Pinpointing reasons why damage feels high @Riot

Disembark·4/2/2019, 2:52:31 PM·78 votes·18,252 views

I know Riot reads the posts, even if they don't reply. We see a lot of "damage is too high", but people rarely know why/have stupid solutions. Thing about complaints is, that they usually have a kernel of truth even if they don't know the solution (because they are not the balance team, it's not their job to be good at making solutions).

A) Runes

This is pretty simple. Runes add too much damage for no reason. There might be more defensive options, but people will go for the offensive options. So the offensive options need to be nerfed to be in line with defensive options. Buffing defensive options is just unnecessary power creep

Solution: Rebalance damage runes. Suggestion: Nerf Electrecute/PtA/Aery/Comet/Sudden Impact/Eyeball collection etc to match aftershock nerfs. You can compensate these in utility if needed. Also remove transcendence's free 10% cdr.

Stat runes. 9 times out of 10, you go for double offensive instead of double defensive. This artificially increases early game kill potential when both opponents are rocking extra damage and not defense.

Even back in the old rune system, even if it was "optimal" to run double damage on a champion, most people would run +9 arm and +12 mr because of costs/pages. This artificially increases damage even if the "optimal" runes for old champions match current stats.

Solution: Rebalance stat runes. Suggestion: Add 4 rune trees. 2 defensive, 1 offensive/defensive. 1 offensive.

B) Items/Build paths

Couple things: items being shifted to upfront burst and items synergizing too well together.

First let's talk about AD:

Assassins: Build went from more DPSed focused like the AS-speed yommus or item 3153 , and cleaver or maw. Into full burst Duskblade > Ghostblade. Maybe cleaver. Not only does this make them do more burst damage at the expense of dps, it also makes them squishier. Double pronged attack making damage appear much higher.

Solution: Remove item 3147, compensate AD assassins with item 3142 giving attack speed again.

Bruisers: Build went from item 3078 > full tank, or item 3078 > item 3153 > full tank

into, pretty consistently, 4-5 quasi-damage items: item 3078 item 3748 item 3053 item 3026 item 3813 item 3161.

Not only does it make them squishier than a true tank build. It also gives them the burst late game to 1-shot squishies (due to carries not getting much tankier as game progresses, I will cover it later).

Solution: Buff tank items. Having bruiser items is fine - but building straight up 4/5 of them should only be if you're snowballing. Tank items should still be good choices. Nerf individual tanks as needed

ADCs: Once again, comes down to items synergizing too well together. In S3 you'd see ADCs build what looked like a mix&match (like Triforce->GA->LW for Corki. Or Athenes into deathcap for mages). I digress, Riot tried to make it more upfront burst with item 3095 changes. However, it was changed back to the IE build. Which is still better, not the best. I think IE (as well as deathcap), shouldn't be "staple" in most builds. They should be snowballing/situational items.

The item 3153 >item 3085 > item 3046 with I.E. being situational always felt really good to play and play against. It really satisfied the kiting fantasy for ADCs. Which doesn't really exist anymore past the early game. Also after those 3 relatively cheap items, you'd be more free to build other things.

Now AP:

The most problematic item: item 3285. It suffers the same problem as duskblade. It shouldn't exist in it's current state. It was much better as a niche item. Also, it has the same problems as old Morello - with more burst. Again, with synergizing too well and nerfing defensive options. Mages used to rush abby sceptre, or item 3174 , or sit on a casual item 1057 even. Or a lot of them would build item 3027 . Now? First item spikes are too good. Like Ludens and even the scaling Seraphs is too good as a first full buy.

Solution: Possible Suggestion: Remove ludens passive and compensate with stats like either more raw AP or MS. Remove 10% cdr from both Ludens and Seraphs. Can be compensated. These first items shouldn't be so good that you're practically forced to buy them first, champions can be rebalanced individually.

Items synergizing too well together really fits in here. Very stale builds for most classes and even though mages have some diversity. Deathcap/Void staff should not be staple items, but rather situational. They are too good for their price. Also, they are so reliably built because you're already at 20%/30% cdr casually from your build (most likely 40%) - with no real opportunity cost. As well as this, double pen has become too staple and isn't used for any "specific case" (such as high base damage, wanting to burst), but has become the overall "best damage option".

**Solution: ** Introduce new AP items that can fit into a 6 item build without being pigeonholed into deathcap/voidstaff, nerf item 3089 (gold increase) and item 3135 (pen %) into situational picks. And buff the stats on item 3116, item 3027, and item 3102 into viability. Even the best users of Rylais don't use it anymore - just buff it's stats instead of its slow (which is toxic).

