Blaming “damage creep” for current balance issues missed an array of much larger problems at hand
Greetings,
As some of you know, I’ve been playing some league again (and if you don’t know me, relax! I’m merely an old boards spammer). I can confess to not being as informed about current game strategies, balance issues and the state of the game as I once was but I know a few things.
For quite awhile now, this Boards section has been known for having a hideously large mage and tank bias while being anti-AD more or less. The fact that damage creep even gets mentioned ignores that one of their favorite classes is partly responsible for this inane concept. Cognitive dissonance and the logic people bend to resolve it, my friends. Anyhow, I digress and now move on to some of my more refined points.
Damage Creep - is it real?
Theoretically, absolutely. The same way mobility creep is; the same way any other acceleration of one hyper-focused element of the game is when it leaves other elements it is entangled with in the dust. Unlike mobility creep though, damage hasn’t really accelerated to out of control levels in comparison to the other participating aspect of this two-headed coin: defensive values. There’s little doubt, defensive values have absolutely taken a hit over the years while keystones haven’t really panned our either. Indeed, offensive keystones have absolutely been the cause of several balance issues. That said, offensive values have had their fair share of hits over the years, too. That isn’t even mentioning how many offensive items - both AP and AD - have become more expensive, have worse build paths and quite frankly, aren’t really even viable. Narrowly focusing on damage as if it’s a culprit is disingenuous to your own argument since your argument is ultimately about balance. Damage has suffered, too - it just hasn’t suffered as much as defense. I should be clear though: individual, self-sustained defense. Because defensive utility items and tema defensive contributions like shields and %reduction on allies has been a nightmare for balance in recent years.
My interpretation of damage creep is that it’s a misunderstood and often time hive-minded upon phenomena that doesn’t hold water, lacks critical thinking, hasn’t had the skepticism from the community that it deserves and most importantly: is a symptom or a byproduct of much larger problems at hand. The narrow focus and tunnel vision on this one supposed aspect of the game because of it’s catchy nature and boards-trendy popularity has actually had some negative effects on many of you: you aren’t critically thinking about much bigger problems.
Does this mean damage has never been a problem? Absolutely not, damage has most certainly been a problem - it very well could even be a problem now. That’s especially true for burst damage, especially when many champions become very bursty when that’s not their intended design pattern (in the past, a full build ADC for example). However, this speaks to a much larger problem. Damage isn’t really causing these issues. As a byproduct, it becomes glaring and visually scoffing but in reality, damage creep isn’t a big problem, one of the problems mentioned above is: individual chanpions being independently durable. Sure, some champion me like Galio, Orn and a few others have such nasty built in steroids that they can accomplish this. But others rely on defensive items, but many of these items have been nerfed down and this has pigeon holed most into generic builds that get the few viable defensive items nerfed. Lack of individual defensive prowess through itemization. As I noted, this is not a problem for team utility defensive items but those don't always get used on front liners.
Another issue is that towers continue to become weaker, Baron has become easier to do and scaling across the board is so wonky right now that the best thing to do is pick up champions that excel in skirmishes and picks that also only need 1-2 items to snowball, many of these items being cheap to boot. Is this the fault of bruisers or assassins? Well, they might be a tad too strong but the real issue is that due to summoner rift balance adjustments that continue to accelerate game pace, the nerfed down ADC items and other factors, they’ve become a beneficiary of the current games dynamics and the cherished fruit that comes with it.
Let me be clear, these are the types of changes that cause long term problems and instead of adjusting these global changes, riot nerfs champions or classes of champions or sometimes, classes of items. Another problem is poor resource adjustment. The new champions are great and that’s a positive to the game every time something new and exciting comes out. But do these champions really need to be this complicated? Riot also fixates on certain design philosophies that make stretches of new champions abusable and absurd (ridiculous mobility plus the biblical three: 3 attacks procs insane damage from this spell!). This isn’t the fault of new champions though, this is riots failure to update older champions at an equal pace. Like really, how many times do you have to rework Ryze to realize his kit and it’s design can never work and it needs to be scraped entirely. Many of the reworks have also been poorly thought out, rushed and lack the same type of attention that they need - the attention of a new champion, for example. That’s not to say there haven’t been good reworks because there have, but the bad are most certainly more notable than the good.
