Do you think Damage should be reduced?
Just want to know what the boards think about the current levels of damage in the game right now.
Just want to know what the boards think about the current levels of damage in the game right now.
You either get one shot or one shot someone these days.
Whatever happened to a good 1v1? I voted yes damage output is ridiculous.
If it were me I would raise hp per level, focused mainly on level 9+
This makes more headroom for higher burst, and further differentiates between dps and burst.
Retune resists particularly hybrid offense/defense items so they don't get TOO tanky off higher hp. I'd mainly want melee & tanks scale better, but not spike so freely.
Retune tower and baron damage. Retune all % hp dmg and ratios in this game (probably the most annoying part)
I want AP levels to go back up too! And brand new hp standards.
I want a world where all classes have true "late game" characters and all have a similar scaling curve on average. This should allow you to expand diversity and strategic choices for all classes.
And on a less related note supports should have more items that empower their character, for their own bigger shields and mechanics, and not just add overpowered actives that can be thrown on anybody. Dare I say replacing AP/heal+shield passives on support items with a larger "healing power" type stat
It's probably a gigantic undertaking though. As good as my intentions are changes might need to go as far as everyone's base damage in that case. Or maybe not if higher ratio's/scaling is enough.
Tower dmg changes might mean minion hp changes... Minion hp changes.... yeah. Basically flipping the entire game off its feet.
YES damage should be reduced! I've been saying this for so long. Old League was actually planning and strategy, and teamfights were exhilarating!
Nowadays, teamfights last 5 seconds, and it's all decided by who one shot the other first.
If overall damage was nerfed, this would go back to a strategy-like game. (Of course, after other miscellaneous adjustments)
current O.V.E.R.A.L.L. damage is completely fine. Just remove some damage from ADCs and give some damage to mages.
NO. Its completely ok when u see a caitlynn autoing u from 1500 range , dealing 70% of ur health, in one fucking auto So balanced, so much skills , so pro , so EZ. The dmg needs to be further buffed and towers nerfed
Damage on damage dealers is fine.
Damage on tanks and bruisers need to go.
So, realistically I believe the current problem is that there's just too far a gap right now between Bruisers, Tanks and Squishy champions. When any class gets a lead, it creates problems for the rest of the classes because of the massive difference. Squishes start melting tanks far faster than they should be able to, Bruisers become Tanks with the damage output of squishy champions, and Tanks become unkillable machines who pretty much have to be ignored until late game. People tend to pin point this as a "damage problem", and it is.. but there's no way to simply lump it all into one category like that.
The real problem at hand is more or less a "scaling" issue and with the insane amount of items, champions, tiers, etc. there are just too many different factors that Riot would need to consider to effectively solve the issue. I'm pretty certain they're just attempting to tackle it one "class" at a time until they can find a decent balance. The past couple seasons they've been adjusting the reworks to higher skill caps, removing skills which had little to no counter play such as Poppy, Fiora, and Sion's ultimate's. They've created new monsters in their own right each time, but opening up the champions to more counter play means all they need to do now is tweak numbers to tone down the issues.
At any rate, lowering damage output across the board won't solve anything. If that happened, tanks will be more unkillable than ever before and basically every tank will become the "generalist Maokai" that Riot just reworked, due to how hard they'll be to take down. In my opinion, a good starting point might be to increase the cost on early game items (cloth armor, long sword, amp tomb, etc), to encourage players to invest more into starter items like Doran's Blade, Shield, Ring, etc. in order to stall out first item power spikes. It's usually a lot easier to manage a losing lane where an enemy backs and has two Doran's items than it is to face someone who has a Doran's item along with a completed 2nd tier item early into a game.
Basically if things like these: 






costed a bit more gold, let's say 250 - 400g, that would give the other player more time to react when they die once or twice in lane by stalling out that first 2nd tier item buy on the enemy laner.
The game actually USED to be like this, however Riot started reducing prices on mid tier items for some unknown reason. For example, B.F. Sword used to cost 1550g. Cutlass is still expensive and wasn't nurfed however. Just about all of these 2nd tier items, along with a few starter items, NEED price increases to help reduce some of the snowballing effects in the game currently.
Nothing wrong with damage.
But IMO there should be a nerf to CDR. Like halve the values you get from items.
I dont know why people keep bringing this conversation up. Riot made it crystal clear they want games over quicker. I have no idea why they wanted games over quicker, but the insane dmg and turrets being useless all lead to games being over super fast. Plus, its easy as hell to get a feed going. I hate how games are now, there is so much less teamplay and more 1 carry 4 bs. But the producer has spoken.
