Power Creep?

DW Diana··5 votes·1,711 views

Hi Guys and Gals,

So I've been watching a LOT of old videos from S5 etc (Call me naive but I'm hoping the much requested and riot hinted Malz Revert might actually happen and I started in S7 so wanted to see it first hand) and I noticed something about the so called "Power Creep": It's actually not champions that are stronger now. It's not even the Items. It's the GOLD in the game that's different. This might be well known to some but for myself this was a complete revelation. Most games in S5 seem to run about 40 minutes, and yet people are normally running around with only 2-3 items completed at this point and that's when ahead. Compare this to the current game where by 25 minutes you're normally well on your way to 3 items, and if the game went to 40 minutes chances are you're full build with an elixir, and you can see why damage has grown so much.

Thinking on that note, this would also explain a lot regarding tanks not being tanky. Armour and MR have such a massive impact early on, but far less later. Now consider the number of items and again it makes sense why tanks feel so underwhelmingly tanky compared to what they used to.

I'm not sure if this is something likely to be reverted, or even if it should be, but thought I'd throw it out there for people to discuss and maybe some people who played back then could give some extra insight regarding this?

Anywho that's all from me.

  • Loki -

4 Comments

Beacon Academy2 votes

I think its more due to the old masteries and current runes.

Champion damage is still relatively the same... its just that the number of damage sources have increased.

Champions were easier to balance when runes and masteries only added basic stats and small % bonuses.

Then the previous masteries and eventually the current rune systems came out...

Now you can get any number of runes that will provide individual sources of damage or amplification of your damage.

Not to mention bonuses you get from some runes for getting kills.

DW Diana2 votes

[{quoted}](name=Beacon Academy,realm=NA,application-id=3ErqAdtq,discussion-id=ABJhOFWg,comment-id=0000,timestamp=2018-06-29T10:53:09.480+0000)

I think its more due to the old masteries and current runes.

Champion damage is still relatively the same... its just that the number of damage sources have increased.

Champions were easier to balance when runes and masteries only added basic stats and small % bonuses.

Then the previous masteries and eventually the current rune systems came out...

Now you can get any number of runes that will provide individual sources of damage or amplification of your damage.

Not to mention bonuses you get from some runes for getting kills.

Oooo interesting point. However as I remember the old Keystones were at least as powerful as the ones now (if not more so) and I'm pretty sure the stats you got from runes and mastery's, while not as obvious, mounted up to more then the current system? I know I'd trade any keystone in the game for my old DFT lol.

As always thanks for the response Beacon :)

Beacon Academy2 votes

Nah I meant the old-old masteries being small bonuses

DW Diana2 votes

[{quoted}](name=Beacon Academy,realm=NA,application-id=3ErqAdtq,discussion-id=ABJhOFWg,comment-id=000000000000,timestamp=2018-06-29T19:59:29.793+0000)

Nah I meant the old-old masteries being small bonuses

Oh ok, wasn't there (S7 starter remember lol!)

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