Riot really needs to rethink what defensive stats are.

Smiley1000YT·11/12/2018, 11:59:25 PM·1 votes·704 views
Health

So, the main defensive stats are supposed to be health, armor and magic resistance. I see absolutely nothing wrong with armor and magic resistance, but health is in a really strange state: The main rule for balance is: the more damage you deal, the less you can take, and vice versa. (The obvious exception are CC-champs, but these aren't important here)

Now, health mainly functions as that, a tank stat. But there are a lot of damages scaling with health. I know that it is kind of a cool idea, but it is way too common nowadays. Through putting all the champion abilities aside, these are the few things that do damage based on your (max) health (most of these are runes): -Titanic Hydra -Grasp of the Undying -Aftershock -Demolish -Shield Bash (not scaling with health but rather with shields which results in the same, being harder to kill; this is going to get added soon)

This list may not be long but I linked the one where the champion's abilities are listed. Now that is a lot of stuff (although if looking at the list, it is important to note that not all of these are damaging abilities).

I propose Riot should rethink this stat and rather make it something which only defensive things scale with, except for maybe a few champs and maybe one rune.

Well, I know that Riots idea of a well-made game may not be the same as mine. Even you may not approve this idea. So, I would like you to leave a comment and say whether you may think this idea goes in the wrong the direction as it makes the game more simple or whether you like it.

4 Comments

G0blinSlay3r11/13/2018, 12:06:30 AM1 votes

Problem is HP based scaling is needed because balance is harder without it.

Hethalean11/13/2018, 12:12:25 AM1 votes

Honestly, I think less scaling for shielding would be good as it seems that shielding has turned out to be a rather unfun mechanic for so much of the player base.