**C) CDR **

So much CDR + ultimate cdr (ultimate hunter, presence of mind) that ultimates no longer feel important and you can easily blow 2-3 ultimates for one kill without feeling to bad. This artificially increases burst because maybe before there would be "equal burst" if everyone's ultimate cooldowns were up, but since they weren't, the burst would feel less (less ultimates in a fight). Besides SPECIFIC ultimates nerfed due to pro play like Karthus/Taric/Shen. You literally will not feel your ultimate cooldown at all in this game.

CDR also makes tanks worse. Mages/other CD reliant champions can reliably spam their abilities on tanks. Like before, a mage might have 1000 AP but only 10% cdr. Their dps would still be less than the current 40% cdr 600 AP mages (due to base damages as well).

D) Gold increase - this one isn't as important if other things are rebalanced properly. This has to do more with game pacing

Too much gold influx into the game. Tower plates, scuttle crabs, support items, heavy skirmish meta bringing a lot more early game kills. We know offense outscales defense but when this much gold is being shoved down people's throats, then it outscales it faster. Not to mention the lack of tanks being played = it becomes a burst fest when everyone starts completing big items, but doesn't get much tankier.

What I mean is: in the early-mid game, Caitlyn might do 300 damage per auto attack avg. And Rengar can burst 1100 damage. She has 1400 health so she's fine (plus maybe heal summoner). However, in the mid-late game, he might be doing 2400 burst, and she only has 1900 health now. However, she can also land some 1.5k crits. So thats what makes it a "burst fest". Truth is, at 50 minutes, this has always been kind of true (IF BUILDING GLASS CANON, I will talk about casual tank items later - I've already mentioned that items synergize too well). However, that starts happening sooner in the game. If you play a squishy, you'll realize that the early game is probably the best time for stuff like kiting.

Also, there is very little "downtime" to farm, so teams snowball and trade gold a lot because there is always something to fight for. Tower plates, scuttle crab, drakes (now on 5 min), barons (now at 6mins). Constant skirmishes lead to a lot of kills which lead to item breakpoints quickly (due to being forced to fight over OVERBUFFED scuttles and OVERBUFFED drakes).

Solution: Reduce gold from scuttle - REMOVE scuttle meta entirely actually. This will reduce the absolute need to skirmish 24/7. Reduce bountry gold. To combat this, bring baron back to 7 minute cooldown so there is more downtime to get back into the game properly. Nerf drake power (especially Mountain and Infernal).

Towers giving too much gold, and too easy to take which once again puts a lot of gold in the pockets of people (on potentially both sides).

Solution: Make towers slightly tankier, especially the inner/inhib towers. Reduce mage damage to towers - they should be viable outside of being splitpush menaces because they melt towers like butter. Which the previous mage changes would help accomplish.

Supports get too much gold. Enchanter supports build way more AP than ever, when they used to go primary tank builds. Ambient damage from runes and Zekes/AP/Redemption really adds up when you only have 1800 health. That extra 100-200 damage from a support feels really awful. Not to mention supports are bankrolling harder than ever and forego SightStone.

Disclaimer: I am a support main. They make too much gold.

Solution: Make item 3069 item 3401 item 3092 all viable options for supports to rush. Make them give tank stats primarily. Potentially mana. This will make supports feel tankier & do less damage so they don't contribute. item 3092 is actually so bad that it pretty much never gets completed.

E) Tank items suck

DISCLAIMER: This does not mean tanks suck.

Riot nerfed tank items way too hard. In return, they tried to buff tank's innate tankiness and individual kits to compensate. Like Ornn's armour/mr increase passive. Sion's HP/shield buffs. %damage reduction inside of kits. Sejuani's frost armor, Cho's infinite stacking, Mundo's MR, Etc...

This is okay in the scope of tanks - but it increases burst in the game overall since less tank items are being bought.

This is a huge problem, because now, besides actual tanks, no one really buys tank items. Getting casual tank items is awful and completely not viable. This is due to two reasons:

A) Items synergize too well together. AP users are forced to build item 3135 and item 3089 because they are TOO GOOD to pass up. You sacrifice WAYYY too much damage if you forego them. They synergize wayyy too well with AP users in the mid/late game. You can no longer go a casual tank items on mages.

This is also true with ADCs. You can't go for a casual tank item because you sacrifice wayy too much damage.

**Solution: ** I pointed this out in previous sections. If AP builds looked something like: item 3027 > item 3020 > item 3285 > item 3157 > item 3102. Then you don't lose much by getting a item 3110 over a lets say item 3165.

B) Tank items just suck

Yeah, they are bad. Make tank items actually good and rebalance tanks to suit.

