True Damage
Although it is nice to see that league has made True damage much more attainable within the game, it feels too upsetting to see some champions revolve around true damage- especially within their kit. For example, Yi and Ahri are two sides of the same stone, one is with AP and the other is with AD. No matter how you look at it, their kit is designed to do at least 30% or more True damage in total. Now some may argue it to be acceptable, but I'm here to prove you otherwise. True damage is known as a source of overtime health removal that doesn't have to deal with resistances. In fact, there is nothing that can counter true damge simply because of its design. The thing about true damage in the past is how it was a single source, fixed damage with good time spacing for reuse that was used out of skill and stratigization purely to get ahead and controll vs your laner. That also means that tanks or champions with high HP could easily sustain it if poorly used too early. In today's time, true damage is found in just about everything for almost to little no cost which makes it overly effective within the game. True damage is an unbalanced source that quite honestly makes other sources unviable to play with. It simply is a force to build around due to it being too viable not to which is why tanks are less in the meta and have given damage within their item build.
If you don't believe me, lets look at some stats here. Conquer converts 8% of all damage as true damage. Cheap shot grants 10-45 true damage based off of impairments every 4 seconds. True damage does 70-410 over 5 seconds and Crest of Cinders or "red buff" deals 12−114 bonus true damage over 2 seconds. Now lets look at some of the numbers taken from League's Wiki fandom here and have a little fun with the math. If I can put out near 700 damage at level 6, have the redbuff, use ignite and get a cheap shot proc over a fight span of 4 seconds... 8% of 700 = 56 (Conquer) + 20.29 (Cheap Shot) +170 (from ignite) +42 (redbuff). You're doing an average of 288.29 free damage against a singular opponent without any refreshes that will most most likely happen. If you're a squishy anybody, this is one heck of a toll to pay since it will most likely kill the champion. But the question is, why is it okay to get Conquer and cheap shot as true damage? If anything, true damage should be an optional source to recieve through the map rather than being freely given it at the start of the loading screen. That's why I approve of redbuff giving true damage and I don't see why Elder Dragon couldn't grant true damage either. Being able to pass though resistances should be a late game tactic not an early one and ignite should be situational, not a must have. Otherwise you're giving very few champions one heck of a powerful lead without any way to counter them unless there is a ton of Crowd control.
I don't know about you guys, but I miss having a simple singular calculative source of true damage. What is your take with the options to true damage? I love to hear from you all, like always.
-Cheers