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-"hurr durr stop crying over ranked, I"m too good for normals anymore and treat it like bots" yeah well STOP FALLING INTO THE DUNNING KRUGER EFFECT.
cmon man, I just won a normal game going Revive/Smite Jungle Kayle and I built all 3 jungle items at one point (sold 2 of them by end game though because I got so fed). You're also Bronze 1 after 60 games. Just accept that you suck, it'll make it easier.
"I'm no hero, never was, never will be. I'm just an old killer hired to do some wet work." - Solid Snake.
If Thresh's Q needs a nerf Blitz's needs one first because it is straight up better.
W to Jungle, or ADC if at an advantage. Q, hit ADC, then Q again. R, then E into wall. Now they're damaged, can't move, and you just pulled a damage dealer to them on top of that. gg. Blitz can't make half the plays Thresh can.
Are you in the LCS if you understand it so well then? Only 1000 out of over 50 million worldwide do.
Yes, yes: it's very funny when you demand stupidly high levels of dubious qualification to counter your understanding of the game, which was put forth to make you seem downright deficient in both knowledge of League of Legends and reasoning in general.
I've explained the joke, so now it is dead. Move on, please.
If the game is completely balanced, it becomes boring.
This is the dumbest thing I have read today.
EDIT: By far,
Although I can understand your point of view, he is actually right. The game is not meant to be balanced, it is instead balanced through a concept known as "perfect imbalance" - which means, in short, that balance is formed around champions excelling at certain aspects and failing at others, allowing for intelligent counterplay (jokingly: when everything is overpowered, everything is balanced). This is what keeps a huge champion pool viable (read: not fotm, viable), as long as you play towards the champion's strength (sometimes requiring your team to also play accordingly as well). Conversely, in a game of perfect balance, champions would be much more similar and odd mechanics that make champions fun may have had to be excluded. This would lead to much staler game play and a much less varied champion pool.
This isn't to say the idea of "perfect imbalance" will always beat out proper balancing, but it is ideal in the moba genre where you want to add in and build a multitude of champions around fun mechanics rather than how it lines up compared to other similar champions (we have seen many red posts saying how it is bad practice to compare two champions directly, due to different design decisions and values placed on "utility"). Of course, this doesn't take into account the numbers on the abilities, which is arguably the hardest thing to tune while keeping a champion both fun and viable and while keeping the game feeling "fair".