Removing the tiny, unnecessary bits of damage strewn around.

Bârd··6 votes·4,023 views

It's not very controversial to say that damage is too high. That much is true.

That said, the issue isn't that everything is doing too much damage, it's mostly just that we have too many things that each contribute a small amount of damage.

Each bit of 30-50 damage tacked on by effects might not seem significant, but that adds up fast when you have so damn many of them.

While it isn't the worst offender, Serrated Dirk is a great example. 25 AD and 10 lethality for 1100 gold with an easy buildup and several useful items it can build into. This is already a strong item, no question. So... why does it also have a passive that tacks on 40 damage to your next attack if you kill something? It's just unnecessary.

That's just the issue with a lot of these; they're just a little bit of extra damage.

Do we really need our first hit to get an extra 40~ damage from Aery and Scorch? Were there no cooler ideas for those slots in runes reforged? What about that bit of burst from Cheap Shot or Zombie Ward? Why does Frostfang make you do 18 bonus damage on tribute procs? Is it really necessary to have so many items that "cause your first basic attack to do X more damage"?

Honestly, the damage output of most champions (barring the occasional overpowered or underpowered champion) is reasonable.

2 Comments

OurLestrade2 votes

It really does seem to come down to all these damage sources being stacked on top of eachother for instaburst. I still have no idea who thought things like Duskblade and Stormrazor were a good idea after years of trying to get rid of that sort of gameplay, it's like a bunch of design philosophies are having a tug of war like the childhood friend and little sister pulling at the arms of a wide eyed baka protagonist who never gives up and can't read signals for his life.

GigglesO1 votes

This topic, and ones about not enough defense options don’t get enough attention.

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