How to potentially nerf shields and less stagnate the game

Gtrons··1 votes·722 views

So first off, I think shields in this game are way too strong right now. On everyone. ADC are spiking incredibly fast with less risk because even when they get caught out and collapsed on by whole teams they are being kept alive by shields (and heals, but heals aren't as toxic because of the accessibility of grievous wounds), and tanks when they get ahead cannot be damaged due to shields.

Two ideas:

1.) Nerf shields across the board by making damage done to shields unaffected by armor and magic resistance. OR 2.) Nerf shields on tanks a bit, but squishies way harder by making damage done to shields only be mitigated by BONUS armor and magic resistance.

Thoughts?

3 Comments

CloudedLogic2 votes

I had brought this up about a week ago I think, and I watched a video discussing it yesterday. You can compare shields to heals, shields are usually bigger because they are temporary, but late game you can't just run from a team fight because they suddenly got a 500 HP shield or something to that effect, even though it is basically no longer temporary as you have to either break through or focus a lower priority target until it passes.

I think they have multiple options to lower the effectiveness of shields though, they could make a grievous wounds equivalent, they can change armor/mr application, they can weapon shields across champions (or raise cooldowns/lower duration, I'd lump these all together), they can nerf shield scaling items (such as a 10% bonus to heals and shields applying half to shields) though that doesn't do much to people who aren't supports that build those specific items obviously.

Regardless of how they handle it, I just think that shields need some form of counter other than back off (assuming its on a cool down longer than like 8 seconds), or burst through it.

Gtrons1 votes

{quoted}

I had brought this up about a week ago I think, and I watched a video discussing it yesterday. You can compare shields to heals, shields are usually bigger because they are temporary, but late game you can't just run from a team fight because they suddenly got a 500 HP shield or something to that effect, even though it is basically no longer temporary as you have to either break through or focus a lower priority target until it passes.

I think they have multiple options to lower the effectiveness of shields though, they could make a grievous wounds equivalent, they can change armor/mr application, they can weapon shields across champions (or raise cooldowns/lower duration, I'd lump these all together), they can nerf shield scaling items (such as a 10% bonus to heals and shields applying half to shields) though that doesn't do much to people who aren't supports that build those specific items obviously.

Regardless of how they handle it, I just think that shields need some form of counter other than back off (assuming its on a cool down longer than like 8 seconds), or burst through it.

Grievous wounds equivalent for shields would make shields and heals basically no different other than one (heals specifically) not having the ability to technically give you more than your maximum health. Most supports don't need nerfs, in my opinion so I don't think nerfing shield scaling items is a reasonable option. Cooldown nerfs (either lowering duration or cooldown of shield abilities) wouldn't help much, either, as so many items have CDR attached that most champions easily get 40% (or 45%) CDR to spam them regardless. I truly think the only options are the two I mentioned in the OP.

AmetDeCrypt1 votes

it's an idea. but I think shields should be for negating burst while healing for smoothing over consistent dps. so actually shields should probably give extra resistances but put shields on a longer cooldown when used. more openings to kill but stronger while up. sadly Khazix exists so if the burst doesn't work he can just dps them down with his hypercarry damage. and that's the big problem. shields snowball hard, but only because they have to, or they'd be useless against the burst tank monsters that inhabit other lanes.

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