The Real "Problem" Which Exists In League of Legends.

Best Ekko NA··5 votes·3,525 views

The Long-Standing Dilemma

Essentially all the complaints from Season 8 and even much of Season 7 is related to "too much damage", "damage creep", "dying too fast", etc. These complaints might be at least slightly truthful, as Keystones added scaling damage into League which never existed previously. At first glance, it might feel like the best solution is to reduce how much damage champions can deal, but that in itself doesn't fix snowballing. Riot being able to see this, realizes that snowballing is the problem as that's what allows massive levels of damage to be obtained so quickly and aims to reduce the effects of snowballing with additional shutdown bonuses. This still won't solve the key problem, which has actually always existed in League of Legends as long as the game has been released.

Champions that have been capable of quickly bursting down an enemy's health have always been considered broken. Way back in Season 2 and 3, we had Nidalee capable of 1 hitting champions with her spear. There was Riven, when she had huge base damage on her Q, capable of being a dominating lane bully. Obviously, from there the list goes on and on of examples where champions have been super strong and capable of quickly bursting down enemies. Riot has tried many things over the years, from making Bruisers and Tanks more durable, creating new items for durability, increasing the strength of existing defense items, to flat out removing items from the game (Deathfire Grasp).

During all of these stages, there has been one outstanding point which can easily be noticed: Some champions burst too quickly ( i.e. most assassins), and others are capable of surviving for far too long (i.e. old Maokai). Regardless of how much balancing Riot does, this issue has always existed in League of Legends. There's a few factors which have contributed to this long standing problem. The primary reason for this issue comes from the openness of the systems in place. All champions are capable of using all of the Runes, and almost all champions have all of the items available to them. There are a couple exceptions in relation to the items, but it's a very minimal effect since there are only two range gated items. When all the pool of champions has access to the same things, this in turn creates outliers where certain champions can become much more relevant than others.

Understanding What Champion's Do:

Take a look at the Wiki. We'll use Aatrox, since he's the first champion alphabetically.

The first thing that should stand out right away is a big circle which indicates how resourceful the champion is in several ares.

We have:

  • Damage
  • Defense
  • Mobility
  • Utility
  • Crowd Control

In addition to this, I'm also going to toss on another one:

  • Range

From here, we have a bunch of different categories of things, and most champions have several of these within their kit.

  1. Displacement
  2. Knock-up
  3. Stun
  4. Knock-back
  5. Slow
  6. Silence
  7. Shield
  8. Speed boost
  9. Dash
  10. Heal
  11. Immunity
  12. Buff

So once again, we'll use Aatrox as our example. Looking at each one of his abilities, we can see he has the following things from our list.

Passive:

  • Range Buff [50 bonus range]
  • Damage Buff [8-16% max health bonus damage]
  • Cooldown Reduction Buff [2 second reduction per attack]
  • Heal Reduction Buff

First Ability

  • Damage Buff (25%) [Second Cast]
  • Damage Buff (50%) [Third Cast]
  • Damage Buff (50%) [Special Zone]
  • Knock-up

Second Ability

  • Slow [15-35%]
  • Displacement [Chained]
  • Displacement [Pull]

Third Ability

  • Heal [20 - 30% Damage]
  • Dash [up to 2 times]
  • Damage Buff [15-55 damage]
  • Auto Attack Reset (Buff)
  • No Animation Lock (Immune)

Fourth Ability

  • Displacement [Fear]
  • Speed Boost [+120-240]
  • Size Buff
  • Damage Buff [20-30% AD]
  • Heal [15-50% maximum health]
  • Cannot Die (Immunity)
  • Untargetable (Immunity)

That was really long! Here we can clearly see, Aatrox does A LOT of things. When you break down each champion with a similar list to this one, you can start to understand the major problem behind allowing unrestricted access to all of the items and runes. With each one of these that exists (on a champion), there's more and more chance that there's some aspect that can be abused with the right combination. For most players, including myself, the thing we want the least is the to die before we can blink. The unfortunate reality is that there's much more contributing to these issues than meets the eye.

Reducing all damage in League of Legends might sound like an easy solution but even if that was done, the next champion down the list with an abuse-able trait or damage number will be the next thing down the line waiting. Since not all champions have the same components or amount of components in their kits, even if every champion was given equal damage, some champions would still be too strong. The differing strengths of each champion is what makes them unique and defines who they are, so it would ruin the game to attempt to make them all equal. To point out an example, in Final Fantasy 14 online all of the classes have different skills but they essentially all do the same basic functions. To me, that makes for a really boring game! What exactly can be done to ease some of the problem? Well there is most likely one thing which would help certainly.

Slowing Matches Down

Many of us as human beings have our own agendas. It's difficult at times, to be glued to the computer for anywhere up to an hour, and I believe this is in part why the decision would be made to take a stab at reducing game length if you're in charge of development in League of Legends. Shorter matches mean less AFK'ing players, more matches that can be played, and hopefully more activity in-game to help keep players from feeling bored. The thought behind what Riot has been doing makes sense from a logical standpoint, but perhaps not as perfected on the execution. Naturally, since decreasing match lengths caused many of the problems to begin with, one might think reversing and slowing matches back down would be the obvious solution. There is one other way however where I believe damaged can be seemingly "reduced" without actually increasing how long matches last.

