Why does everything in this game have to scale like crazy?
I mean... remember the old days, beta, when we had like... Ap scaling... and well... that was it?
Mages were the bursters, Marksmen were the DPS, Tanks were... well, tanky.
Characters were able to be designed around basic numbers, that stayed the same during the duration of the whole game. That meant not every damn character did insane damage.
Therefore Champions could have skills that made them be unique.
I mean, look at Beta Rammus. Hell yeah, he got shitton of armor and magic resistance and had a 3s taunt, but that was his deal. He didnt do no crazy shit damage like tanks these days coughSEJUANIcough, he had other reasons why he was a threat. Loosing your DPS for a full 3 seconds, that was mean. But it was why you tried to take the character down. He didnt kill anything, but he was still a threat, and he could be like that, because static numbers allowed the balancing team to actually work around stuff.
Or look at Beta/Season 1 Tristana.
Then came the AD ratios... Oh hell, the AD ratios... They were like.. the beginning of the end. Suddendly, every skill had to scale, making ADCs start to burst the hell out of you.
And look what we have today, fuck, we have armor and health scaling into damage...
And whats the result? Everyone in this game is a damn damage dealer, and it seems like giving champions tons of damage is the only way RIOT knows to make them efect the game.
Where are the unique features? Where are the others reasons to focus a tank, other than "He will kill you if not!"
And dont get me started on crit chance... Why exactly do we allow ADCs to just double their damage while still building a standard DPS Build?
This is actually one part... maybe the only part... that I would love RIOT to learn from DotA. No scaling at all. There are controle mages, they stay controle mages, they dont become nuke controle mages. You want a nuke mage? Pick a nuke mage. But then, thats your role. You get nuke, but sacrifice CC. You want a DPS? Ok. You get a DPS. Your abilities support your DPS. Crit? No sir. Theres one item that gives you a 15% chance to deal 175% dmg. Thats it. You wanted Damage per second, not Burst per second. But Items that support DPS, be creative. You want a Tank. Go ahead. You are a tank, and you are either very good at controling a fight or debuffing/disrupting the enemy. You get focused because you are really annoying for the enemy team. You want an Assassin? Awesome, YOU are the one who gets crit, through your abilities. Or you get the big finisher moves, so you can swing in and finish that ADC out.
You get ALOT of creative freedom with your Champions and Items, when you dont have to account for crazy scalings, that basically allow only ONE way to build: The one that maximises your dmg output.
I mean... I know its way too late for that. You cant change the whole game. YOu have your powercreep running, and honestly, I dont really think it is still able to get it under controle...
Which kinda makes the whole thread pointless now that I think about it... A screw it, I wrote all this, i will just make the post anyway, dont really want it all to go to waste...
So here we have it, pointless thread, mourning about something that is way too far gone to ever be reversed... Spilled milk and so... (is that a thing in english? It is in german...)
Scales shields in three different ways. I personally think giving enchanter items free +% Heal/Shield power was a huge mistake of powercreep.
's cage, or
whole... And if they have more CC, they are often weaker to compensate (
- see her E,
's QE is like that, but on HUGE steroids) and their damage already pays for it. You can't just say one mage is nuke, the other is control, one should deal no damage and the other should have no CC, because that would suck the variety you are complaining is lacking already.
