I always thought about the following champ select system. You basically exactly configure 10 champs you’d like to have in the game. In the launcher, before anything happens.

When the game starts, the pool of champions is made up of all the champions that have been chosen by the 10 players. The number of available champions is between 10 and 100, right?

You pick normally out of that pool. However, the number of bans is calculated based on that formula:

  • X reprensts the count of available champions in the pool
  • Y represents the bans per team
  • For X > 19: Y = X / 20 - 0,5

What are your thoughts?

    • odd@feddit.orgOP
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      4 days ago

      Thank you! 😊

      Example:

      You join the game with 10 players right? Each of these declared a set of 10 champions that they’d like to have in the game. As a player you’d usually include those you like to play, that you are good against, or like to play together with.

      Any duplicates out of these 10 player-pools are, of course, removed. If every player by accident picked exactly the 10 same champions you’d end up with a pool of, well, 10 champions.

      If by accident, all of these players chose different champions than any other player you’d end up with 100 unique champions, right?

      Instead of picking from all the available champions, the pool is now already narrowed down a lot. You can only chose from those 10 to 100 champions.

      The number of bans is created dynamically. If you end up with less than 20 unique champs you’d not have any bans. From a pool size of 20 on, you have one ban per team (20 / 20 - 0.5 = 0.5).

      Let’s take a realistic pool. You have 57 unique champions in the pool. Every team can ban 2 champions each (57 / 20 - 0.5 = 2.35). You chose from 53 champions.

      Last example is with the biggest possible pool: 100. Each team can ban up to 5 champs (100 / 20 - 0.5 = 4.5). You’d end up with 90 available champs.