What would happen if we take a flat 25% damage out of the game?

JuiceBoxP··3 votes·999 views

Less oneshots, Less LCS views, Less unstoppable stomping,

More strategy, Longer games... But seriously, the amount of damage in the game is huge. overkill oneshots all over the place, where is the strategy? mashing your skills in a specific orders and acing the enemy team 1vs5 with broken champions is no strategy.

Maybe we could see tanks return to the meta I was fiddling with this idea quite a bit... and i like it

11 Comments

Zeppelins circus6 votes

Yeah and no early pressure. I never liked games that are over 30 mins in general. Most of them are just stat-checking shitshows with just another champion or to be specific, ADCs and Yi's and Yasuos only doing damage. Others become irrelevant to the outcome.

You only need to pick Janna or lulu to ruin this idea of "less damage" in the game anyway? Because you will be dictating "who" will be doing the damage and "when". When damage is low, you can screw with the rules and make people do NO DAMAGE. LOL

It would be like this comp. Every damn game. Orianna KogMaw Lulu Maokai Nunu or this fucking comp. Janna Twitch Nautilus Morgana Sejuani

Less oneshots, Less LCS views, Less unstoppable stomping, sure?

NOBODY will be killing the kog/twitch, NOBODY will be watching the tournaments ever And NOBODY can stop this comp.

where is the fucking fun in a meta where this becomes prime?

I would rather have a Zed or leblanc bursting the hell out of the ADCs. People taking about the tournaments. And early game champs to be not ignored. (Snowballing is being reduced significantly this patch.)

If Riot makes another season where tanks and enchanters are both strong. I bet it would literally be the nail in the coffin, and pulling out the corpse and baking it with a furnance.

PS: i had a over 40 min game just today with my duo. We regretted it even happening.

Rock MD1 votes

[{quoted}](name=Zeppelins circus,realm=NA,application-id=3ErqAdtq,discussion-id=UEKFr3sj,comment-id=0000,timestamp=2019-02-15T02:50:09.163+0000)

Yeah and no early pressure. I never liked games that are over 30 mins in general. Most of them are just stat-checking shitshows with just another champion or to be specific, ADCs and Yi's and Yasuos only doing damage. Others become irrelevant to the outcome.

You only need to pick Janna or lulu to ruin this idea of "less damage" in the game anyway? Because you will be dictating "who" will be doing the damage and "when". When damage is low, you can screw with the rules and make people do NO DAMAGE. LOL

It would be like this comp. Every damn game. Orianna KogMaw Lulu Maokai Nunu or this fucking comp. Janna Twitch Nautilus Morgana Sejuani

Less oneshots, Less LCS views, Less unstoppable stomping, sure?

NOBODY will be killing the kog/twitch, NOBODY will be watching the tournaments ever And NOBODY can stop this comp.

where is the fucking fun in a meta where this becomes prime?

If Riot makes another season where tanks and enchanters are both strong. I bet it would literally be the nail in the coffin, and pulling out the corpse and baking it with a furnance.

Lmao I read this and thought you said, "games that are over in 30 are stat-check shitshows."

But yes what you actually said is correct. The later the game goes the more it relies on either

a. one idiot getting caught out at the worst possible time, which might not even mean much if their team has a hypercarry and the other doesn't. b. statcheck fights where everyone just plays utility for the ADC such as Ardent meta.

People like to think this would make the game more strategic when in reality outside of the most obtrusive of offenders (i.e. pre-nerf Irelia going all in on anyone 500 units from tower range for guaranteed kill), a game that ends decently early gives you the most opportunity to make strategic plays while still giving you opportunities to come back from a deficit.

Zeppelins circus1 votes

[{quoted}](name=Rock MD,realm=NA,application-id=3ErqAdtq,discussion-id=UEKFr3sj,comment-id=00000000,timestamp=2019-02-15T03:14:22.603+0000)

Lmao I read this and thought you said, "games that are over in 30 are stat-check shitshows."

But yes what you actually said is correct. The later the game goes the more it relies on either

a. one idiot getting caught out at the worst possible time, which might not even mean much if their team has a hypercarry and the other doesn't. b. statcheck fights where everyone just plays utility for the ADC such as Ardent meta.

People like to think this would make the game more strategic when in reality outside of the most obtrusive of offenders (i.e. pre-nerf Irelia going all in on anyone 500 units from tower range for guaranteed kill), a game that ends decently early gives you the most opportunity to make strategic plays while still giving you opportunities to come back from a deficit.

There was this issue, around season 4 when your A and B points were complained so much Riot made the game shorter. It is not about damn Korean gaming cafes. It was because the whole community moaned constantly about it.

