Thoughts on Death's Dance
Seems to be a pretty hot topic at this moment and fro good reason because it is too strong at this time. People can't even seem to agree if it is providing 30% damage reduction or not. I thought I would just share my thoughts on this item and why I think it is too strong and levy my opinion on whether it is damage reduction or not.
Is it Damage Reduction?
Let's tackle the Damage reduction debate first. Yes it provides 30% damage reduction, for 1 second. Then it provides 20% damage reduction for 1 second, and lastly 10% reduction for 1 second. The term people are looking for is Damage Conversion and it is a mechanic that has been used in many games before LOL. Turning instant damage into bleed damage is still a type of damage reduction it just isn't a permanent form of damage reduction. This type of mechanic has been used many times and often it is placed in the hands of healers and tanks on other games. In a game like LOL the design space of this is to provide durability so that players can last longer and not get bursted down within 1-3 seconds. 1-3 seconds is a LONG time in a team fight for LOL and will often buy you enough time for your allies to help you or for you to help yourself. I think this is a healthy mechanic and it should stay if not get built upon as too many team fights end in under 3 seconds.
What is the Problem?
That doesn't mean Death's Dance is a balanced item. It has a major flaw that allows it to be TOO powerful. It provides self-sustain. The big issue with Death's Dance is that it allows an AD champion to both reduce damage and heal. This item is already blessed with a powerful form of damage reduction and although it doesn't last that draw back is effectively negated by adding in self-healing into the item. Taking 30% damage over 3 seconds isn't something to worry about when you also gain huge amounts of health over 3 seconds. This item has built in a counter to the draw back of the bleed effect and that is just bad design. Why add in such a cool item mechanic only to negate it's drawback effects with the same item? The item has too much synergy with itself when you should have to buy an item to counter it's flaw.
A Solution?
To fix Death's Dance, I feel they should remove the lifesteal but lower the cost so that it isn't such an overpowering first item buy. I think the total physical damage lifesteal should be moved to The Bloodthirster making the items a pair that work well together. I think this would still preserve the item as a durability AD item but stop it from being such an oppressive first item power spike.
or your
outclasses your
on Draven is a complete joke.
are op. I still believe he's not op, just seems like it because of stupid