IBG+Sunfire isn't the real problem. Take a closer look.

WoonStruck··6 votes·821 views

Who are some of the most popular picks, especially in pro play?

Ekko: W.

Maokai: W.

Poppy: Q.

Gragas: W.

Fizz: W (less in pro play, because they actually stop him from snowballing).


The issue isn't just Sunfire+IBG.

Its %HP damage alongside high mobility and good CC initiation, which makes it very easy to get to a target, stick to them, and punish them regardless of how they're building, even though you're going tank.

%HP damage honestly shouldn't exist in the game at all outside of items. Especially on tanks or anyone who is even remotely viable as a tank.

This is all shown to be more true because tank Akali didn't actually become a real problem, despite having high mobility (one of three 'requirements'). Unless she gets fed early, she's very easy to deal with. There's a reason her popularity fell a massive amount very quickly; she's the one case that's extremely situational.


Who else has been extremely popular at times due to their strength in such a variety of situations?

Kha (repeatedly).

Zed (repeatedly).

Lee (repeatedly).

Elise (repeatedly).

Mao (repeatedly).

Poppy (Its why she was even a terror with her ult pre-rework, hence being made artificially weak)

Mundo (repeatedly).

Eve (Which is why she was gutted when it changed from %max to %current with no base.)

Gragas (repeatedly).

Jayce (repeatedly).

Nid (Bruiser nid was a thing too).

Sej.

J4.

Shyv (repeatedly).

Tahm.

Vi.

Vayne (repeatedly).

Warwick.

Zac (yes there was a time).

Hmm...I wonder what all of these champions have in common...

Maybe...just maybe...

...its their ability to be oppressive when ahead, and relevant even when behind due to %HP damage.


TL;DR: %HP damage needs to be removed from the game. Nobody should scale simply because their enemy did. That's silly game design for a game that claims to be competitive.

19 Comments

Buff Jax please5 votes

Yup they gave tanks %hp damage on abilities so they would be relevant without having to build damage. As if the cc lockdown wasn't enough lol.

LankPants3 votes

Yup they gave tanks %hp damage on abilities so they would be relevant without having to build damage. As if the cc lockdown wasn't enough lol.

It wasn't. True Tanks, not Shyvana and Mundo, they are bruisers were terrible throughout seasons 3,4 and the early part of S5. The only time tanks have been remotely relevant outside of the support role is when they bring damage as well as CC.

WoonStruck2 votes

That's a complete lie.

Tanks were all that happened in season 3 because jungle clears were so fast and easy. They basically ended up being supports with a little more gold. Tanks in the jungle didn't have a way to clear in season 4, so it was all assassins.

Alistar has been relevant outside of support several times, and gutted because of it.

Same thing with Taric.

Nearly happened to Leona at one point.

Nunu has gotten nerfed every time he's relevant due to how over-bearing he can be, not to mention boring.

Cho'Gath has been relevant a few times being built full tank.

Gragas has been relevant a few times without significant damage (post-initial nerfs).

Malph has been relevant at several points without significant damage.

Mao has been relevant at several points without significant damage.

Naut has been relevant a few times without significant damage.

Rek'Sai has been relevant without significant damage (recently even).

Shen has been relevant without significant damage.

If you don't agree with my definition of 'tank', please, go ahead and tell me who you consider a tank.

Anyway, all of them had moments where they were contested picks simply due to initiation, zoning, and overall control.

Tanks are far from terrible when they don't have high damage. All high damage tanks do is make ones with less damage unusable in comparison.

Ralanr3 votes

It's not high damage. It's just enough to be a threat to squishy targets.

LankPants4 votes

TL;DR: %HP damage needs to be removed from the game. Nobody should scale simply because their enemy did. That's silly game design for a game that claims to be competitive.

Really no. This would make HP an insanely overpowered stat. There's a counter to (most) %damage anyway in resists.

