There is too much damage in the game and needs to be spaced out.
Obviously this is an issue that has been plaguing league for some time now, although it's not as spoken about as the CC and mobility creep in the game. So I wanted to play more about it.
For starters everyone have too much damage in their kit and it's destroying league as a whole because the damage needs to be lowers overall and burst needs feel like you in a do-or-die But you get enough time to get out. If damage is gonna get lowered then burst balancing is gonna be tricky. But back to the main subject. The damage her is too much damage in the game but ironically, there is also to much heal/shielding power in the game. was well. Which means that the game is all about doing insane damage but also negating it. That is not a bad concept but it has become too encompassing and now it's the norm. And even tanks can get nuked down rather fast if they are caught out, giving the enemy team a 4v5 advantage instead of a tank with 66.67 to 75% HP left for a mistake.
While I think that ADCs and Assassin's durability is ok as it is. The problem is the classes that are meant to be tougher and the power supports bring to the game right now as well as their dependency on ADC and vise versa is too much and it creates a meta where durability don't matter which makes the game too bursty and results in shorter teamfights and a shorter game over all. Not just that, but towers are made of paper as well, making it easy for a pusher or ADC's to get first tower.
This has made ADC's the top role of the game and this's toxic as fuck. And when you place too much effort of ranged damage dealers to deal damage and when have too many tools to protect them as they are the carries of the game, their is gonna be a massive imbalance and a rise in damage, which makes it hard for more durable damage dealers to do their job unless they have mobility as well.
So what should be done? Well here is a list of what should be done:
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Increase the power of towers overall: Tower shots should hurt and they should last for longer. Hell even give Top and mid tower a little more protection against the herald.
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Balance damage so that it's it takes longer to kill non-squishy champions: Damage needs to be reduced across the board, simple AF.
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Make ADC's sustain more prominent. Make poke feel like poke, not a hard hit. Also it's their damage should feel like they are chipping you down and if you stay in their line of fire, You. will. die! Not this shit of them killing you in less than 2 seconds for trying to challenge them, if they are bursty(or cycled damage dealers, make them more punishable during their cooldown period)
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Make burst scary for squishy champs, make it more rewarding to kill someone but also more punishing for missing: It should be something that needs to prevent in the short time before it kills a squishy.
Anyways that is just my two cents on the matter
Peace out.