Damage creep isn't the problem. Dominance of anti-tank resources is.

chipndip1··1 votes·1,123 views

I'll be brief because I want to get back to Three Houses, but I keep seeing people blaming damage creep for League's current state unironically and I want to say (again, because this isn't the first time) that the problem isn't "the damage", it's "the anti-tank resources".

We have Conqueror which shits on tanks, Shojin which boosts fighter/skirmisher scaling to shit on tanks, we reverted the marksman itemization update so it's easier for marksmen to deal with tanks and squishies at the same time, and we STILL have the standard anti-tank items in the form of Last Whisper items and Cleaver. Not to mention, many new fighters come with ways to scale into the later stages of the game instead of becoming shoddy split pushers like Irelia and Camille (Which is NOT a bad thing. Do NOT think I'm talking ill on Irelia and Camille here).

On top of this, tanks are weaker in the laning phase because of balance changes made to push fighters into higher levels of play (something dudes like Gbay99 and Hashinshin were asking for). We have fighters like Aatrox that are strong early, and we have Conqueror which helps skirmishers and fighters in top lane cut through tanks during the laning phase with bonus AD, life steal, AND true damage stacked together. On top of this, we have ranged bullies which are a pain for damn near anyone in top lane.

Here's where we have an issue: Tanks were blamed for being too good early without people paying attention to how they fall back to their team-oriented patterns later in the game. Now that they're struggling to live life in top lane in the early game and also have serious competition with scaling/snowballing in later stages of the game, top lane's given way to juggies, divers, and mages. If you have more damage dealers, you have more damage in the game and less people who will soak up that damage. If your tank performs poorly in lane, then even if you have a tank, that tank will soak up less damage before they die. If your tank is AP Malphite, he's a 1-shot bot, not a tank.

This is where the problem really lies when people say "damage creep". It's not that the damage is significantly worse than it might have been in some seasons past (at least at this point). It's more an issue with the fact that no one's playing champions that are good at absorbing damage anymore, so carry picks are exposed to high burst way easier than they were in seasons 5 or 7, when tanks were literally everywhere.

Short version: The problem isn't that we're doing 10k damage rotations. The problem is that our 1k damage rotations, which we've always had in some form or another, are going onto 900 hp targets instead of the 3k hp targets since no one's playing the 3k hp characters. There is a plethora of both early and late game oriented reasons as to why people have been gravitating from top lane tanks for a long time now in both solo queue and the pro space, and since solo queue junglers love assassins and divers way more than a Sejuani or Zac, solo queue just doesn't have tanks even when pro play can afford not having a top lane tank in exchange for a jg tank, which makes games super volatile and "1-shotty" in solo queue.

5 Comments

WoonStruck2 votes

Damage creep is an issue too. Some of the minor runes are better than keystone runes before runes reforged.

Damage being added to items.

Infernal.

Champion power creep.

chipndip11 votes

{quoted}

Damage creep is an issue too. Some of the minor runes are better than keystone runes before runes reforged.

Damage being added to items.

Infernal.

Champion power creep.

Infernal is a stat booster, sure, but we USED to have a straight up gold injection when it came to drakes, which directly snowballed the entire enemy team. Also, nearly any item has damage, and that doesn't change the fact that you can only hold 5 of them and some boots.

For someone playing a squishy or semi-squishy carry, the biggest thing you're noticing is that you're getting hit by more burst more often because no one else can take it for you. That and people are smarter than they were in earlier seasons where you could see triple Doran's Blade in a pro match

WoonStruck1 votes

Gold only supports your damage up to a cap. Its better than a straight up potential 24% multiplier to your damage stat, not including elder, as far as game health goes.

Damage already outscales tankiness, and making it so you can brute force damage through resistances makes it so the already low slot-efficiency of tank items goes down even further.

Moody P1 votes

the whole issue stems from the arms race of penetration being necessary because extreme amounts of resists are available to get. Now, after fully compensating for it offensively anything less than absurd resists doesn't matter at all.

Massively reduce penetration and % damage from items and rebalance durability through items around it for the best long term results imo

chipndip11 votes

[{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=TEvPoUAW,comment-id=0001,timestamp=2019-08-05T23:41:12.163+0000)

the whole issue stems from the arms race of penetration being necessary because extreme amounts of resists are available to get. Now, after fully compensating for it offensively anything less than absurd resists doesn't matter at all.

Massively reduce penetration and % damage from items and rebalance durability through items around it for the best long term results imo

We don't need to massively reduce % pen from items. All the issues that are destroying tanks are from other things, like Conqueror and newer top lane kits like Aatrox.

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