Anyway your list doesn't really prove anything. A lot of the champs you listed don't really rely on their %damage anyway. Kha, Zed, Lee, Jayce, Nid, J4, Sej, Shyvana and WW would all function pretty much the same with a flat damage spell, for Eve that would be a giant buff.

There have also always been some persistently strong/problematic champs who completely lack %damage, Alistar, Azir, Corki, Graves, Irelia, Kass, Leblanc, Lucian, Naut, Ori, Renekton, Rengar, Ryze, Sivir, Viktor and Yas are strong examples to me.

I really don't see %damage as that big of a problem, what's a problem is how overpowered certain champions are and are allowed to stay for multiple patches. %HP is completely balancable as a mechanic, it's just some champs with is (as well as many without) are not balanced.

WoonStruck2 votes

{quoted}

Really no. This would make HP an insanely overpowered stat. There's a counter to (most) %damage anyway in resists.

So you're saying we should have champs that will almost always be blatantly better than others of their class? You're saying HP couldn't be nerfed alongside it? You're saying damage on tanks couldn't then be lowered?

Anyway your list doesn't really prove anything. A lot of the champs you listed don't really rely on their %damage anyway. Kha, Zed, Lee, Jayce, Nid, J4, Sej, Shyvana and WW would all function pretty much the same with a flat damage spell, for Eve that would be a giant buff.

Don't rely on it? Kha relies on it to make picks and snowball into a monster. He would get destroyed by counter-junglers without, and wouldn't be able to pull off nearly as much. Zed relies on it for consistent kills on anyone that isn't full tank. 10% max hp is pretty massive with the rest of his kit. Lee relies on his Q to do damage at all. Nid relies on her E to be more than a Q spam bot. J4 relies on his to be relevant as anything less than full damage. Notice how Jayce isn't meta, despite having quite high damage poke? His %HP skill got gutted while armor tanks run rampant. Sej was only a monster with cinderhulk because she got %HP while also having a skill that scaled on her health. It kept her relevant. Shyv has only had great damage since she got %HP on her E. Before that all she was good at was speed-clearing jungles (both) to get a lead. WW would not be the same without his %HP skill. He wouldn't be nearly as much of a threat without it if the rest of his kit remained. He'd just be an ult-bot, instead of an ult-bot that can sometimes get kills before or after using it. Eve would get a total rework without her current %HP ult. You can't give a high burst ult to someone who has perma-stealth and can chase anyone down. That's why they gutted it.

There have also always been some persistently strong/problematic champs who completely lack %damage, Alistar, Azir, Corki, Graves, Irelia, Kass, Leblanc, Lucian, Naut, Ori, Renekton, Rengar, Ryze, Sivir, Viktor and Yas are strong examples to me.

Those ones are due to entire kit issues. The ones I mentioned would not ever have been problematic if they did not have %HP damage, with the exception of maybe Zac and Jayce. Not having %HP damage does not prevent you from being problematic. But it is one of the causes of being problematic.

I really don't see %damage as that big of a problem, what's a problem is how overpowered certain champions are and are allowed to stay for multiple patches. %HP is completely balancable as a mechanic, it's just some champs with is (as well as many without) are not balanced.

If its completely balance-able, why are the champions with it always topping the OP lists until they get gutted? Meanwhile others take small hits and fall out of favor, or even fall out with minor item tweaks. Why is it that almost every champ with % HP damage is either far too weak or far too strong, despite any state of itemization?

%HP champions are better when behind than ones without, and they are far better when ahead.

%HP is exactly why nobody outside of tanks with it are viable top lane right now. If your damage can't stay relevant vs tanks with GotU, you aren't viable. That's why Renekton is out of favor right now, despite him being one of the most solid 'bruisers' in the game.

LankPants3 votes

So you're saying we should have champs that will almost always be blatantly better than others of their class? You're saying HP couldn't be nerfed alongside it? You're saying damage on tanks couldn't then be lowered?

You haven't thought through the repercussions of this at all, have you?