With the exception of
, magic dmg is fine. Physical dmg on the other hand is and has been out of control since the marksman update(it wasn't nearly as bad as it is now tho). Games are completely dominated by AD comps with no more than 1 AP champ(not including sup) simply because magic dmg is both weaker in general and WAY easier to itemize against. AD outclasses AP in every way but two. the only thing that AP champs have that keep them in the running is 1. Utility(specifically ranged utility) and 2. they aren't AD(totally serious).
Honestly Jhin is still the staple example of a great ADC design. Ashe is another fantastic one. They have great damage but they have conditions or some ramp to their damage. They don't just pump out 1000 damage auto's every hit and mindlessly win games. They have to have some thought around their DPS to maximize it. I am not saying we should reduce the damage overall because frankly I think it's fine. What I am saying is we should shift focus towards better conditions and having thought be put into it. Champions like Kog, Twitch, etc are the opposite of that and do not work to achieve the goal of this class.
Mages need more meaningful itemization to fix their problem. They aren't bad but they are lackluster in options. Unless you are an odd ball mage your build in 90% of games is just going to look like this ->
.
Hell the ability power line up is so tiny that it you can't have any room for options. Mages themselves aren't bad, it's the items.
I am just going to talk briefly about Fighters, Tanks, etc because those have a whole list of problems of their own and I don't want to type up anymore than I have to. Basic idea is the classes are bleeding too much into each other and fighters can be tanks, Tank can be fighters, and so on. The actually difference between each champ are quite small and the items they get were being abused by Marksmans so we had to nerf them, so now the items that at least made them different are sadly weak.
I think at the top of the ladder we got the main problem child's, the Marksman. These guys are messing with everything and have their finger in everyone's pie. Changing any other class before we fix these guys will just lead to more issues down the line. Many marksman's need to not only find a better identity but also be pushed into that direction with a better focus on DPS and not BPS like some people like to call it.
I personally think that every stat on champions, non-epic monsters, and items except for CDR, Tenacity, Movespeed, Base attack damage (so as to not screw up CSing), attack speed, and mana (cut mana>AP scalings accordingly) all need to be reduced by 10%, and all base damages (not scalings, since the global cut to stats already reduced the amount from these) need to be reduced by the same.
Champions have gotten too strong overall (with the very few exceptions of those champions that do laughable damage, like Janna). The only reason monsters need to be tuned down is so that the jungle role itself isn't made unviable without a leash for your first three camps.
This would make turrets actually good without just buffing them as well.
Riot should reduce the damage of the game, and brutally.
Rigth now anyone has burst damage: magess, asassins, ADCs, tanks...
Considering Masteries increase damage by upwards 30% in some cases, of course it's too high.
I would say just make people more inclined to build defensively in general (because if I'm not mistaken there was once a time when everyone had to build at least some defenses less they be labeled an idiot from what I heard) but don't know what happened with everyone now expecting everyone to be a glass cannon.
The only people I really see making sense as glass cannons are artillery mages that stay very far behind like lux, ziggs and xerath and assassins who have evasive skills. Assassins suffer from this the most because the people they are supposed to kill like squishy mages do a ton a damage so it's just more effort for the same result.
ADCs are where I'm getting the most of this feeling from. They don't build defensively the just build pure offense and then are rewarded with lifesteal. Could just be that itemization needs to be tuned a bit because from what I'm seeing defensive items are built way less and people just opt for full damage.
But that's just me speculating.
Just simply tuning down all damage might not actually accomplish much other than give a placebo effect for a short while if the actual cause of the damage creep isn't narrowed down. If you recall recently RIOT reduced damage masteries and a few days after that patch their was a patch about how fights seemed to last longer. That's the type of placebo effect I'm refering to.
If you think about it when people die the amount of excess damage they recieve is a lot. So it didn't really affect burst all that much mostly just sustained damage making a few more hits be needed to kill a target.
Could just be that damage feels high because the level progression is so fast. So the damage people are used to at 30 minutes is what the are seeing at 20.
Only if you reduce tanks tankiness.
Not bruisers, just tanks.
Well Riot is already adressing this situation by reworking runes&masteries, so I think we'll just have to wait and see for ourselves.
Yes, but more specifically burst damage. I miss playing a Diver, diving the enemy and having an all out brawl where my abilities come off cooldown 3 times before we break it up. Instead, it's become "Fire all spells and run if they didn't die from it". I didn't pick up Divers to play a slightly tanky Assassin with no reliable escape tools.