Together with the League of Legends, we develop our design philosophy, principles and methods of work. This year we will return to some of these changes, and today we want to talk about our modern (or functional) vision of the classification of champions and what their goal is in the League of Legends.
This will be a fairly theoretical conversation, tk. Much of the discussion is still in development, lol boost, but the mid-season update is just around the corner, so now is the time to start the story. Let’s get started!
James «Statikk» Bach
Classes and subclasses
To begin with, classes are groups of champions with a similar style of play. In the past (and in the present too), the choice of class depended more on the subject of the particular champion, and not on his style of play (hello Blitzkrank). But now the League of Legends has grown, and we realized that the classes should reflect what the champion is doing in the game, not his decoration or the weapons used.
Therefore, we took and sorted out all 130 champions by class.
Also have understood, that we do not have shortcuts.
Some classes (for example, mages and warriors) turned out to be too bloated — they covered so wide a spectrum of champions that sorting lost its meaning. For example, both Darius and Wai are warriors, but their mobility, defense, damage and role in team battles are very different. Instead of using a common name for them, we introduced the notion of «subclasses» — subspecies of the main class — to clarify the differences, break up large groups into smaller groups and note the nuances that distinguish champions from each other. Examples of subclasses are juggernauts and arrows (the latter are difficult to break into smaller groups, but we’ll talk about this later).
In general, the structure of classes and subclasses is designed:
1. Clearly outline the strengths and weaknesses of champions from one subclass. ◦ Whether you love juggernauts or not, meeting them in the game, you immediately realize that they are pretty strong and cause a huge amount of damage in melee combat. However, they are rather sluggish, so they are vulnerable to kiting and attacks from a long distance. This does not mean that we are striving to create a world full of tough counteractions, but your strategically chosen champion should have at least some unique features, in addition to appearance.
2. Strengthen the strategic component of the game within the subclass, so that the choice of the champion was influenced not only by personal preferences. «Our major updates are aimed at this. Understanding when to choose the killer power of Xin Zhao, and when — the control of Wai, is an integral part of the game skill. We want each champion to have a reason to be chosen — even within one subclass.
3. Create a common terminology! ◦ For example, if one of the juggernauts is much faster than his colleagues (because of skills, objects or anything else), the question may arise: «Juggernauts should not be mobile.» Why then is this one? » After understanding the terms, you do not have to find out each time the strengths of a particular class.
In front of you is a table of subclasses. As you can see, the names of some classes have changed — as soon as we determine the final options, the changes will appear in the gaming client and other places. Also it is worth noting that the system of classes and subclasses is rather a set of recommendations, rather than rigid rules.