Morello Might be Right on Bruisers
I know that it is cool to hate on the developers at Riot about how they deal with imbalances in League of Legends. I certainly have my own issues with Riot's design team, but I really cannot seem to disagree with Morello on Bruisers. There was a lot of mental effort on my part to see if Riot was missing something about melee, but in the end I agree with Morello. Hopefully by the end, you can see why I ended up agreeing with him.
The Start
All of this thought process started with this series of posts by Morello.
Morello goes deeply into the history of melee in League of Legends. It was really interesting to hear it all from a design perspective. Basically, bruisers are a ball of stats and this is especially true with champions like Irelia.
The Middle
Following Morello's posts, I started thinking about it. What did Irelia do? Well, she was a melee that struck fear into the enemy. She was a powerhouse that could realibly dive into the enemy team, kill the AD carry and then proceed to murder the rest of the team. Wasn't this the melee dream? Surely Irelia, a champion I really enjoy and think is cool is more than just a ball of stats?
Then I began to think about how I fondly remembered Irelia when she was strong. The fantastic sustain made it great to stay in the lane. Powerful disengage with her E allowed me to get away from aggression until I could win with my W in trades. Farming with Q was a lot of fun, dashing from place to place. Her ultimate was cool with the heavy sustain and ranged wave clear....
Wait, did all I really like about her was her stats? Surely there was something uniquely signature about Irelia, like Zed's shadows or Blitz's hook. Honestly? No, I enjoyed her power and how she played. The fact she had a floating blade and flung blades was largely unimportant to the raw strength she provided. Apart from the hilarity and cool looking Q farming, Irelia really did not have a defining ability.
Seriously, we are talking about an almost female Magneto with floating blades and all I can remember about her are her stats?
Irelia, you wish you could throw metal like me!
Morello!
Damn, the bird was right. My memories of Irelia are not about her character but her numbers. No matter what happens to champions like Zed or Yasuo, they will have a unique identity that is really cool. Irelia is just...forgettable. She simply does not have the identity that suits a champion that has really cool abilities. She is, a ball of stats. Morello was right about Irelia. If Irelia was a strong pick, it would crowd everyone else out and finding a niche for such a straightforward champion is difficult to say the least.
This isn't just about Irelia either. Champions like Xin also suffer from it, but at least he has a cool knock-back!
The Future of Bruisers/Fighters
Morello has not shared too much insight on what the future holds but I think the answer is not that far away. Champions like Zed, Yasuo, Riven are all fun champions that people enjoy playing. Some of them can be highly toxic (*cough* Riven), but the basic idea of having strong mobility and abilities that can be used without mana really serve these champions well. What if all fighters worked like Garen, Shyvana and Riven? It is highly unlikely they will ever add mana back to those champions, so why not simply take away mana gating on fighters and just let the champions fight each other in lane? Shyvana might be a bully right now, but the constant fights with Renekton serve to make a fun lane experience as each champion beats each other up.
Managing just cool downs (or energy) is simply more fun on melee champions and they rarely have the ranged elements like Nidalee to really abuse it. I would argue that Shyvana's E actually is a good thing for champions like her to have so that she has some ranged element and can actually farm when behind.
Consider Irelia. What if her Ultimate was moved to being a normal ability so that she has a stronger ranged presence? Would that be a bad thing? Surely she would need to give something up, but we all know that has to happen anyway as she does everything right now with no real counter play.
Wrap up
So I ended up agreeing with Morello. I am sure I lose some league credit with random players but honestly, Riot does a really good job with managing their game. If that makes me a fanboy, I can live with that.
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Comments section discussion too long, didn't read. I'll just chime in with some thoughts as mentioned in the article itself...
While I wouldn't completely agree with Irelia being a ball of stats, the cool-factor of most of her abilities does pretty much come down to stats rather than visible effects. Hiten Style is, in my opinion, one of her defining elements, alongside her passive; it just feels awesome to slowly overpower your opponent in a duel with just autoattacks. Arguably, Aatrox has taken this for himself now, so she doesn't have that all to herself, but then again, Blitzcrank doesn't have grabbing all to himself either when there's Nautilus and Thresh to contend with. The elements of Irelia that make her "cool" are, pretty much, the fact that she wins duels without doing too much; she activates W to boost her damage and heal as she fights, she uses E to stun when she's losing, and that's about it. Some juking capabilities if there's minions around for her Q to eat, and R has nice synergy with Sheen, but otherwise she's straightforward. It just feels cool to win a 1v3 fight, but there's not much inherently cool about her as a champion.
