Champions will be released "overpowered" because people associated fun with winning. If your champion releases at 35% winrate, even if that is long-term balanced when looking at a mastery curve, that champion& #39;s playrate will never recover.
Another thing I see, "WHAT ARE THE PLAYTESTERS DOING? THEY SUCK AT THEIR JOB."

Okay, first of all, the playtesters are phenomenal an all high diamond to challenger (and there are even master-challenger designers on the balance team)
Second, playtesters have a few different jobs during the lifespan of a champion.

1. Assess the pattern of the champ (abilities, playstyle, role, etc) and make sure it is fun and doesn& #39;t have long term problems (Note they advise here, they don& #39;t make final decisions)
2. Help make sure iterations in development align with the designer& #39;s goal. Easy.

3. Help roughly tune the champion for release. (note this isn& #39;t perfect balance, but rather projecting the winrate for players with 30, 50, 100 games and how the winrate will be on day 1 and so on
I probably missed something but those are the big points.

TLDR champ design, balance, playtesting, all hard jobs. I guarantee 99.9% of you all would be awwful at them. Give them a chance, they all want to make the game better because they love this game as much or more than you
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