I hate how every fight the past 1-2 years has been a DPS race

invisiblecat1··20 votes·1,252 views

(Probably not too popular of an opinion, but please upvote if you agree or at least somewhat agree) Whichever team can spit out the most damage the fastest without dying is the winner VERY few teamfights I have seen a team who didn't have as much damage still won because they played better If damage was decreased by like 20% and some hp items were reduced by like 5% it would fix this Teamfights wouldn't just be "Let me press R for 1k AoE damage to everyone and hope the rest of my team can do the same" PLEASE This game is getting boring how every fight is no different from diamond to bronze Everyone just gets blown up within 3 seconds of the fight starting

25 Comments

Marshbouy4 votes

Yeah how about no. I really don't want the game to turn into some wet noodle fight shit where nunu and nautilus slap each other for 30 seconds before inevitably running out of mana. I don't want the game to turn into team fights last 2 seconds and everyone deals 1k true damage in burst, but wet noodle fights are just stupid.

LiveYiOrDieHard6 votes

{quoted}

I don't want the game to turn into team fights last 2 seconds and everyone deals 1k true damage in burst, but wet noodle fights are just stupid.

That already happens.

Marshbouy1 votes

Yeah remember when everyone dealt 1k true damage? Yeah me neither. I seem to remember that in at least the past couple games the team with the most CoC tanks abusing tanks would win, or at least the team with the best tanks. Like Elewd said, league will always be a DPS race. Kills=map pressure map pressure=objectives objectives=winning the game How do you get kills? By outputting sustained DPS or burst, since DPS is more reliable at all stages of the game, DPS it is. How do you counter DPS? Burst. How do you counter burst? Tanks.

This shouldn't be that hard.

Saianna2 votes

insane level of bias comfirmed.

Lux Magus2 votes

Pool Party Fiora already fights with a wet noodle and she does a shit ton of damage. :3

Marshbouy1 votes

Touche

invisiblecat12 votes

I want something in between where it will be a perfect system of Adcs counter tanks Tanks couter assassins Assassins counter adcs VERY basic and would need a lot more classes but just the beginning

theArtifacts2 votes

{quoted}

I want something in between where it will be a perfect system of Adcs counter tanks Tanks couter assassins Assassins counter adcs VERY basic and would need a lot more classes but just the beginning

If you want Rock, Paper, Scissors.. go play Rock, Paper, Scissors.

dunder kill3 votes

Srs? Season 1 had more damage than now lol

invisiblecat11 votes

I didn't play back in season one If you did, then please explain

Marshbouy1 votes

Look up some old beta LoL and early season one champion videos. Shit's insane.

Sire Hippington1 votes

beta, yea, early S1? probably, but mid/late S1 and entier S2 had way less damage compared to tankiness than we ever had since then.

dunder kill2 votes

Damage was absolutely nuts in beta and season 1

WoonStruck2 votes

Yeah, sure. teamfights totally didn't last 10-30 seconds back then, barring Ori+Malph combos.

Surfer Ashe1 votes

Why is this even downvoted?

Mages has had base powers of 280-320 on basic abilities, often point and click too. Old Kass' Q and Zileans's bombs are two standout examples that have been "re-adjusted" but there are numerous more.

AP ratios were usually ranging from .8 to 1 (Remember Mumu's AP ratio on Q and R)

Sure, some champions only had one damging non-ult spell (Zil, Nunu) but they did more damage in a single hover-and-click than some of our skillshot reliant mages today.

Not to mention shit like DFG dealing 50%+ current HP damage midgame or Rabadon + Zhonya basically granting nearly 350 AP alone.

Damage has gone way way way down compared to S1/2.

Sire Hippington2 votes

What you guys fail to see is that tankiness also has went way sown, and that the majority of mages was pretty cd gated as cdr was a rare stat. they had high burst, but not as much dps. Yes, mages could kill squishys in one rotation, same with assasins, and ADC had a similar stupid damage output. However, tanks/fighters(dudes itemizeing for tankiness) got more tankiness in the lategame when they do now, especially in terms of sustain, while the overall dps was lower. Also, anti tank mechanics like %damage, truedamage and %shred was much less common, so tanky dudes actually lived quite some time in teamfights even later on, which isn't really the case now. Another big factor to that was dodge. Yea, the randomness was rather silly, but it still offered somwthing we lack these days: %damage reduction vs AAs that isn't easily mitigated. Between runes and tabis, you got ~25% dodge on top of your usuall armor, and that made a huge difference as the main dps to take down tanks were AAs from the adc.