I must admit, Irelia was my favorite right from when I first started playing League (she was free on the week I signed up), and she's been my favorite for the past two years, even though I don't play her very often now. I'd hate to see more nerfs for her or any big changes. But at the same time, I'd like to see her in a good spot, maybe given more of a skill cap; I'd love to see her Bladesurge get a change to be more like Yasuo's dash for example, or making it a skillshot, or something similar. If you moved her R over to her normal skill bar, maybe make it build charges (the blades would hover over her head like usual); hell, you could replace her Hiten Style, maybe even make that her ultimate and make the true damage %-based or something to make up for it. There's a lot of cool little things that could be done without taking away from what she has right now, though how to balance them still is an issue; an Irelia that's too weak doesn't really do anything other than farm and throw out some damage, an Irelia that's too strong just takes on the entire enemy team by herself. So I do understand why elements of her design are a bit toxic.
I still kinda just want her to be OP again, though. Not enough to get her perma-banned like Kassadin, but still auto-pick pubstomp. Is that too much to ask? =P
Bruisers I actually think are needed more than any other type of champion class. They are the only class that can go in on a fed APC or ADC and damage then while staying alive long enough for their team to clean up. As we saw in Season 3 where most bruisers weren't viable, heck everyone but Renekton top lane wasn't played in a solo lane when it came to bruisers. Assassins, ADCs, and Burst Mages ran WILD in S3, why? Because tanks couldn't do anything (thanks to penetration changes and removal or nerfs to items like Force of Nature), and Bruisers weren't there to balance out the fight.
Defining a Bruisers role seems like a great idea but I think instead you have to clarify the other roles better. For instance, a tank should be a flat out tank not someone who will die to an ADC in 3-5 seconds. Tanks should be able to be tickled at best against a teams main damage source, while only providing utility and damage soak. Assassins and AP Burst Mages should only be able to use their whole kit and kill a squishy target (ADC, APC, or Support), they shouldn't be able to do this against a Bruiser or Tank. Supports, or rather traditional supports are the most balanced of all champions currently.
What?
Irelia's signature move is her E - its definitely quite unique and allows for some amazing plays. Thats what always made her unpredictable and difficult to deal with in the glory days.
Her current state has much more to do with multidude of undirect nerfs rather then what was done to her numbers. Back in a day of resitance stacking tank would have 3k HP with 200mr/armor and she could melt through anybody. Nowt with the penetration and itemisation changes you're often looking at 4k and more.
Tenacity in defensive tree isn't doing her passive any favours because of the way how tenacity stacks. Abundance of new champions with tenacity-bypassing CC moves doesn't help either.
I was more thinking in her Q. She can farm more safely do to that, feeling almost like a ranked champ (at least for me) and that's unique.
E is cool too, not a forgettable champ
I'm going to go ahead and assume that what is really meant by the problem with bruisers/fighters is not exactly "strength due to much stats", but rather "this is boring, this champion isn't unique." I agree with that, I'm just skeptical on how it's going to be solved, because I think that in a strict balance sense, most bruisers (and the class as a whole) is fairly well balanced; otherwise we wouldn't see so much of all the different non-bruiser classes (assasins, tanks, adc's, carry mages, utility mages, utility supports) in competitive play.
All this to say, I just hope they don't change (too much) the bruisers that are unique, or worse, eliminate bruisers from the game. As an example, I think Nasus is a decently well designed champion (although he doesn't much counterplay in a direct fight at any point in time, which is a problem with solo-Q more than Nasus imo). He is unique in his q-farm to become beast man identity, he has good play/counterplay when viewed from an overall game sense (shut him down early, OR force objectives early, OR force tons of fights always so he can't farm, etc.), and although I would welcome a little bit of additional gameplay in fights (such as a skill-shot), I think he's in a fairly healthy place.
