Countering Damage Creep.
Hi all this is one of a two part long post that I am gonna be making in regards to mobility and damage creep in the game that damaged the quality of the league. First of all, as a league player since S4 I can tell that the game has gone to the drains because of the high mobility and damage that is in the game. Now it's all about burst or be bursted so I wanted to talk about ideas on how deal with damage in the game.
First of all, I don't think that nerfing damage or doing extensive reworking of the runes reforged system is a good idea as it has become a fundamental part of the game, however what I do believe what should be done is buffing of the defensive power and items in the game so that it's on par with the damage. Tank items such as
and
are ineffective due to physical damage being so strong and that there are too many means to bypass it and practically deal true damage. Mages have gained HP close to juggernauts but are still dying quickly.
So how could be done? Well, here is a list of things that should be done:
1: Increasing the HP of all champions:
All champs will gain an increase to their HP, but not all of them will be getting buffed by the same amount. Champs will get a boost to their HP based on their role, damage potential, need to soak up damage etc. Etc. This means that Champs like Marksmen, assassins will get a low boost to their HP and HP scaling while champs like Tanks and Juggernaut will get a much bigger boost due to their role as tanks and lack of mobility respectively. there will be expectations as some champs will benefit more from HP buffs while others will need more HP so as to not fall behind and become unviable. So don't expect all champs of the same role to get the same amount.
Example:
Marksmen, assassins, burst and artillery mages and light Skirmishers will get:
131+7 per Lv up to +250 HP at Lv 18 (in general).
Light divers such as 
and
, heavy Skirmishers such as
, Enchanters, Battle mages
155+10 per lv up +325 HP at lv 18 171+12 per Lv up to +350 HP at lv 18
Heavy divers such as
and 
203+16 per lv up + 475 HP at lv 18 219+17 per lv up +525 HP at lv 18 227+19 per lv up +550 HP at lv 18
Juggernauts and tanks(Varies due to sustain or shields in kit).
307+27 per lv up +800 HP 243+21*17 per lv up +600 HP
The reason why some champs should have higher HP is because the damage in the game is way too high and by increasing HP, survivability will increase, making it harder to snowball at the early game. In addition, this will make resistance items more effective on champs like tanks as they now gain more HP and thus scale harder into the late game. However, more HP means that HP items gain an indirect nerf due to everyone getting more HP overall. Expect for Mages, The only buff to resistances will be to items as tanks are by far in a bad position and need improvements to their items to better tanks the damage there is in the game they should have higher Base HP in order to be naturally tanky.
But why not increase the base resistances of champs instead? Well The reason why I don't think that is viable is because You don't get as much survivability scaling overall than by increasing HP growth. And like I mentioned earlier, tank Items also need a buff so by buying a tank item and champs are gonna be getting a lot of resistances from items in the late game when they stack armor.
Let's take
vs
as an example.
has 580 base HP and 39 Armor at Lv 1.
has has 625.6 base HP and 33 Armor.
has 580*((100+39)/(100)) ▸ 806.2 effective HP vs Physical damage
has 625.6*((100+33)/(100)) ▸ 832.048
you add 10 extra armor and you are gonna get
580*((100+49)/(100)) ▸ 864.2 for
and 625.6*((100+43)/(100)) ▸ 864.2 For
.
That is increase of 58 and 62.56 respectively, so adding more armor to champions is not gonna increase their survivability that much, not with all the damage there is in the game.
With my formula however.
(juggernaut): (580+307)*((100+39)/(100)) ▸ 1232.93
(Skirmisher) (625.6+131)*((100+33)/(100)) ▸ 1006.28
Both champs get a sizeable boost to their survivability making harder for both to kill each-other in the laning phase.
2: Improving Physical damage mitigation.
Most tank items nowadays are just picked for the stats and rarely take the passive into account. Right now we are in a meta where tanks are no longer a core part of a team comp, and while they shouldn't always be on every team, they are still a powerful addition and shouldn't be overlooked.
However defensive Items are not really considered good atm and need a modern update to keep up with the game. In addition, most of the damage in the game right now is from either combo or AA based Physical damage dealers, meaning that a counter to those champs should be in place. People have always wanted to have better protection from those damage dealers and make armor more viable, so a good change would be to add a few new Items to the game while changing
into becoming more consistent defensive item(it's gonna take something good from a boot item I will discuss later on in this post).