Surfer Ashe1 votes

Tank items hasn't lost near as much effectiveness as has straight up damage. AP itemization is a mere shadow of what it once was. MR has gone up as well as anti-burst measures.

Sire Hippington1 votes

The raw ap has been reduced? Only because AA isn't the go to anymore, which it was in S1 cause of the lack of other options and the generally more lategame focused meta. With AA, roa, raba, void and morelos, you still reach similar numbers to S1/S2, especially with stuff like fire dragons and bluebuff(Untill now that is)

AA gave only 45AP on top of the mana->ap conversion back in S1, now it's 80, that's 35more Morello's didn't even exist in S1(or if, then it was released at some point in S1), and at release it had 15%cdr and only 75AP, which is 25less than now RoA used to give 80Ap fully stacked, which is 20 less than now, but 630hp(increased to 650 in S2) instead of 500, so more tankiness Rylais used to give 80 ap and 500hp, compared to prenerf 100 ap, and while it's slightly more ap than the current nerfed version, it also gave nearly twice the hp Voidstaff gave 70 rather than 80AP DFG back then gave 60AP, later 80, though it had an absurd active When we had Zhonya's ring, giving 120 AP and 25%AP compared to rabbadons 120AP and 35% On top of that, no Ludens proc, no Liandriels(and thus no lategame flatpen item), no Keystones. The equivalent to keystones back then gave 4% increased damage - thats less than the tier 4 ferocity masteries give!

So actually, not a single item in S1 had more AP than it has now(had in S6)!!

What you guys think of is S3/S4 with the big 120 AP items.


Also, regarding to your previous statement:

Mages has had base powers of 280-320 on basic abilities(...) AP ratios were usually ranging from .8 to 1

Yes, the base damage were quite high, but so were the CDs. Yes, this means the burst was there, but not the dps. Also, if we take a look at some newer champs: Thalia : Q does 420+1.2 if it fully hits, E hits for 0ver 300+ ~1.0AP(to lazy to calculate the exact value right now), and on top of that she has her W for 140+0.4, while many of the champs with 300+ base and 0-8-1.0ap ratio in S1 only had two damageing skills. reworked Victor: Q does 343(inclueding his base ad on the AA) +0.9ap, his E does 410+1.2ap Syndra: Q 230+0.75 on 4sec cd, W 240+0.8, E 250+0.5, so the base kit ads to a total of 720+2.05ap, compared to let's say S1 Sion with 320+1.0 on Q and 300+1,0 on E for 620+2.0 total, just with huge CDs and without ult, or Malz with 620+1.6ap from q+e and some %health if people stayed in W

Also, for half the never mages it's really hard to compare, as their damage isn't delivert in clear burst rotations. Aurelions values look low on paper, but the consistant damage of his passive/W adds up to massive damage, same with Azir and his soldiers or Zyra and her plants.

agbudar1 votes

yea but people could get 40% lifesteal from bloodthirster alone stack it 5X and have 200% lifesteal. (rivens did this) didnt matter if you did tons of damage you would heal all damage back in no time

Elewd2 votes

the game is an online battle arena, no matter how much you nerf overall damage and stats and whatnot, it will ALWAYS be a dps race against the other team to kill them. theres no other way to do it, otherwise you might as well play mario party. and you just hinder the opponents and hope you did more than them.

Irelia Bot2 votes

You were not playing much in season 2 were you.

Elewd4 votes

I've been playing since season 1. Damage has always been high, and teamfights were always a dps race to kill the other first. thats how battle arenas kind of work...

SSShutTheDuckUp1 votes

{quoted}

Teamfights wouldn'tZyra just be "Let me press R for 1k AoE damage to everyone and hope the rest of my team my flowers can do the same rest"

FTFY

Ralanr1 votes

I usually notice this when both teams are squishy. When one side or both have a durable frontliner or two, teamfights become less about who outputs the most damage faster and more about focusing people that are locked down or have no peel.

Jalkan1 votes

I hate how every fight the past 1-2 years has been a DPS race

That's what a fight is. How would reducing damage change this?

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