Why Damage is So High (n00b player's theory)

pwc2016··1 votes·2,100 views

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.

  1. 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).

  2. 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:

  1. Tanks are bad (partly because building tanky against AP comps is really hard to do effectively).
  2. CDR is too prevalent on classes that should not have access to it (bruisers).
  3. 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:

  1. 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.
  2. 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.
  3. 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.

10 Comments

AlienPrimate1 votes

I think the two biggest contributors to damage creep are runes reforged and gold income. First blood never used to be a thing and that added 100 gold to the game. Tower plates never used to be a thing and that added 720 gold to each lane. First tower never used to be a thing and that added 150 gold to the game. If one lane gets a lead with first blood and first tower before plates are gone, they have 970 more gold than they used to and generally the side that is ahead will build offensively. This vastly increases damage on the winning side.

As for runes, runes reforged changed a system that used to give very minor buffs such as 5% increased physical damage and 7% armor penetration with slightly more stats than the current system. Runes now essentially add another damage ability to every champion's kit while only sacrificing around 10 ad/ap. They also reduced access to defensive stats. If I chose to in the past, I could start the game with 27 armor on my runes for someone like Rammus by sacrificing offensive stats. Now you can only get 12 armor and are forced to take an offensive stat.

ArtumisPrime1 votes

First blood has literally always been in the game.

The thigh guy1 votes

{quoted}

First blood has literally always been in the game.

Yes. But first blood has had an additional 320 gold racked onto it because of tower plates.

ArtumisPrime1 votes

No. First blood. Not first tower. 400g first champion kill. First tower is a fairly recent implementation--last couple of years.

The thigh guy1 votes

{quoted}

No. First blood. Not first tower. 400g first champion kill. First tower is a fairly recent implementation--last couple of years.

Except first blood all but guarantees you get two turret plates. Sooooooo no. You get 400 gold + 320 gold.

ArtumisPrime1 votes

You're missing the point.

I'm not arguing against any of what you're saying....and yes, I understand your point. Plates mean first blood gets more gold now. This is largely true, though not unequivocally so.

The dude said first blood was a recent development. I was saying that first blood has always been in the game.

What about this is difficult to understand?

Divin1ty1 votes
  1. MR Items suck and the higher in Elo you go, less Tanks and more Mages appear in the games.

Meanwhile Mages get higher Stat Numbers (Rabadons says hello) and also better Pen, while everyone receives barely any MR per Level, opposed to Armor Pen which is on an acceptable Level, since Armor Items are great and also you gain a lot of Armor per LVL.

  1. CDR is too easy to obtain, especially on almost ever Mage Item it is slapped onto, while also being very cheap (don't you love getting bursted from the Vlad with his 2600 Item that gives HP, AP, CDR, Burst and a gapcloser, while you aren't near your first item?).

  2. Riots policy is rather buffing stuff to restrain strong champs, than nerfing said champ. Example being Kled and Poppy, both buffed to keep Aatrox and Riven in place, before one got killed off and the other got a new skin and received needless buffs. :))

pwc20161 votes

{quoted}

  1. MR Items suck and the higher in Elo you go, less Tanks and more Mages appear in the games.

Meanwhile Mages get higher Stat Numbers (Rabadons says hello) and also better Pen, while everyone receives barely any MR per Level, opposed to Armor Pen which is on an acceptable Level, since Armor Items are great and also you gain a lot of Armor per LVL.

  1. CDR is too easy to obtain, especially on almost ever Mage Item it is slapped onto, while also being very cheap (don't you love getting bursted from the Vlad with his 2600 Item that gives HP, AP, CDR, Burst and a gapcloser, while you aren't near your first item?).

  2. Riots policy is rather buffing stuff to restrain strong champs, than nerfing said champ. Example being Kled and Poppy, both buffed to keep Aatrox and Riven in place, before one got killed off and the other got a new skin and received needless buffs. :))

I agree. Those were my points. I don't think damage is actually high, I think that ways to reduce damage, mostly from mages, is lacking.

The thigh guy1 votes

Tanks suck because you sacrifice nothing building anti tank.

Bork Last whisper items Void staff Black cleaver. Multiples will be seen in EVERY game and they sacrifice no damage against squishies building them.

preternatural1 votes

i agree with removing transcendence lol, that rune comes with so much hidden power in the game with all the numerous numerous cdr items there are. like back in the day cdr items were niche as fuck, now it's reversed completely.

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