Tl;Dr: I am fine with them reworking tons of bruiser/fighter champions such as Irelia, Xin Zauo, Renekton, etc., but don't eliminate the bruiser class of champions or hate on the bruisers that are unique XD
No, bruisers are in a really bad spot right now simply because of countless nerfs. Irelia isn't viable, Xin Zhao isn't viable and Renekton builds tank, not bruiserish.
Bruisers used to have insane base stats to make up for their lack of range or kit uniqueness but now they don't.
"Tanks and Assassins are the dominant picks and have been since basically most of S3 in the case of the latter? better keep bitching about how much I don't like Irelia/Xin/Vlad who are picked almost never in competitive play." -Morello
Morello is honestly a complete idiot an couldn't balance this game "competitively" if his life depended on it.
Also, there's a difference between bruisers/fighters and flat out tanks. (Only Renekton is the only true Bruiser still picked competitively and even now most of the time he's built almost full tank, this should say something.)
Sorry Emerald, sincerely I am, but this article just comes off as really misinformed at best and,at worst apologizing for yet another godawful rant post courtesy of Morello who doesn't even seem to watch his own game while the others on the balance team do the job he should be doing.
What about Shy, Vi, Mundo etc? Also not sure what a "true" bruiser is for you.
Bruisers have almost always built tank items. They have to because they neither have the amount of burst damage assassins, nor the DPS melee carries have. Going for raw damage items only works in bronze 5. Maybe even 4 I don't wanna discriminate anyone :D
The definition of bruisers (as far as I know), or at least the one used by Morello, is this: a tanky champion that is meant to deal damage/zone; for example, Renekton, Mundo, Shyvanna, etc. (the current OP top laners). Tanks are champions with a primarily non-damage focus (usually cc, sometimes utility), such as Maoki, Nautilus, Malphite, Sejuani, etc. And of course, many champions fall into a mix of different classes, such as J4 being part bruiser part tank, Jax being part assassin part bruiser, etc.
Being a bruiser (by my/Morrelo's/I think general consensus's definition) doesn't mean you build damage items, or are less tanky than a tank. It means you're tanky and deal damage.
I think your wrong, have all of you guys forgot about Olaf? Even tho you dont see him top anymore his still a bruiser. So is elise, lee sin and Vi. The bruiser's arent gone they have just moved to the jungle in my opinion
"Ball of stats" doesn't mean what you think it means. Bloodthirster is a ball of stats. Rabadon's Deathcap is a ball of stats. Irelia is a champion with built in tenacity, resetable dashes, a stun/slow, and true damage. She also heals damage on hit and has a ranged ammo-based ultimate.
There are many approaches Riot can take to "fix" bruisers. One approach would be to make all champions more like Irelia. Why? Because she doesn't have hard counters. She's useful with low income, and strong with lots of gold, but never becomes an unstoppable monster. She doesn't make any class of champion obsolete, and she doesn't require specific item builds to defeat.
If anyone at Riot were to ask me what I thought would be the best way to improve the game, my only suggestion would be to completely remove lifesteal and spellvamp. Just take them out of the game completely. Make all sustain from items on-hit like Doran's Blade. No more hyperscaling of sustain with damage. Then rebalance everything else with this in consideration. There would be no more need for Thornmail or Grievous Wounds. An Akali no matter how fed would have to continue playing well. Nasus wouldn't be able to 1-shot someone and immediately also heal from 50% to full. Bruisers won't have to do absurd amounts of damage with no items simply to get through the lifesteal on carries.
But hey, who's asking me, right :D
If they take lifesteal and spellvamp out of the game, champions with built in regen would completely dominate. Think about how strong Mundo would be if literally NOBODY else had any regen.
Everyone has base regen stats. The issue comes from regen that scales with other things, especially in combat. So yes, Mundo would have to have some changes. As will Swain. Morg and Akali and Nasus would need new passives. Mordekaiser would probably need a second look. Grievous wounds could also be taken out, and Warwick would have his sustain nerfed to compensate.