Benefits/Consequences of lowering damage: Benefits

Can fulfill a lot of champion fantasies properly: getting multiple dashes off on Lucian. Stuffing 87 spears and kiting as Kalista. Getting off multiple heals as Maokai. Being able to sit in the middle of the team as Darius to get multiple heals/dunks off. Also brings back the need for wombo comboes. Addresses a lot of complaints. Makes the game "less stressful" as theres more downtime.

Cons

Mobility will be stronger. Won't be able to kill mobile targets in 1 cc duration so they'll be more forgiven for fucking up. Udyr will be an annoying shit Competitive might be slower

66 Comments

Shen MD4/2/2019, 4:40:25 PM23 votes

You're missing the point. It's not like they don't know how to "fix it", they know what they're doing, they just are not catering to YOU or me, they're catering for the asian fast-paced-game market and the competitive scene.

CrazyMonkeyCZ4/2/2019, 3:05:43 PM10 votes

Could you go more in depth after class? I actually liked to read something that makes sense. What about tanks? It is always thin ice to buff their items. What about dragons? What to do with bounties? What about penetrations?

SanKakU4/2/2019, 8:38:38 PM6 votes

There's so much wrong with your post I don't even know where to begin.

Why tanks are weak:

  1. has little to do with their items.
  2. doesn't matter if there's lots of CDR in items and runes
  3. has to do more with not enough defensive scaling(all the best tanks have good/enough defensive scaling) and also
  4. more to do with them lacking defensive keystones.

Offensive keystones don't need nerfs. Open spellbook is a joke. Replacing it and adding a fourth keystone to inspiration and resolve will mean potentially 3 new defensive keystones.

AD items are a bit problematic but can be dealt with largly by adding just a few new tank items. They could get a Randuin's Omen build up item that reduces critical strike damage by 10-20 percent. They could introduce tank jungle items. Cinderhulk isn't even a tank item, anyone can build that. I'm talking armor/MR. Another thing that can help is to give enchanters and other less damage-independent supports like Leona more agency in deciding which team slot they can play on for the team. And that means giving us a healing smite and/or shielding smite or some other kind of defensive smite that cares about your teammates other than slowing someone down to prevent them catching your allies.

Deathcap is not a problematic item. It doesn't offer any utility. It's an inferior item choice in the majority of circumstances. Rylai's is great right now. It's one of the best AP items in the game and its best users are trolling if they don't buy it.

If you want the items to have less CDR, then you might as well tell them to remove transcendence as a rune because as long as that is a rune I don't see any point to them lowering CDR unless of course you want them to buff that rune. I'd personally be in favor of them globally halving all CDR on items and then doubling the adaptive force from transcendence but I doubt they'd actually bother to do that. And I don't think it's a good idea to nerf literally 2 items' CDR just for the sake of having an excuse to buff transcendence. That's just not logical to me.

Buffing tank items will simply tell non-tanks that they should buy these items. Tanks and their runes need improvement, not their items. Buffing tank items a little bit while increasing their gold cost to give players more gold for their inventory slot is fine but you don't need to globally buff all of them a significant amount...that's just going to make players mad about non-tanks fighting non-tanks and both of them having tank items and nobody dying. The solution is giving power to the tanks, not bringing tank power to everyone. Time and time again they nerfed tank cheese such as tank Ekko and tank Fizz. So you asking them to buff tank items is betraying how little you actually understand about this game and its balance.

I think after that lecture about the items I've shown that there's more than enough about your post that is wrong that you should just rethink the whole thing and instead support someone else's ideas or reinvent your own.

I could go on about more they could do for helping damage to not feel bad but it's not the most interesting topic to me at the moment. I was just surprised by how much was wrong with your post and your understanding of the state of the game.

Sir Saltarin4/2/2019, 3:27:10 PM3 votes

Assassins: Build went from more DPSed focused like the AS-speed yommus or item 3153 , and cleaver or maw. Into full burst Duskblade > Ghostblade. Maybe cleaver. Not only does this make them do more burst damage at the expense of dps, it also makes them squishier. Double pronged attack making damage appear much higher.

But when Zed used to buy that item he was gigabroken and everyone was crying (for a good reason) about him, I dont know if ppl actually reminds how much burst there was on S3 prime, Gragas AP mid was more cancerous than any burst that exists right now to put another example.

