FalseoGod wrote:
I think they should've done this in waves: new identity first, new items later. It's already hard to balance around these champs new identities, but doing that at the same time as having to balance items that can affect any ad scaling champ is insane and it'll most definitely seed frustration.
Riot has a very evidential history regarding introducing two changes at the same time and just ****ing **** up. We remember Cinderhulk earlier this year, where not only did they nerf warrior, but they also buffed Cinderhulk greatly as well as buffing the champions that want Cinderhulk. There are numerous other instances which I can't remember off the top of my head that makes me about how it's just so odd how they can't make big changes without making the changes even bigger than they need to be. It's not difficult to buff one thing or nerf one thing and only do that. Buffing and nerfing or buffing and buffing two closely related things simultaneously only serves to **** **** up.
Admittedly though, if Riot wanted to **** **** up, preseason is definitely the best time to do it.
Imma 'bout to end this man's whole career My rather unimpressive and slowly growing anime list! Currently watching:
Nisekoi: False Love |
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Latest Legend wrote:
Why?
I'm just assuming it's because overshooting a buff generally causes a much larger detriment to game health than overshooting a nerf. There's flaws with that rationale, but it's a good General basis to go off. It really depends on the change itself, really (such as jungle item nerfs earlier this season causing a very large outcry and negative impact on the state of the game).
Basically this;
If something is released in an overpowered state, (EX;
Ekko), it can be systematically toned down over the next few patches until at a decent level of power. (
Ekko currently considered to be decently powerful, but not overpowered, despite people still crying about his ult.)
If something is released underpowered (EX;
Tahm Kench) Rito has to attempt to buff either dramatically or many small buffs over a few patches like in Tahm's case. Either way can often render a champion overpowered, such in the case of Tahm. Tahm's kit was volatile to buffs because of the power his W already possessed, and his buffs drove him to be one of the most contested picks in worlds.
Now, both of these things gets the communities panties in a bunch, but the first one is the least "bad". We all mostly expect this out of new champion, item and rework releases by now. The second one has the ability to disappoint us twice; once when the product is released in a poor state, and again if it gets overbuffed and has to be nerfed.
If something is released in an overpowered state, (EX;


If something is released underpowered (EX;

Now, both of these things gets the communities panties in a bunch, but the first one is the least "bad". We all mostly expect this out of new champion, item and rework releases by now. The second one has the ability to disappoint us twice; once when the product is released in a poor state, and again if it gets overbuffed and has to be nerfed.
OTGBionicArm wrote:
Remember folks, it's easier to have to nerf it after launch than buff it.
I think there is some truth to this. Having something be too strong will encourage more people to try it and they might continue to use it when that thing gets balanced. If something starts off weak, it gains a bad reputation that is difficult to overcome even when it gets strengthened later. I keep thinking of how badly




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