Re imagining league of legends without armor, magic resist or damage reduction (just health instead)

Critkeeper··1 votes·717 views

Before I say anything else let me just state that I don't think league of legends could actually be altered in this way because it would be extremely disruptive-- i mean maybe over a period of 2 or 3 years, but even so. The purpose of this thread is to investigate what the benefits of a simple system are compared to the relatively complex system we have now.

If there were no such thing as armor, magic resist or damage reduction and the only form of durability was straight bonus health, and physical and magic damage %health effects were reduced (quite a bit) to keep the average overall strength the same--

The game would really have a lot more clarity and be a lot more approachable. You'd know precisely how tanky someone is just by looking at their health bar.

For instance, a malphite with 4000 health and 500 armor has 20k effective health (versus physical damage)

A darius with 4000 health and 200 armor only has 12k effective health.

So obviously a new player who notices that malphite has the same size health bar as darius is going to wonder why his auto attacks do so much more damage to darius than to malphite. This is when we all learn that armor and magic resistance really matters because it changes the value of each point of health.

So the presence of magic resistance and armor kind of hides the real value of your remaining hit points behind a mathematical equation. When you throw % damage resistance in, the equation becomes involved enough that it can be difficult to really grasp how durable a champion is without hitting them to find out-- and becomes especially difficult to approximate if their resistances fluctuate or they have % damage resistance effects come online in a fight from an ally (knights vow) or from a conditional effect (phantom dancer).

Its possible for league of legends to have precisely the same gameplay as it does currently without the presence of magic resist, armor, or damage reduction, by re implementing everything in terms of bonus health.

Because resistances and damage reduction are multiplicative, bonus health would have to be multiplicative with itself in order to replace them-- for instance, it would read something like 25% increased total health instead of +400 health.

Because magic resist is generally more difficult to stack than armor, mages would need % health damage from their items or abilities in order to do appropriately more damage to tanks.

Shields currently scale better with armor and magic resist, so in order to keep the new system roughly the same as the old one, shields in the current system would have to scale with the target's total health in the new one. For instance "shields ally for 10% of their total health" instead of "300 point shield on target ally"

Damage effects that do %health magic or physical damage would have to be appropriately adjusted to account for the lack of resistances in this current model.

Champions with damage reduction effects like alistar's ultimate or master yi's meditate would have to be given a shield of the same value-- for instance, instead of 70% damage reduction it would be a shield for 70% of current health. Many other champions have other durability effects (like jax) which would similarly be translated into some sort of shield.

Currently a caitlyn with 25% lifesteal would have to deal 20k effective physical damage to the above mentioned malphite in order to kill him from full health, and would restore 25% of malphite's 4k health pool as as health-- 1k hit points. This would change if malphite's durability came purely from total health-- if he had 20k hit points caitlyn would steal 5k health instead. So obviously lifesteal would have to be adjusted to account for the new system.

Minions don't have armor or magic resistance so they wouldn't need changes, but towers do-- so they would need more hit points.

#So here is my question to you: If you take into account all these adjustments (and whatever other adjustments are necessary) do you think the benefits of this system (clarity-- being able to see precisely how durable the enemy is) outweigh the drawbacks? What are the drawbacks?

3 Comments

oSEXYPLATYPUSo1 votes

then you have to do away with magic pen, flat and % . armor pen, % hp damage any kind of damage modifiers

Critkeeper1 votes

[{quoted}](name=MrFawknSunshine ,realm=NA,application-id=3ErqAdtq,discussion-id=NEeBRxhb,comment-id=0000,timestamp=2017-06-24T17:36:50.804+0000)

then you have to do away with magic pen, flat and % . armor pen, % hp damage any kind of damage modifiers

I think magic pen and armor pen could be changed into a damage multiplier that scales with total enemy health.

Magic resist reduction and armor reduction would just reduce the total health of the target by some percentage, with the current health scaled down appropriately.

Soen1 votes

Interesting idea, but I'm against it. Essentially, the existence of these additional stats create more diversity. Be it builds, choices, strengths and weaknesses. It allows the game to be more... Dynamic.

Simplicity is not necessarily the same as clarity, and I feel that over simplifying things makes it more... Well, boring.

So, here's an example that could highlight why it's nicer, in a way, to have armor and mr:

It boils down to the fact that damage is split into different types. Mainly, Ad and Ap.

So, let's say, Darius has, I dunno, 100 bonus armor. He can tank ad better, but if he still has base mr, essentially he's weaker to magic. So it creates a scenario where Darius has a more exploitable weakness.

This would allow players to well, play around Darius choices, and choose to take advantage to them. If defense was solely based on health, then choices like these wouldn't exist, which in my opinion would make stuff more boring.

Now, I get the whole clarity bit. Yeah, it's not super apparent how damage is affected my armor or mr, you have to dig a bit. Maybe do some math. But, I kinda like that, it makes me think that I'm not only fighting my opponent with skill but also with wits.

Also, you bring up how new players could have trouble with it, and understand that. But, I believe knowledge of how the game works is very important, even without knowing how a specific stat works. Champs are a good example. Chances are, you'll struggle against a champ you have no idea about, versus a champ that you know really well... So new people will just have under go trial an error.

tl;dr

Armor and MR makes the game more dynamic, offering the player more choices.

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