The problem with lifesteal and spellvamp is that those are stats that allow a champion who is ahead to completely dominate. Against a fed Nasus, it doesn't matter if you do damage to him. If he's able to land one Q on anything, he heals to full. You can defend yourself from the damage with armor, but outside of Grievous Wounds, you can do nothing to stop him from healing himself.
Conversely, lifesteal and spellvamp prevent a user who is not ahead from being able to fight at all. A Warwick might not be able to hit you for a lot if he built full tank, but he can still sustain just fine. But an AD carry reliant on lifesteal for sustain has no hope when faced with a Thornmail Randouin's Olaf or Mundo. It's basically kill or die, rather than be able to fight a bit, maneuver, kite, or something.
The whole reason armor items are so incredibly powerful is that they were designed to allow bruisers to deal with huge lifesteal on AD carries. You take away the lifesteal, and you can take away those 50+ armor items that also pack tons of utility. Or you can nerf some aspect of them.
I don't think having much stats can't be cool. You can say Wolverine's, or T-1000's superior regeneration just high hp/5. It's still cool theme.
It might feel strange on Irelia tho to be ball of stats since she looks so fragile.
If you want to nerf Bruisers, stop creating items with resistances + health. Make it harder to solve tankiness in a few simple items and create a real risk vs reward between health/resistances and damage, and a smaller opportunity cost between health and resistances.
Furthermore, mana and cooldowns have to be used as a gating mechanism far more extensively. A serious mana rework for all existing bruisers, and a review of mana across all classes should really be seriously considered as well as a possible cooldown review as well. So many bruisers are basically tanky AD 'mages' that either have good poke or good burst and are easily spammable.
Current AD builds are also generally in favour of mana-less champs, with the previous drawbacks of copping mana-regen as potential wasted stats extremely low. The restricted or sub-optimal builds of mana-less champions were meant to offset the ease they had in resource management, now there really isn't much a drawback in any way for those without mana.
That said, manaless champs should not be from a power perspective weaker, but they need to have definitive drawbacks that are peripheral from directly addressing power. It's too much of a free steroid right now.
I have no problem with you on this topic, I think you make good points.
But if you start going on about Morello being right about supports, I will tear out your throat with my teeth.
I don't understand the issue people have with bruisers. Why is there no focus on ADCs? Their damage last season was stupidly high, and it is still too high. ADC items are generally just way too good, and any champion that can work with the ADC items will be viable (Yasuo is a prime example). Three items, and you can't deal with an ADC as a tank. It's stupid.
You sir are very WRONG. Although I am an ADC main I often get to play tank or support in normal games, so I know the feeling from both sides. ADC's where at the top in Season 2 they got some nerfs in Season 3 (Removed Green Elixer, a few slight nerfs to IE-PD-BT etc.) while they did get some new toys (Blade and Statik) they were largely nerfed. This season they are even weaker. Supports get more gold so they are tankyer, deal more damage, so it becomes harder for an ADC to farm. Not to mention Support Annie one shots you. And then also tanks got buffed a LOT, with the new masteries, Sunfire and Visage. Now where the problem lies is a bit different then you think, it's either you misenterprating a BotRK, zerks WW for a tank that gets melted by ADC's or you are blinded by the kiting mechanic (which is hard to pull off against a good player and to do for a longer period of time).
As a tank. A tank.
You're not supposed to be able to deal with an ADC as a tank. You're supposed to annoy them and prevent them from killing your team while your team "deals with them." Expecting a tank to be able to go toe to toe with an ADC and WIN is the entire problem with bruisers. When you have mobility, tankiness, and more damage than an ADC, why in the world would anyone bring anything else to the table?
You are absolutely right. Bruisers have insane amount of tankiness, mobility and damage. They can basically go 1on1 against anyone in early, mid or late game. This is absurd.
The problem, however, is when you nerf bruiser damage, and nerf it hard, the top lane becomes an unkillable wet-noodle-fest, especially when bruisers have best sustain (some of them if not most are designed for jungle, you know). Personally I think jungle sustain should be incorporated in jungle itemization, runes and talents, not in champion abilities. No one will care if machete has OP sustain that works only on neutral monsters.