The big problem is that AD Caster's have replaced Mages by a long shot and thus, AD champs that are ability reliant alongside AA champs have become too strong, especially as AD caster have no legit counter item that stops them from bursting someone down to 0 in less than a second in this damage meta. Mages in the past had to get enough AP to make
and
effective but AD casters and assassins only need a
or another core item to gain a power spike and dominate the game. In order to stop that, strong early game defensive items should made to stop them from snowballing out of control.


:
Will no longer reduce AS but instead should have
's passive. New, Solid Steel, reduces 15% AA damage instead.
I don't think that getting hit by an fast attacks and have a AS slow on the target makes for a reliable AS counter. Having an Aura where you have a surefire way of reducing it is better and why only Frozen Heart has it now. In addition. Items like {{item:3075} suffer from the target having slow AS has they rely on them hitting fast to deal as much damage back to the enemy. Also, as many people take Tabi's against melee's having
reduce AA damage instead of tabi would make it a more viable armor item while also giving people more options in which boots they want.
:
95 armor 400 mana 20% CDR UNIQUE PASSIVE - HARDENED: Reduce all physical damage taken by 10%(Does not stack with Solid Steel) UNIQUE PASSIVE - ICY CORE: Reduces the Physical damage done by nearby enemies 5% and lower their Attack speed by 10%
Frozen Heart should be _the _ anti Physical item, so with it now reducing raw physical damage should the go-to item for tanks if they want to stomp all an all physical team comp. the passives from the item stack, reducing the damage the user takes from physical damage by 15%, making it on par with other Armor items. However this means a slight increase in cost and decrease in armor due to the raw damage reduction and a weaker AS slow.
New Item; Iron Veil:
Cost: 1100(
+
) 20 Armor 250 Mana UNIQUE PASSIVE - BLADE WARD: If you would take physical damage that would reduce maximum health below 30%, you first gain a shield that absorbs 150-400(based on level) physical damage for 5 seconds
This is the first ever Physical shield item, allowing players(especially mages) to better survive champs that like to
and other bursty physical damage dealers, it will also building into another Item that I had in mind.
Builds into {{The Bladebreaker}}
New Item{{The BladeBreaker}}:
Cost: 3200
70 Armor 40 AP 20% CDR
UNIQUE PASSIVE - ARCANE HARDENING- Reduces damage from Physical abilities by 5 +2% per 100 AP up to 15%
UNIQUE PASSIVE - BLADE WARD: If you would take physical damage that would reduce maximum health below 30%, you first gain a shield that absorbs 500 physical damage for 5 seconds and grants LIFESURGE for 8 seconds, Granting +35 AP, increase your total AP by 5% and restores 1.25% total mana per second(0.05 Max HP for Manaless champs such as
and
) (60 second cooldown).
This item would be the perfect anti-assassin item For mages, unlike
, This suit mages that want to continue fighting instead of being put into stasis and become an invulnerable statue of pain.
Just like
items, Hardening has a priority list on which passive works. HARDENED(also overrides Solid Steal) > ARCANE HARDENING.
3: Boots Rework:
3.1: Ninja Tabi:
As i mentioned, I felt that
has become the go-to item for Physical damage and Really it's shouldn't be what people should be rushing as it makes it a too predictable and reliable pick against AA champs. Instead it should grant abilities more inline with evasion;
New passive: Avoidance: Reduces the damage taken from AoE by 5%(not DoT like
's Q)
Now grants 10 armor and 10 MR
This means that Ninja tabi will be the boots you take if you need to mitigate damage from AoE.
3.2: Mercury Treads(and tenacity):
For starters, Tenacity needs to be applied to displacement expect Grab attacks from
,
and
. That is a change that has been looooooooooooooooooooooooooooooooooooooooong overdue.
Second; it now grant HP instead of MR because there are AD's with some powerful CC.
+
=
4: Towers:
Keeping this one short 'n sweet:
Outer towers:
HP 4500 Damage: 222 Damage at 7 minutes: 264 Armor and MR:70 Resistances after 15 minutes: 100
Inner towers:
HP 4500 Damage: 252 Damage at 27 minutes: 332 Armor and MR: 70 Resistances after 30 minutes: 100
Inhibitor towers:
HP 4800 Damage: 270 Damage at 37 minutes: 390 Armor and MR:100 Resistances after 45 minutes: 100
Nexus towers:
HP 4500 Damage: 252 Damage at 37 minutes: 372 Armor and MR: 70 Resistances after 45 minutes: 100
FORTIFICATION Now last up to 10 minutes instead of 5.
NEW Passive: Warmed Up: after getting all stacks of Warming up. Turret shot now peterate 75% of your armor.
