Reduce damage over-all god dammit ;P

Kyunsei··25 votes·1,157 views

It is really time to consider a reduce in over-all damage in the game.

It is known to everybody now that runes increased early game damage, which lead to more kill early game, not having a flash will basically doom you over and over again until you get it back.

Reduce damage, not by 20%, but dunno, like 2% to start with would be great enough for a starter.

14 Comments

Meserion7 votes

I just want my old runes back, I miss having 20% CDR from runes, MS quints that allowed to to get away from that assassin chasing after you, or a pure tank build that simply gave you a metric ton of armor and/or magic resist (100 armor level 1 Taric with item 1029). The runes may have seemed weak but IMO they should not be something make or breaks a the game. To me runes helped fill in the holes of a champion, like giving your tank extra mana regen at the start, or allowing your AP mid to have extra Armor early to deal with the ZED or YASUO. I honestly feel like that provided more customization than runes do now.

TengenToppaGnar1 votes

The customization does indeed suck. Though they shadow buffed a lot of champs Arm/MR with the stats you'd usually place on them.... the joke... I usuallly had 24%AS from Runes alone on my Gnar to start... I didn't use AD runes.... sooo I feel kinda gimped :X

floo5 votes

I wonder why the entire +5 Damage on almost every ability was necessary.. Could revert at least that for the start

koshkyra2 votes

Lower all ratios by like 1/15th and all base damage by like 10%, increase armor by 15% and mr by 8-9%, give everyone +20 base health and +1.5 scaling health

HungryJack6192 votes

Being a person who hated the 3-tank meta, please never again.

WiegrafOfValor2 votes

You misguided **** ... the reason tanks are "op" and "tank meta" is cancerous is because tanks gain access to damage, not because tanks are tanky.. reducing damage accross the board would actually solve many of the problems players have with tanks.

HungryJack6191 votes

My comment was to everything else in that post. I agree, lower base damage across the board, but don't also increase armor, mr, base health, and scaling hp. Or at the very minimum, if you're going to increase those things, make it a flat increase rather than a percentage increase.

DarkMapache2 votes

Riot should simply focus on making games LONGER and the answers will come down naturally with that focus in mind.

I remember when I tried HOTS and I disliked it because it felt too fast-paced. To me, LoL's trademark was that it really felt like a drawn out, calculated 5 vs 5 war that had many phases instead of a simple big skirmish but now I can't see a difference.

AirKingNeo1 votes

Then reduce overall tankiness to compensate.

Then bruisers, who you don't touch, will be more viable.

WiegrafOfValor2 votes

makes no sense.. reducing damage of everyone would be a buff to bruisers since they would have the time to engage and set up without being blown from 800 units away.

with the answer1 votes

Damage is not really getting higher, it's just that more people like to build tons of damage and no resistances. I remember building banshees veil on adcs. Gave no offensive stats and was pure defense. Why don't adcs build spirit visage nowadays against high ap comps instead of scimitar? Anything with damage seems to go well in their heads.

Kyunsei1 votes

[{quoted}](name=with the answer,realm=NA,application-id=3ErqAdtq,discussion-id=OEYoOIVW,comment-id=0006,timestamp=2018-01-09T09:57:00.816+0000)

Damage is not really getting higher, it's just that more people like to build tons of damage and no resistances. I remember building banshees veil on adcs. Gave no offensive stats and was pure defense. Why don't adcs build spirit visage nowadays against high ap comps instead of scimitar? Anything with damage seems to go well in their heads.

There definitely was a damage increase and especially early on, even if people don't buy defensive item that won't change that fact.

Though, some champion deal less damage cause they don't have a proper keystone, the general rule is more damage.

You can start the game with a bonus +11/13 AD from runes, that plus the + 8 AD that AD based champion got is already damage creep. Also, Fervor was dealing a lot less damage early on then current Press the Attack does, Thunderlord was dealing less damage than Electocute does. Scorch is an increase in damage, you even have more AP than before and you get scorch as a plus-value.

I won't do the whole list, some rare cases have less damage later on, but most (if not all) have more damage early on and eventually the same amount late-mid/late game.

Andrey03451 votes

In 8.1 they redirected part of dmg you get from rune combinations into health. So from Sorcery you don't get only AP/AD, but now less of it + some hp. Seems not bad.

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