Unpopular Opinion: Lethality isn't the damage problem

ForFoxSakes·10/3/2018, 5:59:07 PM·10 votes·5,710 views

Runes that turn non damage into damage is

  • Move speed into damage (Celerity)
  • CCed target takes more damage (Cheap Shot). An ally landed CC! Well congrats now you have damage amp on that target for free!
  • Dash/TP even Flash now adds more damage (Sudden Impact). Pure utility movement abilities which are valuable to gap close, dodge, escape... now do damage
  • As if vision wasnt enough, lets make it hurt too. All of precision row 3 - vision control into damage!
  • Kill stats into more damage (all the hunter runes & Dark Harvest, Alacrity). Getting a kill isn't enough, makes you even stronger for the next round
  • Time into damage. Spend a minute in the fountain, well not only did they get the CS, exp, gold and level advantage, now they scale even harder (Gathering Storm, Chrysalis, Transcendence, Dark Harvest, all runes that scale up w level) to do more damage

Utility amplifiers turn into damage amplifiers

  • Predator, nimbus, waterwalking, to help with movement + Celerity, even more damage!
  • Hail of blade + Celerity on Jhin even more excessive AD from crit, attack speed and now super move speed!

Utility alone is super valuable but now ultra boosted when all utility adds damage. Anything non damage related now adds damage. That's the major problem. What makes lethality users look so ultra damage broken is when stuff like Talon Q with Dash and R (+ghostblade active move speed into damage, and nimbus cloak move speed into damage) into a super move speed damage amped nuke, or Zed shadow swaps into damage amps. Even champs who don't use lethality are seeing this super bonus.

Graves smokescreen is now a damage amp for CCed targets, or his dash isnt just for another shot but also a damage amp. Hell, even his R which pushes him back counts as a "dash" for a damage amp after with Sudden Impact, you think his R is just damage? Nope it also gives lethality on cast for a few seconds lul. I love playing Graves (most played M7 but even before these runes), but it's not his kit that's the issue but moreso the runes that would overbuff him

Same w Khazix. I'm M7 on him too, but feel like he's a bit much. Landing W to slow helps immensely to land more damage after, but hey that slow on target or leap onto target amps damage even more! Go R invis to gank a target, wooo free bonus sudden impact lethality as well!

Don't blame the items and champs, blame the runes

12 Comments

Spank the Fox10/3/2018, 11:42:59 PM3 votes

I mean, Boards knows little about lethality when Lethality scaling barely keeps up with armor per level every champion experiences through natural growth.

Flashes10/4/2018, 12:59:25 AM2 votes

I made a post about what I believe the state of damage in this game is.

Lethality removes maybe 7% of one's armor resistance during laning phase, if they build no armor. On the other hand, Ignite's buff, Duskblade's passive, Electrocute, and smaller runes like Cheap Shot, Celerity, and even flat out poke damage like Scorch all add into this awful mix of "free damage". If all of that free damage was removed, then this game would be a lot more like Dota 2, where poking/macro game matters a lot more than trying to statstick the other player.

King Lego10/3/2018, 6:34:07 PM2 votes

To be honest, i personally blame new runes for the imbalance. I miss old runes. Sure they weren't much "diversity" and "creative" but at least they weren't steroids to certain champions. Sometimes diversity and creativity is a bad thing. I mean look at League now. Riot didn't even bother to add defensive stats on new runes (like that stat is useful for champions that are weak in the early game). Hell, even Resolve tree, a "defensive" rune deals damage. Bad design and rushed if you ask me.

MrFawknSunshine10/4/2018, 12:08:30 AM1 votes

once again a simple and easy solution to this would be to remove runes/masteries from the game and balance the champs/items with out the influence of runes/masteries.

i have been saying this for 3 years now. every season they do something to fuk the balance by changing masteries and lately runes reforged

Pika Fox10/4/2018, 12:19:59 AM1 votes

And almost all of these give you an extra 200 damage total over the course of a 30 minute game!

Drugoth10/4/2018, 2:15:28 AM1 votes
Madsin2510/4/2018, 2:19:41 AM1 votes

Something to also note.

All of these runes scale with level. The keystones all scale with level and the majority have ratios. You also have stupid runes like eyeball collection that is literally just a snowball rune.

So if you start snowballing and gain a 3~ lvl advantage your rune page is way stronger than the opposition.

FurriesAreHot10/4/2018, 3:08:41 PM1 votes

I'm still pretty firm that Lethality combined with the Runes Reforged update are part of the problem.

Sharpest glasses10/4/2018, 7:06:02 PM1 votes

Lethality isn't the damage problem

I mean... its obvious for anyone with fonctionnal brain.

But most here hate assassins so much, they can't even see when AP itemization is so strong (item 3135 item 3165 ).

Lets have shrex10/3/2018, 7:22:01 PM1 votes

Items themselves too :

item 3285 more damage (can even proc Aery and Comet) item 3147 (not the lethality part but the passive) more damage item 3145 more damage on your next AA item 3078 more damage on your next AA after using a skill (or any item 3057 item) item 3124 more damage after auto'ing item 3107 more damage (for some reason) item 3146 more damage item 3095 item 3087 item 3094 more damage, not a unique passive

Hell, even tank items contribute to this : item 3068 item 3001 item 3742

AirKingNeo10/3/2018, 10:03:54 PM1 votes

Opinion? This is a fact. Competitive play doesn't even see much lethality.