In reality, all of these much larger problems are for more damaging to leagues balance and popularity than this nonsense term “damage creep.” The damage is what you see but high damage didn’t make Riot rework ryze 17 times. High damage isn’t causing most of the problems in fact, it’s just a byproduct of the problems and feels the most
TL;DR FOR THOSE WHO DO NOT ENJOY READING In short, damage is likely a problem but it’s not causing the problems you see today. It’s bad defensive items for individual champions, horrible tower and objective mechanics that favor early game champions and snowballing and pisspoor champion kit rebalancing and resource management towards that. There are other problems I also haven’t mentioned, or frankly, I likely haven’t even noticed. I urge others to bring up other aspects that are contributing to this because of you do, that’s when you’ll actually have quality discussion rather than this non-sense circlejerk over “damage creep” and an argument that hasn’t evolved or progressed since it’s inception.
with just
takes half a squishies health with a single short trade right now.
that both boost survivability and damage.
.
and assassins power crept to one shot people, but when in history have assassins not been able to do that off of raw damage, and on top of it, when were they viable when they couldn't? There's a reason these were power crept, because you could do their job better with certain divers and even tanks if you left them underpowered.
who got reverted anyways
anymore because its contested with
and
's
passives. Three tank items share the same effect, that's why there's little diversity cause obviously one of these is going to outshine the others in particular situations, and randuin's didn't really help as much as it used to when ADC was becoming more bursty, which we recently toned down. With ninja tabi, randuin's, thornmail/heart, you really make marksmen unplayable.
: if you consider this a mage, she always 100-0'd people when ahead and traded really well.
: she always just Q-E'd you for half your health, I can tell you now before TLD and electro/comet she did that because I played that bullshit.
: Burst mage.
: DPS mage and still is one, I haven't really seen an aurelion sol 100-0 me that didn't have 10 dark seal stacks to justify it and he doesn't take any burst runes or masteries.
: Was and still is a DPS mage.
: If you want to talk about the mage part of this mage/fighter, she always did a fuck ton of burst damage, almost borderlining an assassin with, back in the old days of season 3, being perma banned for being way too good of a skirmisher and lane bully.
: Still DPS, although he can do a lot of damage recently.
: AP galio always flash killed everybody. New galio that goes tank does quite a bit though but I wouldn't call tank galio burst.
: She poked hard but never burst somebody 100-0 unless really fed.
: lol
: Whatever you look at him as, he all-in 100-0s all the time when AP.
: When she's meta she 100-0's when ahead, and I'd say she still 100-0s you when even. I haven't seen lissandra meta in a while but I've seen lissandras lately and they do a fuck ton and I remember when I joined and we had high elo replays I watched one just shit on everybody.
: burst mage
: 100-0'd via DPS, got reworked and 100-0'd through DPS but needed voidlings, and got another set of changes to result in the same thing. If anything he lost damage, he just gained more stuff in his kit to compensate and make him broken like his free spell shield and way too many voidlings.
: Not much really changed for her, she's still able to 1v1 people like she did in the day, she needs items to pull it off and I can't say that wasn't the case back then.
: Always did a lot of burst when ahead. We haven't even seen her in awhile since RR.
: Still DPS mage, that atm does do a bit too much DPS but not necessarily cause of runes, he doesn';t even have deathfire touch anymore, just scorch with a CD.
: Was always known as the bronze low elo cheeser that outdamaged her team, but fails to do that in high ratings, and to this day that still remains. If anything she was better back then.
: I'll give you this one.
: Maybe this one too but she wasn't around back then.
:
:
: Always did a lot of damage and was able to 100-0 somebody with his combo+ult.
: eh tbh I don't remember hay day viktor, he was bursty in recent seasons tho, definitely not being played much in RR with "all that added dmg!!!"
: You can have this one too.
: What's changed.
: Burst mage
: Its zyra, she's done this shit for centuries. Its why they struggle to make her healthy when meta, and why she struggles when she's not, because she always has to be feast or famine off kills. They tried removing her true damage passive and she still manages to 100-0 people like in the past and turn fights around.
It doesn't matter if your kits lack CC; you can purchase it. Only protobelt gives any kind of non-slow mobility, so to keep up with the item CC creep, champions are generally receiving more mobility, such as our latest juggernaut
getting 2 dashes (even if they're small).
for example: he's always had high base damages and decent scaling damage. However, with electrocute's high base damage, the
is- and correct me if I'm wrong here- essentially balanced around phase rush at this point (plus an honorary mention to
making him fairly good at proc'ing it from range). the massive slow resistance and speed boost puts a bandaid on the weakness of his kit, but he's not overpowered. Why? Because everyone has access to excessive amounts of CC and mobility. Even without his old glaring weakness being so prominent, he gives up the option of pushing his strengths to the peak, like bard does, for example.