Evidence4/2/2019, 8:26:14 PM3 votes

either die a hero or see urself become a vilain,aatrox irony!Aatrox

floo4/2/2019, 7:44:24 PM2 votes

To be honest I don't think solely buffing tank items is a great idea to fix this game, like many people suggest. What it would create is just those 2 opposites of high damage oneshotting anything but tanks once you get ahead, and tanks being overwhelming once they get ahead. The problem of people that can't afford buying full tank blowing up in seconds isn't fixed by making tanks viable. Rather make adjustments to the additional damage by items, if the changes to runes shouldn't be enough (they are probably the worst offender).

Teriyaki Bukkake4/3/2019, 9:22:28 AM2 votes

The game isn't being made for its original fans anymore. they're catering to the highest bidder: people who get hooked on action to spend money

Nyarlathοtep4/2/2019, 7:58:50 PM2 votes

Deathcap/Void staff should not be staple items,

Oh cmon now. A mage's job is to deal dmg. All mages are damage dealers. You cant expect a damage dealer to not go for these two.

and (pen %) into situational picks.

Which it already is. You wont pick void if the enemy doesnt invest in mr.

Caitlyn FTW4/2/2019, 4:36:53 PM2 votes

[deleted]

ChueyKookie4/2/2019, 9:21:31 PM2 votes

The problem with riots idea of impactful runes is that League of Legends already has over 140 unique champions with small similarities sure, but each champion is still unique in its own way. So when you add "Impactful runes" it just bloats the game and runes(:3 lel pun) everything. For example, instead of focusing on making a champion good in its own way, they put in these super impactful runes. And whats the problem with that? Well the problem is you have these horrible champions that are only viable with certain runes, and will never be as good on their own. An example is Lissandra , aftershock is so good on lissandra, and lissandra can only ever be played if she has it. Why? Cause aftershock is so broken, it gives you tank stats for a few seconds and also does DAMAGE, and takes no effort to proc, like what in the world is this rune?? One problem in this game is that when tanks are too good they do too much damage along with being unkillable and you have a rune that pushes that architype?? People are lazy as hell, they go for the least resistance path, so basically everyone goes for damage. So when you have this rune that does damage and is also giving tank stats, of course it's gonna be good. That is one big problem with the rune system, it's way too impactful in a bad way, some rune makes up champions, when the champions should be good on their own, and have differently play styles with the runes if you still want runes to be impactful. But it's the other way around where runes makes up a champion. For example zedZed , he can never win any trade in most scenario without ever popping electrocute, that is such a horrible design, zed is limited to either landing every skill he throws out or he won't ever win a trade. Zed is not broken but electrocute is. That rune makes up his early game. It's not a "play style", It's a cage that zed has to be in to even have a chance of winning lane. The current runes breaks the balance of the game and are too impactful in a bad way, sure it can be fun and you do a lot of damage which is one of the problem in this game, but they are so good that they make bad champions become good or seem good, when nothing with the champion has changed or will probably ever be changed. The other problem is that everyone is too mobile, every champion these days has a dash, a MS boost or a half across the map ulti. And so there's really not many ways to punish people. also in my opinion there is too much CC in the game, and so when you get caught with a hard CC, you will be crumble by the Op runes, the Op items that synergizes super well with each other, and the other CC stacked on top.

LuaDotExe4/2/2019, 4:49:37 PM2 votes

In response to Runes: if anything, defensive/utility Runes have been the most problematic for a long time, rather than damage. Fleet Footwork, Aftershock, Kleptomancy, Unsealed Spellbook, Ghost Poro's perpetual existence in higher tiers of play, the entirety of the Glacial Augment builds (which weren't oppressive, but are a sign that they can keep up with the damage Runes), Presence of Mind (on specific Champions, before its rework), Ultimate Hat, Relentless Hunter, Ingenious Hunter, Commencing Stopwatch...

It's also kind of weird that you'd say that damage is too high, but then say that you should nerf the defensive Mage's that options have and turn Luden's Echo into a stat stick, which would produce a pattern of lower burst damage but the same overall damage, save for the fact that you can't play around the fact that their Luden's isn't available (which isn't something people normally play around, but is something you CAN keep track of, as it reduces their damage). It also makes Luden's feel kind of bad, since its main design space comes from charging it up and getting a dopamine rush when you trigger it and get that additional burst.

I don't know how giving Assassins some Attack Speed on Youmuu's Ghostblade would be a compensation, considering they dislike Attack Speed. If anything, it would be a buff to ADCs that utilize Lethality, and throw Lucian, Miss Fortune, and a couple others into dangerous territory because of their increased synergy with an item that can already scary on them.

Additionally, "quasi-damage" is the point of the "bruiser" definition, as it simply means "mix of bulk and damage," so I'm gonna ignore that part.

