Why Damage is So High (n00b player's theory)
So, I see a lot of posts saying that "damage is too high". Well, I'm a n00b, but I've noticed a few things that I think explain this.
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Damage has not gone up, tanks and tank items are just bad. I'd say that most other seasons, tanks in top lane were somewhat viable. How many pro games this season have there been tanks? Sure, there were a few Poppy games in LCS, but other than that, there's not really any that were picke (ignoring EU Masters as Vodafone Giant's theantonio picked tanks the whole time, but that seems due to his preferred playstyle and not indicative of tanks being good). Tanks just aren't played. Defensive Items built by bruisers are mostly either lifesteal like Death's Dance (which isn't a tank item, the only defensive part is the passive), and Sterrak's, which isn't a tank item either. So pretty much tanks aren't good and neither are tank items (occasionally you see a Spirit Visage on Aatrox, but I'll get into that item later).
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AHA! Some will say, weren't tank junglers like Sejuani picked in pro play? Well, you would be correct. But Sejuani was not picked because she was a great tank champion, she was picked because she had great engage with R and a lot of other CC. Her being a tank is not the main reason she was picked (most of the time at least).
I think the issue in regards to damage being "too high" is also due to CDR access. If you look at a lot of Top Laner's builds right now, they are focused on getting 40-45% CDR ASAP. Look at Renekton (Cleaver into Shojin's). Look at Jax (Trinity into Shojins). Look at Tryndamere (ER into CDR boots into more CDR/Crit). Look at Riven. Look at Vlad. This is becoming a problem. Trinity is a fine item IMO, it's pretty balanced for it's price. I think the main issue here is Shojin's being too good, and too many viable items on bruisers that give 20% CDR. Getting CDR on a bruiser should come at a cost, not as a benefit to those champions. CDR is just too high on the wrong kind of champions right now. I think CDR is fine on mages becuase their damage comes from all spells. Assassains burn everything to assassinate a target then get out. But bruisers are meant to mix autos and abilities, they (to me) are sort of like a tanky, melee ADC. They are not supposed to have CDR because their damage often comes from weaving in autos.
However, Mages are also par of the problem. Let me explain. How many times is it worth building Void Staff in a game? Rarely ever these days, it seems (from my experience). Why? Because MR items are absolute ass. Look at Spirit Visage, as I mentioned earlier. The build path is just garbage. The components are not things I would want to buy in lane. If I was Aatrox vs Vlad, rushing Spirit Visage would shut Vlad down, but the build path is so bad I could never do it. And Spirit Visage is built for the CDR, Health, and Passive. The MR is normally just a added bonus. It's an issue when the best anti mage item is Banshee's Veil, which gives 60 MR, 10% CDR, 75 AP, AND a free shield against a spell every 40 seconds. Why is the best MR item in the game a mage item? Look at current ADc builds. Why is Kai'sa building AP? I'd say it's because Armor items are ok, but MR items are so bad it's more effective to play an AP based style than AD (I'm not saying AD is weak by any means. Some of the best champs are AD). MR items are just so bad that, most of the time, they are not worth building.
So, I see high damage as being ude to 3 main things:
- Tanks are bad (partly because building tanky against AP comps is really hard to do effectively).
- CDR is too prevalent on classes that should not have access to it (bruisers).
- MR items are just not good.
So, in order to make the game a bit more fun and more skill intensive than "press all your buttons in a teamfight and it does damage and you might win", I would suggest:
- Make better Tanks. Tank champions aren't played much. Why? Aside from the fact that AP items aren't good (the main reason I think tanks aren't played), the fact is that Tanks aren't fun and they don't have a high skill cap. People like to play champions that let them express their play style. Champions like Akali and Riven can be fun to play because of skill expression. Tanks don't have this, so even if tanks are "just ok", the chance of people playing them is low because they're not fun. I'd suggest giving tanks actual, interesting kits.
- I would remove Transcendence as a rune. It gives too much power at no cost. 10% CDR at the cost of ....Celerity that gives MS or Absolute Focus that give little/no extra damage? Why would you NOT take Transcendence? It can even give you more damage if you overcap your CDR. I think Transcendence should be replaced, and Shojin's should be removed. Its passive is too problematic and removes a lot of skill (i.e. As an ADC you should be able to kite a Jax, but Shojin's gives him near infinite Qs and Es). The CDR is also a little too good.
- Buff MR items. Seriously. They're just bad at the moment. Introduce ones that are better or make the current ones better.
Anyways, that's just my opinion as a n00b, so....take it with a grain of salt.