I do not understand why this game needs even more damage.

Catch a Cold·10/23/2019, 6:10:31 PM·2 votes·942 views

I wonder if the balance team learned anything about the Pyke problematic and the decline of armor/mr in comparison to damage.

New infernal dragon buff: Random AOE damage that seems to scale with your stats? New Elder dragon buff: Global true damage non flashable true damage execute under 20% of your health with additional true damage burn ticks that last longer than hourglass protection? WHAT? WHAT ?

This probably lets your team end the game in less than five minutes or let the enemy team that you dominated let you stomp in 5 minutes without anything to do. Still having 20% of your HP meant to much back when I started playing league. Now Riot takes away your keyboard if you dare to drop under 50% of your HP

12 Comments

ModThe Djinn10/23/2019, 6:19:18 PM3 votes

You're missing some of the changes to lessen damage.

  • Stacking multiple Infernal Drakes is harder.
  • Infernal Dragon Soul requires your team to take four dragons and also requires Infernal element.
  • Lethality nerfs reducing early game damage.
  • Cooldown reduction removal of Lethality items lowers frequency of burst.
  • Earth Drake + Ocean Drake both provide more defenses than previously.
  • Ocean Element provides more healing.
  • Spellthief's Edge has the damage removed, reducing bot lane damage.
  • Bot lane and jungle XP has been nerfed, decreasing the damage those champions do early on.
  • Conqueror nerf.

Additionally, Elder Dragon is flashashable if you're fast.

Basically, Riot is stripping a bit of early-to-mid game power out of the game and putting that damage into more limited game-ending power windows instead. The net overall effect should be lower damage on average, but higher highs when a team captures an important objective.