League has over 9000 a shit ton of playable champions. We just got a new one--Lissandra--and, to change it up even more, massive revamps to old ones with changes to a half-dozen others. Overall, 3.6 changed almost 10 champions, and many of the changes were champs that have incredibly high play rates. I'm curious, do you think this is a good thing or a bad thing?
Does adding new champions improve the game, make no difference, or make it worse?
Personally, starting the game this past winter, I was pretty intimidated by the number of playable champions. Not only did I have to get IP to build rune pages to play competitively, but I also had to save it to purchase dozens of champions. Then came learning each champion's kit, learning the dozens of items in the game, learning combos, learning how champs synergize with other champs, and so on. (For example, say I'm playing jungle Udyr. Now, with hours and hours of practice, I can build him full bruiser, full tank, or even full DPS if I want---depending on the synergy with my team... This is just one champion that took lots of fine-tuning--lots of time spent trying it out.) I consider myself now to be somewhat adept at picking up a champion and knowing how to play it somewhat effectively, but it took "maining" about 30 champs for dozens of games each to be able to do this. Not only this, but in addition to knowing how to play every champ comes knowing how to counter every champ. It's daunting for any player, and especially daunting for newbies like myself.
On the other hand, so many champions keeps the game fresh and exciting. I kind of akin the gamestyle somewhat to Super Smash Bros with a lot more elements at play. SSB is great, but I did eventually come to find every playable character mundane. At least in League, with the number of champs and number of different roles to play, it can always be fresh. Teemo jungle? Why the hell not!
Does adding new champions improve the game, make no difference, or make it worse?
Personally, starting the game this past winter, I was pretty intimidated by the number of playable champions. Not only did I have to get IP to build rune pages to play competitively, but I also had to save it to purchase dozens of champions. Then came learning each champion's kit, learning the dozens of items in the game, learning combos, learning how champs synergize with other champs, and so on. (For example, say I'm playing jungle Udyr. Now, with hours and hours of practice, I can build him full bruiser, full tank, or even full DPS if I want---depending on the synergy with my team... This is just one champion that took lots of fine-tuning--lots of time spent trying it out.) I consider myself now to be somewhat adept at picking up a champion and knowing how to play it somewhat effectively, but it took "maining" about 30 champs for dozens of games each to be able to do this. Not only this, but in addition to knowing how to play every champ comes knowing how to counter every champ. It's daunting for any player, and especially daunting for newbies like myself.
On the other hand, so many champions keeps the game fresh and exciting. I kind of akin the gamestyle somewhat to Super Smash Bros with a lot more elements at play. SSB is great, but I did eventually come to find every playable character mundane. At least in League, with the number of champs and number of different roles to play, it can always be fresh. Teemo jungle? Why the hell not!