ADCs are a whole other can of worms that I won't get into right now, since my opinion of them and the health of the game is kind of strong, and I acknowledge that everyone disagrees with it. It goes along the lines of a major overhaul, though.

That aside, I don't actually think that damage is too high right now, which is most likely evident in my beginning blurb on Runes. If we look into the past, tank metas are generally regarded as one of the least fun metas to play in, which automatically pushes us away from too many defensive options. On top of that, there are signs that damage has actually DECREASED-- no more DFG, Veigar R doesn't scale with your AP on top of its own scaling, Sated Devourer/Devourer/Feral Flare are gone, and Thunderlord's meta is no longer present. While I agree that we're currently in a damage-oriented meta, I think that's mostly because tanks are inefficient when bruisers can already tank well enough, rather than damage being too high. As an example, we currently have many bruisers that build Sterak's and Death's Dance, and then suddenly become impossible to take down.

TL;DR: I'd say that, instead of damage being too high, they're not actually sacrificing enough defensive power for all the damage they're building.

Additionally, gold dictates how fast the game moves, not how much damage is present. Right now, the game's at a pretty decent pace, and decreasing the gold would only serve to both bring more power to early game Champions (which thrive off of high damage, rather than bulk) and slow down the game.

YG TheyWorshipMe4/2/2019, 4:06:44 PM2 votes

Well, you just provided some very fine solutions, but you know, all of this will lead to a slower game, which Riot DOES NOT want, because "We need flashy fights for the LCS".

I also stated the pretty much similar solution in my post "Some of my thoughts about League of Legends after more than 6 years playing." The link is here: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/e1B9maEa-some-of-my-thoughts-about-league-of-legends-after-more-than-6-years-of-playing

Valhalla Rising4/2/2019, 6:57:52 PM2 votes

just gonna throw in true damage as an honorable mention

p.s. not sure if I understand correct but you seem to think supp items must be complete to obtain sightstone wards but thats actually automatically gained once 500g is obtained with your item.

Zerο4/4/2019, 12:05:49 PM1 votes

You forgot a Con: fighters are outclassed by tanks, assassins are cucked by peel supports. Which means that the fighter/assassin class is forced back into the shadows for the foreseeable future.

MysticShaker4/2/2019, 9:32:01 PM1 votes

Post it on reddit. Rito really doesn't read boards anymore (unless Mods tell them to).

Jrawing4/2/2019, 10:35:48 PM1 votes

i just made a post about how i think one of the main reasons is because of the loss of scaling hp seals. the damage boost came with runes reforged.

It should be addressed within the runes. not the items.

Z3Sleeper4/3/2019, 7:35:46 AM1 votes
Nyarlathοtep4/3/2019, 7:55:34 AM1 votes

"Casual items" = doesn't have synergies with your current build.

This still doesnt make sense.

Yeah man, 200 gold buff and better build path and better effect doesn't do anything.

Maybe because it needed it? Before it was the most expensive item and because of its build path people avoided buying it.

Not like buffing I.E. by 200 gold broke ADCs for half a season.

Adcs on the other hand rely on aa unlike mages. Mages have limitations like mana and cooldowns. Adcs only right click.

Such a small buff dude.

Its 5% more. Do you even math? At 100 ap this effect would give 40 instead of 35. I mean yeah it was unnecessary but i suppose riot did it because over the year ap items lost a lot of ap in their items.

There are no "better items" in a 6 item mage build than void staff

I really dont understand your fucking breakdown of watning void to be less bought. PEOPLE EVENTUALLY WILL BUY MR. Void is made TO PENETRATE % MR. As long as mages scale with ap, void will remain popular item.

You have yet to make a single valid point. This "discussion" (aka me teaching you the game), is over. Later. Do your research. I am not your personal assistant.

And now that the discussion is proving you wrong you turn tail and run. Classic. Oh well leave. But know this, you didnt do any research at all. Spouting nonsense like calling void not niche, HA i still laugh at the thought. But whatever, people like you will always exist. A shame because humans are supposed to be intelligent beings.

demonicthomas4/3/2019, 12:45:23 PM1 votes

Too bad you're not on the Chinese boards/servers cus then riot would listen.

Eleshakai4/3/2019, 2:23:48 PM1 votes

While I have mixed opinions about some of your points... don't hurt support income. We don't make too much gold. We still make the least gold of anyone in the game by far. We make more than in previous seasons, but that doesn't mean it's 'too much'. We deserve to be able to have fun in the game too.

LordGeovanni4/3/2019, 7:59:00 PM1 votes

you forgot mana costs mages and adcs dont run out of mana thus they poke infinitely and think less about how they throw out their spells. this isnt present in pro as much but its the prevailing strategy in solo que