All those these towers are to make sure that you should NEVER stand and soak up Turret Shots if you can. In addition, a large buff to tower Hp and resistances is gonna make Towers A LOT Harder to take down.
5: Resistances buffs:
In general. I also think that resistance items need a buff as well as a small armor buff to mages.
5.1: Armor:
+3 to 9 armor to mages +5 armor to 1st and 2nd tier armor items(
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) and +50g cost. +15 to
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and + 200g cost. +10 to
and +100g cost. +5 to
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and
+100g cost. -5 to
+ 50g
's passive should now grant 55 armor and MR when near 3+ enemy champs.
5.2: Magic resist:
+5 to
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and +50g cost +5 to
and +30g cost. +15 to
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+ 200g cost +100 HP to
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as well. +5 to
(cost is in armor subsection). +10 to
and +100g cost.
6: Penetration Items:
One of the main reasons why armor is so useless as well is because of the
+
combo that assassins have. Assassins should use lethality has their main stats for killing squishies but with all three items, they can reduce armor effectiveness down to 49.4% in addition to reducing the left over armor by a flat 18 points at lv 18. Pretty much stripping away armor for anyone and making it useless.
So I was thinking of something that could be done to make those items less effetive.
: 15% Total armor pen + 15% Bonus armor pen from 35 Total Armor pen.
: 15% Total armor pen from 25%.
The reduction of the armor pen shouldn't be too bad as using
+
would reduce armor down too much.
Example:
Armor: 200
200*(1-0.15) ▸ 170.
85*0.85 ▸ 72.25 85+72.25 ▸ 157.25 85+72.25-18 ▸ 139.25 total armor efficiency
Instead of what is on live.
200*0.65 ▸ 130. 130-18 ▸ 112 total armor efficiency
Also. One has to consider that
is meant for ADC's to deal crit damage and tank bust, so in that regard I wouldn't mind if they had a bit of True damage deal with the increase in durability.
: Here is the big one. I think that Black Cleaver's armor shred is now outdated due to Conqueror now fulfilling that role better, especially as Champs that used to rely on
such as
and
are using
more often. So It should have it's Armor shred removed to prevent oversaturation of armor shred and instead have a new passive I call Executioners Fever:
Executioners Fever: Every time you strike an enemy champion and 3 seconds afterwards(Melee only) you gain a(2 for melee) stack of Fever for 6 seconds. Increasing your AD by 2 - 10(16 - 80 AD), stacking up to 8 times(can only gain a stack(s) once every 0.8 second, does not count DoT)
This means that Fever will finally be in the game but in item form. This will also stop other champs from getting too much armor pen as well and prevent champs from going balls to the wall with the front end burst and need to use their strongest attack at the end, not the beginning of a combo.
7: Some damage buffs for those that need it:
: Damage from 25+1 per Lv to 33+1 lv.
Ult: Now deals + 5% +1% per Hemorrhage stack of the targets Bonus HP to the target.
a small buff to AP items if they suffer too from the buff to MR (+5 - 15 AP)
8: Other small random stuff.
: Now heals 180 HP over 15 seconds up from 150.
and
now heals 150 HP over 12 seconds, up from 125.
Short Summary of post:
Increase HP scaling of all champions to counter damage creep. Increase resistances on tank items to buff tanks. Increase the power of Towers to reel in the snowball meta. Reduce armor pen to make armor more effective.
TL;DR.
Item to counter melee burst. Massive buff to champion HP scaling. Increased resistance of items. Nerf to armor pen. Small rework of boots. Massive tower buff. Small random Tweaks.
Anyways, that is just my suggestion on how to fix damage creep and stopping the snowball meta.
Peace out.
+
)
20 Armor
250 Mana
UNIQUE PASSIVE - BLADE WARD: If you would take physical damage that would reduce maximum health below 30%, you first gain a shield that absorbs 150-400(based on level) physical damage for 5 seconds
and
) (60 second cooldown).
) and +50g cost.
+15 to
and 
+100g cost.
-5 to
and +50g cost
+5 to
and +30g cost.
+15 to
+ 200g cost
+100 HP to
: 15% Total armor pen from 25%.
and
going full tank. They are champs what should have poor defensive stats and whatever defensive items they get should in theory only give them a 100:50 radio of damage and durability.
+1175 HP 70 MR,120 Armor and 215 AP.
Who is his biggest counter in the top lane, who gets 243+21 per lv. giving him 808 Hp at Lv 1 and 2780 HP at Lv 18 and builds 