What’s more healthier? Reducing damage or increasing tankiness?

The entire team··7 votes·6,642 views

I’m actually a little curious on that thought process.

19 Comments

Pierce The Veal9 votes

I think the answer is more nuanced than just increase tankiness or reduce damage.

I believe we need to sort of go back to season 2’s design. Tankiness and damage should not coexist. You must sacrifice one to get the other. None of this titanic hydra, sterak’s, and a few other “juggernaut” items that gives tankiness and damage.

This also goes for carries. Phantom dancer, death’s dance, maw of malmortius, banshee’s, abyssal mask (which I admit is not really a carry item), zhonya’s should perhaps be toned down if not outright removed.

% hp damage, true damage, and % damage reduction (the type that cannot be pierced by pen) need to be severely restricted.

On to lethality items and the can of worms duskblade opened: free damage on items that make you play around the item, and not around the champion, needs to go. That includes guinsoo’s, that includes stormrazor, and others. Items should be augmenting your champion, not defining your champion.

As for increasing tankiness, there just simply needs to be more reward for getting pure tank items. Perhaps reducing damage across the board in the way I described might also cause this to happen. Nonetheless, I don’t feel as rewarded building a randuin’s/frozen heart/spirit visage as I do building a titanic hydra/deadman’s plate/sterak’s gauge/abyssal mask/wits end.

There are two other things I would like to address. One, cooldown reduction is too easily accessible and maxed cdr is expected on most of the champion pool now as opposed to only a few back in the day. Two, there is far more cc in the game and much of it is not reducible via tenacity.

BOOSTlNG4NUDES1 votes

remove lethality and give old armor pen

Sewer Side5 votes

Increasing tankiness.

Make investing in defenses worthwhile rather than making everything tickle.

Salamencę4 votes

Reducing damage

WiegrafOfValor4 votes

Reducing Damage across the board =

More Time to respond to objectives

More Time to outplay your opponent

More Outplay opportunities

More Variety of champions been played

More Opportunity to turn around bad early game and mistakes, yours or from your teammates

More Team comps (Poke comp, Protect the carry comp, Diving comps, anything but 30 min deathballs comp)

More Build diversity, as you don't feel forced to get your lead and invest on full AD/AP/Damage builds to stomp the enemy before they can stall the game

More Carries being viable, since you can have scaling late game comps or champions that are weak early but very useful mid to late game

More interesting sieges, since it would take more time and effort to take towers

Less Problems balancing items and champions, instead of what we have now that every patch you have to jump on the champion that got buffed since now even with the slightest advantage you can dominate the game

Less Situations where you feel like you died without having time to react or you haven't made a single mistake

Less One-shots that are fun only for 13 yo kids that are playing meta champions, and un-fun to everyone else

Less shallow games where you feel like you just wasted your time

Less games where your teammates feed 20 kills in 10 minutes

I really could go on, but I have to work.

doiminat0r36001 votes

More Time to respond to objectives

More Time to outplay your opponent

More Outplay opportunities

Almost all of these can be said about increasing tankiness as well. You survive longer with more tankiness as a tank. You shouldn't have lots of time to do these things if you didn't invest in defense. Damage dealers should be glass cannons. Tanks should be the exact opposite.

I do think damage is too high for tanks though. Getting one shot by a tank at level 18 is no fun. Reduce that and you've got a game right there.

Pheobos3 votes

I feel like it would be best to do both. Reduce the damage tanks are able to out put to actually make them able to soak up damage again.

Doing both would hit on both things people are complaining about. Tanks doing too much damage, but also tanks not being able to tank and getting blown up in like 2 secconds.

I read someone give a good description of what tank damage needs to be like, a slow burn. Enough damage to hurt, but not nearly enough to kill somone within a few secconds.

AR URF3 votes

Reducing BURST dmg. sustain dmg is fine.

Warlord Rhinark2 votes

Voting function doesn't work.

Throw a vote in reduce the damage for me.

DuskDaUmbreon2 votes

They have the same net effect.

If you increase all durability by 100%, that has the exact same effect as reducing all damage by 50%, but you have bigger overall numbers.

They have the exact same meaning. Double durability and half damage are completely and totally identical for all functions.

Teriyaki Bukkake2 votes

Yeah it's a bit more complicated than that...

nm10104 votes

Not necessarily, you are forgetting that changing base numbers would affect force multipliers and buffs. For example if every champion got twice as many base defensive stats then shields would become extremely overpowered relative to the changes because armor and mr scale multiplicatively with raw hp/shielding.

Catastrophic2 votes

I think reducing damage is better because not only are champions harder to kill, but so are minions and towers. Waveclear is a huge issue in-game, but it has been worked around through baron buff.

Kled Man Walking2 votes

league's design philosophy is that "sword beats shield," because otherwise the game slows down and gets a bit stale. this has always been the way the game is - the easiest way to see this is to look at how offensive and defensive stats differ.

there's no "downside" to building more damage - only lost opportunity cost (you could've been building defense). getting more AD just makes your autoattacks and AD-scaling abilities hurt more, plain and simple. same deal with ability power (minus autoattacks, for the most part).

but defensive stats have diminishing returns the more of them you get. the higher your current armor or magic resist, the less buying more of it will do for you. those stats have to be this way, because they're essentially specific damage resistance. they're a percentage. if they didn't have diminishing returns, you could potentially be invulnerable to everything except for true damage (which would suck).

health is somewhat similar - a lot of champions have % max health damage, which is designed to be target-agnostic. sure, it technically deals more damage the more health a target has, but that target also has more health to spare. the mechanic exists to ensure that an ability will have the same general effect no matter who it targets.

so i think there's two ways of approaching this. you could either:

  • give offensive items the same diminishing returns that defensive items have (reduce damage for those who build more of it)
  • or reduce the diminishing returns on defensive items (increase tankiness for those who build more of it)

i would personally lean towards the latter, because it makes tanks more important within the meta - and as a consequence makes late-game ADCs more important, too. it does mean that games have the potential to drag out longer, but that isn't always a bad thing. it also makes sure that fighters don't drop down to garbage tier again, because they get to retain their current high-damage state for fighting squishy opponents while reducing their effectiveness against tanks.

is this a perfect solution? probably not. there's other ways to address the issue, i'm sure. and this still leaves the influx of true damage from sources like conquerer as strong as they currently are. but with some additional tuning, i feel like this could take the game into a healthier place.

ZaFishbone1 votes

Reducing tankiness.

PowerSlave9931 votes

Increasing overall damage. That is the most healtiest thing for this game!

Thaumaturge Void1 votes

Clearly what we need is a bowl of Grandma Brownie’s Chocolate Chunker Wunker Bunkers, now with more delicious chunks of Chocolate Chunks.

AugustHeatHaze1 votes

either one people are going to complain about something

Keshaun1 votes

Reducing damage would go a long way in my opinion. Buffing tankiness would bring back Season 6 tank meta where tanks would just dominate the scene while building full tank since their base damages are too high or their CDs are too low or both. I wish they would just go class by class and do an overhaul of damage/cooldown nerfs.

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