The basic idea is to implement a hard cap on damage, which would be set based on maximum health. There are already quite a few of these caps in place in the game, but all of them are related to Jungle monsters. If this were added to all sources of damage (keystones, abilities, and basic attacks), it would help once more develop meaningful game play and reduce the effects of snowballing slightly. The exact method of implementation would likely take me far too long to realistically think about and design, but logically limiting overkill damage (or just excessive damage) would be easily accomplished through this method. This is a mechanic which I believe to be under utilized, and would be a good median to help keep matches at a lower length without forcing players to deal with extreme snowballing.

In Case You Fell Asleep

In conclusion:

  1. Champion damage is too high because of snowballing.
  2. Damage cannot be directly reduced due to not all champion's being created equal and the shared aspects of the game.
  3. Hard caps should be implemented on all damage sources instead of only exclusively on Jungle monsters, to reduce excessive and over kill damage from snowballing.

Sorry for the insanely long read, and thank you for viewing my post.

Take care. :)

6 Comments

LetMeCarry19832 votes

I'm neither here nor there on this idea of hard capping damage or even that too much damage is the problem. but the thought put into this post is worthy of consideration. Bumping for visibility.

For the record, I've believed since late season 6 and onward that too much gold per kill is this game's fundamental problem. It punishes players with noobshit trash feeders on their team far too much. Reducing kill gold would give the decent players on a team some breathing room when they get that piece of shit AD carry that dies every 30 seconds or that trash feeding jungler that can't stop invading when his laners don't have priority.

Best Ekko NA1 votes

{quoted}

I'm neither here nor there on this idea of hard capping damage or even that too much damage is the problem. but the thought put into this post is worthy of consideration. Bumping for visibility.

For the record, I've believed since late season 6 and onward that too much gold per kill is this game's fundamental problem. It punishes players with noobshit trash feeders on their team far too much. Reducing kill gold would give the decent players on a team some breathing room when they get that piece of shit AD carry that dies every 30 seconds or that trash feeding jungler that can't stop invading when his laners don't have priority.

When it comes to power in relation to items, it's also slightly complex. Kills are a major source of gold most definitely, but there are a lot of other systems tied into gold which could also make it feel that way.

For example there is:

  • Passive Gold Generation
  • Item Costs
  • Minion and Monster Gold Value
  • Global Gold Sources (Towers, Shutdowns)
  • Bounties
  • Any other Gold Source (Klepto Keystone, Champion Abilities)

Even beyond that, how powerful a champion is also needs to be taken into consideration, along with the items they are purchasing and the keystones they are using. Everything ties together to create imbalance, and even if it seems obvious that one specific thing is causing issues, that may not be the only reason.

Basically, in regards to what you are saying, everything is still proportionate. If you change all of the gold income, the enemies might obtain less, but you are also obtaining less. It takes them longer to buy their items, but it also takes you longer to purchase yours. The end result is not much here actually changes. Snowballing would remain the same, your teammates would still die the same amount of times, the only difference would be that it would take the enemies slightly more time to acquire their items.

LetMeCarry19831 votes

I'm talking about changing ONLY gold income from kills. What I am actually addressing is the ratio of minion gold to kill gold. By reducing kill gold, "play safe and farm" actually becomes viable again. Back in season 5 when the game was a lot slower and dare I say, far more enjoyable. You could actually carry feeders by farming yourself a nice little lead. In season 8, it's not viable. Feeders give far too much of a lead for you to counteract by simply farming efficiently. The game is literally feed or get fed. Lowing kill gold or raising minion gold is the easiest fix without undoing all the things that changed since season 5.

Best Ekko NA1 votes

{quoted}

I'm talking about changing ONLY gold income from kills. What I am actually addressing is the ratio of minion gold to kill gold. By reducing kill gold, "play safe and farm" actually becomes viable again. Back in season 5 when the game was a lot slower and dare I say, far more enjoyable. You could actually carry feeders by farming yourself a nice little lead. In season 8, it's not viable. Feeders give far too much of a lead for you to counteract by simply farming efficiently. The game is literally feed or get fed. Lowing kill gold or raising minion gold is the easiest fix without undoing all the things that changed since season 5.

This would be assuming that the enemies are not farming minions. Any gold from killing a champion is still gold that you wouldn't be receiving from just playing safe and not also killing the enemy team. The only way to implement what you're trying to accomplish would be to remove kill gold completely, which really isn't a viable solution.

LetMeCarry19831 votes

In most elos, the average player is hilariously bad at csing. In previous seasons, kills alone wasn't enough to roll over power farming opponents. I used to win a lot of games by simply out farming everyone and hard carrying. In fact, it's exactly what I did to get to Silver the first time, back in season 6. It didn't matter as much as it does today if my team was feeding, the state of the game in those times was such that if you learned to CS somewhat properly, you could make yourself relevant enough to make an impact vs fed opponents. You had to actually be good at farming and using that gold gain to carry. I wasn't the best player but at least it was an option we had. This farm heavy style fails miserably today because the current state of the game gives far too much gold to the team lucky enough to have hardcore feeding opponents.

Kaisha2 votes

RIOT has no intention of fixing anything... nor have they ever. I mean it was the end of Season 3 when they said snowballing had gotten out of hand and they wanted to add more 'counter play' and 'come backs'...

After 5 season either they can't, or won't, but whatever the reason, its not gonna happen.

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