items he wants, and  he’ll still end up dealing more   damage than the enemy toplaner because  his DPS scales off of his resistances. When playing Dawnbreaker, you can’t just  go all in on utility, tankiness, or DPS.   You need to itemize accordingly when using her,  otherwise you’ll be a tank that deals 0 damage,   or a bruiser that gets stunned, kited, and killed  before she even has a chance to throw her hammer. While K’Sante can also get kited because of his  predictable engage pattern, he’s still a tank,   and that’s time, damage, and abilities  being wasted on you instead of your   teammates. You’re doing your job, but if  and when the enemy steps out of position,   you can punish them and solo  kill them with your ultimate. Then we get to Marci who needs  items to scale into the lategame,   but she does not farm fast. She has very  little farming tools built into her base kit,   and she can’t reliably take neutral  stacks without committing her ultimate. Her win condition is to snowball from an  early to midgame lead. If you can’t make   an early impact or end the game before your  enemy hits their powerspikes, you’re in for a   rough time when the late game comes and you’re  underfarmed compared to their 6-slotted Sven. Yone, on the other hand, is meant to be a scaling  champ. His win condition is to not feed during   the laning stage because he farms fast and scales  harder than most other champions. However, that’s   not that hard when you have all the trading tools  he has like a shield, dashes, and a poke tool. If the Yone knows what he’s doing and doesn’t  die to anything short of a Jungler gank,   good luck trying to outscale a  champ that gets 100% crit rate   from building just two items. And  even when you do beat him in lane,   he has the tools to come back from behind  because of how well the champ scales and farms. As powerful as it is, Marci’s ultimate is her  biggest downfall. The majority of her damage   output is gated behind this single spell.  If the enemy team successfully disengages   and waits out her ult time, they’ve  effectively rendered Marci a non-threat. This is in stark contrast to Yone, who can  whiff his ult and still end up doing the   most damage in a teamfight because  of all the other tools he’s given. Marci also has high mana costs relative to  her mana pool. So even if her kit gives her   a strong early game and laning stage, she  won’t be too dominant because she just can’t   use her spells too much. Meanwhile, Yone  doesn’t even have a mana bar to worry about. Finally, we get to Prophet and Akshan.  Both are ranged heroes with high damage   output through their autoattacks  and are highly active on the map. They’re also both quite squishy.  Prophet and Akshan will both get   popped if someone gets on top  of them and locks them down. Yes, this is technically Akshan’s exploitable  weakness, but remember he has a grappling hook   and can remain invisible indefinitely. So  who has the mobility to catch up to him,   the CC to contain him, and the damage to  kill him before he kills you? Besides Yone. Also, Akshan’s grappling hook resets its  cooldown on takedown. So he can swoop in,   get a kill, then get out. You’re supposed  to be able to punish assassins when they   go for the all-in, so giving them a  get out of jail free after killing a   key target doesn’t sound fair. I mean,  isn’t that why they removed Duskblade? Compare this to Prophet,   who has to commit to a teleport as it  has a 30 second cooldown at max level. And that’s not even mentioning the fact  that Akshan’s kit still grants him a shield,   movement speed, instant waveclear, mana  regen, and the ability to bring back the dead. Am I saying that DotA’s character design  is better than League’s? Not necessarily.   I still think there are stellar examples  of well-designed League champions with   clearly-defined weaknesses. For example,  Jhin, an ADC who is often hailed as the   best-designed champion in the game,  can’t kill tanks and has no dashes. Now I also acknowledge that I’ve probably  made all of the champions listed in   this video look way more powerful  than they actually are. Truth is,   none of these champs are doing well in terms  of winrate (except Akshan because f- that guy) That’s because Riot, to compensate for these  champs having so much power in their kits,   has to intentionally keep their numbers  low so that they’re not too oppressive. But to me? Simply messing with damage  numbers and calling it balanced sounds   like lazy game design. I’m  looking at you, Bethesda. But I’ve gotta give credit where credit is  due. It’s nice to see that Riot are taking   a step back and releasing champions with  kits that are much more straightforward,   like Naafiri, an assassin who doesn’t have  a get-out-of-jail free card, and Hwei,   who’s the first midlaner in  years to not have a dash. We know that Riot can continue to  create unique and engaging champions   without having to resort to making another  K’Sante. So, hopefully they keep doing it! After all, what else are they gonne use those  200 years of game design experience for? If you liked the video, or are interested  in more DotA and League content,   be sure to hit that like button, comment  down below, and subscribe for more! Ace Out!
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Length: 15min 46sec (946 seconds)
Published: Thu Mar 07 2024
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