So, they gave us so MANY warding tools that said idiot wont be caught. But gave junglers more access in return. Gave us so MANY items and with unique abilities/skills so it WONT be a stat-check shitshow of who can rightclick. And made a new stat that is extremely difficult to balance due to DEMAND of the damn community. (Lethality)

And here we are! And they say Riot can't balance and cater towards us even though WE demanded it! And made threats to uninstall league lmao WTF.

Saezio5 votes

well, I admit the idea sounds appealing...

Buuuuuut, wouldn't that result in champs that already have tons of damage be less affected by the 25% less while at the same time people that already struggle for damage and aren't picked much be even more shitty?

JuiceBoxP1 votes

Well, balancing the game with less damage overall is easier... because when the numbers are cranked up every 1% of damage is alot... when it is low every 1% is less meaningful. So they could nerf the overall damage and start balancing from there

Saezio1 votes

I am not saying this is definitely the case, just pointing out that straight up damage reduction might not be what we envision it to be.

Let's make an example,

Let's say that a champion at the current patch is strong and has very good damage, is it too far-fetched to think that they can do 130% of their enemy's hp as damage? I don't think it is, so with the 25% dmg reduction they can still kill their opponent because before the "nerf" their extra damage was just an overkill, but now it's what makes them do the 1-shot. And at the same time they receive less damage because their enemy is nerfed too. (the 130%/100%-post-nerf could be 2 trades 65%/50%-post-nerf each doesn't need to be 1 exchange for this to apply)

On the other hand, let's say a champion has lackluster damage in current patch and their all-in does 75% of their enemies damage (or 2 trades of 37% each, again it doesn't need to be 1 exchange of blows) after the nerf that would translate to 50% (or 2x25%).

So, while the champs that are weaker now will be just as weak, the ones that are at the top of the top will just be even stronger

This is just a hypothetical scenario, it might even be nonsense but don't tell me you don't feel like atm some champs are only stopped from doing more damage by the mere fact their enemy is already dead.

Zeppelins circus1 votes

{quoted}

well, I admit the idea sounds appealing...

Buuuuuut, wouldn't that result in champs that already have tons of damage be less affected by the 25% less while at the same time people that already struggle for damage and aren't picked much be even more shitty?

Pick an enchanter and ruin the whole game by making 75% of the champion roster unviable. To be exact. The equivalent extinction ratio of a cretaceous period meteor.

Tahminatrix 1 votes

Not disagreeing with you, infact I support what you said because this whole argument is yours but flipped.

Champions with more reliable forms of burst/heavy damage (See Kassadin Annie Malzahar Syndra RenektonPantheon Probably not the best examples)

And ones with less reliable but potentially stronger damage (see Velkoz ap Varus Xayah )

Probably really horrible examples given the range / utility difference along with ability to aoe the enemy team but please bare with me.

What would be the point in playing a less reliable champion (that has more damage) if you could already easily burst and kill the enemy with your damage as a champion who delivers that damage reliably. (Syndra isnt allowed to be buffed / even exist in meta most of the time because of how her R interacts with this statement.)

Say damage was increased by 100% (Because damage is kind of okay right now, this is just an apocalyptic situation)

Reliability, mobility, and range would all be supreme, anyone who needs to exist for more than a few seconds and land their abilities while also being immobile would be immediately out of the picture.

But that doesn't make you wrong, it supports your statement but from the otherside of the coin, if damage was decreased then your statement would start taking effect and unreliable champions might start ruling the game since they will have several chances in order to land their burst.

My point is there is two sides to this balancing act and the tree can lean either way.

Salron3 votes

Assassins and burst mages are now unviable DPS mages and low burst ADCs are now top dog

Enjoy your shitty meta

iiGazeii1 votes

What would happen is that sustained damage champions would see virtually no change in viability, tanks would be buffed, and all burst damage champions, especially those that walk that razor's edge of damage thresholds to actually kill somebody would fall off. Hard. Not only would their targets get a longer laning phase to farm up, but they would outscale the assassins earlier on and with less gold invested in defensive items. Their whole kit wouldn't be enough to get a kill, so their options would be limited to "get in, fail to get a kill, and die" and "get in, secure a kill on somebody who was already low, and die".

I'm not saying it's a bad idea, but burst champions would need compensation in some area other than damage. I would love to see them get a buff to their mobility, so that they have better access to enemies that are low and trying to get away, and better escapes so they can actually get out of a fight. Their job wouldn't be to 100-0 people anymore, it would be to either 100-50 people for their team to clean up, or to 50-0 people and get out alive.

five oh tree 1 votes

It's times like these that I thank god that rito doesn't listen to the boards.

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