We seriously need % armour that lowers the damage of max hp %

LegendmakerGX··3 votes·316 views

Seriously getting tired of top ever since the juggernaut rework that gave so much top lanes % health damage that it puts champion who didn't have mini rework out of meta for top. Lets not forget for the champion who never got a mini rework can usually only build tank and little damage.Now there is so much meta champion that it puts the previous old champion out of meta because they can't go tanky without taking a lot of damage from % max health skills.

There is so much new champions coming out now that gives % damage which is beyond annoying as hell, they can just get clever and keep up with adc/mid/top while dishing out beyond belief damage and at the same time be tanky as hell.

If you are going to give health/tanky items damage then don't give them a lot of damage since this is beyond a pain to deal with champions like Darius to stay sticky while almost become unkillable unless 4 people solo him and this is not even a sure kill since he just needs to land 5 auto and Q to get his true damage ult.

Just stop making so much champion that gives % damage because ever since the Juggernaut (All reworks) It pretty much put champions who never got a rework out of meta and there is a lot of champion going out of meta. That is practically why you never see old champion and when we do..... WHEN WE SEE ONE LITTLE OLD META CHAMPION Hecarim Nautilus Maokai they end up getting nerf hard when usually they are doing what they are build to do which is be tanky.

1 Comments

Avienal1 votes

{quoted}

Seriously getting tired of top ever since the juggernaut rework that gave so much top lanes % health damage that it puts champion who didn't have mini rework out of meta for top. Lets not forget for the champion who never got a mini rework can usually only build tank and little damage.Now there is so much meta champion that it puts the previous old champion out of meta because they can't go tanky without taking a lot of damage from % max health skills.

There is so much new champions coming out now that gives % damage which is beyond annoying as hell, they can just get clever and keep up with adc/mid/top while dishing out beyond belief damage and at the same time be tanky as hell.

If you are going to give health/tanky items damage then don't give them a lot of damage since this is beyond a pain to deal with champions like Darius to stay sticky while almost become unkillable unless 4 people solo him and this is not even a sure kill since he just needs to land 5 auto and Q to get his true damage ult.

Just stop making so much champion that gives % damage because ever since the Juggernaut (All reworks) It pretty much put champions who never got a rework out of meta and there is a lot of champion going out of meta. That is practically why you never see old champion and when we do..... WHEN WE SEE ONE LITTLE OLD META CHAMPION Hecarim Nautilus Maokai they end up getting nerf hard when usually they are doing what they are build to do which is be tanky.

Sadly its a hodge'podge mess of so many issues which include:

-Juggernauts not really having so called 'mobility' issues that let them be strong early game and progress into monsters late game and never hit any drop of points. Mana cost issues don't even seem to be a thing with them either but it does for champions with lack'luster kits compared to champions with mechanics that let them out'weight the costs astronomically. Illaoi and Darius especially while even Garen still has the power to scale strong into late game even if he may get ruined by champions with cheese play kits(like xin'Zhao being stacking with % killer and insane attack speed to just spam his knock up constantly with no cool down block to prevent chain knock up spam).

-Fast on Hit or super disruptive 'tank' junglers being more dominant then aggressive AD type junglers or even AP junglers. Reason why i tend to get annoyed whenever i see Jax because of his mixture of dive, carry and rolcopter harass and burst he gets for easy ganks and progression into insane tower busting. While Rek'sai being one of the many 'super harassive' tanks who can get around alot of places since her burrowing ability lets him go thru walls by just digging under them, use them as TP pads with her ultimate and she only really has to get on top of you and pop up to knock up everyone she is in range of when she pops up and then she can proceed to harass with then just run out again by burrowing and repeat it constantly over and over. Of course, the On-Hit spaz'out champions like Jax, Twitch and Kog'ma are also silly since they can just blood razor down so many things and ones who can easily build into lifesteal items on top of it, lets them get away with easily 'solo'ing' dragons at the early levels.

-Marksmen building the penetration style instead of Crit style makes it hard to go against them in Early game and when multiple lanes are getting CS'denied too easily and especially if they have a jungler who can jump between lanes very fast to harass derp ya then it becomes impossible to keep lanes even when you have to give up CS to avoid being blown apart whether its from a jungler who can easily sneak around and derp on you or champions who can easily get away with pot shots and taking minion damage and shrug off any chance of them getting 'screwed over' even if they get hit with a few auto attacks.

Really i would rather say they need to stabilize all the off-norm play'styles that are going on and create measures which will be extremely bad to pull these really bad maneuvers (maybe make penetration only effective with melee champions and less effective on range champions for one example maybe and maybe add a feature to make certain items have much less effectiveness in terms of % hp killing such as sticking it to ONLY current hp and not to MAX hp like how blood razor is currently?), they certainly need to divide the presence of items between Damage based and Tank based items into more split items and make hybrid items have not as much viability as being more useful then 1 particular item or even up to 2 items itself. Since i don't feel upping the costs are doing much in terms of 'killing' the effectiveness of these builds.

Hell another good idea would probably be attacking the utility effects themselves to make them more situated to specific champion roles and less useful for roles outside of them, but who knows when we'll see that much work be put into getting the items to be 'fairly balanced.'

[zombie-brand-clap]

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