Lowering HP hurts all tanks in scenarios where they have to deal with true damage. It would make characters who rely on true damage far more powerful and lead to great imbalances in the game.

You're also suggesting nerfing HP, a primary stat for tanks and tank's damage at the same time. Do you honestly think that's a good idea?

Don't rely on it? Kha relies on it to make picks and snowball into a monster. He would get destroyed by counter-junglers without, and wouldn't be able to pull off nearly as much. Zed relies on it for consistent kills on anyone that isn't full tank. 10% max hp is pretty massive with the rest of his kit. Lee relies on his Q to do damage at all. Nid relies on her E to be more than a Q spam bot. J4 relies on his to be relevant as anything less than full damage. Notice how Jayce isn't meta, despite having quite high damage poke? His %HP skill got gutted while armor tanks run rampant. Sej was only a monster with cinderhulk because she got %HP while also having a skill that scaled on her health. It kept her relevant. Shyv has only had great damage since she got %HP on her E. Before that all she was good at was speed-clearing jungles (both) to get a lead. WW would not be the same without his %HP skill. He wouldn't be nearly as much of a threat without it if the rest of his kit remained. He'd just be an ult-bot, instead of an ult-bot that can sometimes get kills before or after using it. Eve would get a total rework without her current %HP ult. You can't give a high burst ult to someone who has perma-stealth and can chase anyone down. That's why they gutted it.

The point was that if you set any of those champions %damages to a proportional flat HP amount they'd be completely unaffected (except for Eve). If you made Zed's passive deal 30+10per level damage he'd still be the exact same and that's a low-end number. This means it's not the %damage that's breaking him. Every other champion I listed is the same, except Nid, who doesn't even have %damage. Her Q deals flat damage increased by missing HP, which means it has the same damage cap VS everyone.

If its completely balance-able, why are the champions with it always topping the OP lists until they get gutted?

Because you're trying to make them. When I listed other problem champs you said "whole kit issues" to deflect it, you were completely right. I was hoping you'd be able to read between the lines, but you can't so I'll spell it out for you. Those champs are broken because their kits are broken.

Spot the pattern between these meta champs

Lucian Ezreal Thresh LeeSin Yasuo Vayne Caitlyn Fizz Blitzcrank Braum Alistar Ekko

They're all the champions with over 15% PR in gold+ this patch, so here's the question, does this really support your hypothesis? Out of these 12 champs 4 of them have %damage (Lee Vayne Fizz Ekko), additionally so do Zed and Kindred, who are banned too much to make this list, which bumps the total to 6 of 14, or 42.8%.

This may sound high but it's only just over the expected value at random since about 34.6% of champs have some %HP scaling. If there was 1 less champ in that pool you'd be within 1% of expected, so it's not really that significant.

You want to take a guess at what the actual overwhelming pattern is? It's mobility. Out of the 14 prior champs 13 have some form of mobility, 92.8%. If you want to know what really breaks the most broken champs in LoL that's your answer.

WoonStruck1 votes

The point of the list of champions I provided is that they have ALL been very blatant issues in the past. They might not have built tank, but if they were in that state now, they likely would be exhibiting the exact same issues as the rest.

You want to take a guess at what the actual overwhelming pattern is? It's mobility. Out of the 14 prior champs 13 have some form of mobility, 92.8%. If you want to know what really breaks the most broken champs in LoL that's your answer.

Considering this is the only portion of your post that's relevant to the OP, I'll start with this.


Notice how in the OP I mention having mobility, utility, and %HP damage.

If a champion has mobility and utility, why do they need to have damage without building any?

If a champion has mobility and damage for free, why do they need significant utility?

If a champion has utility and damage for free, why do they need free mobility?

If a champion has all three, they should not excel at any. This is mostly the case. However, when you add tank builds into the equation, you now have champions that take a higher amount of damage than most, deal higher damage than most, and have the same if not better utility compared to most. And they're relatively low counter-play due to mobility. Point and click on the majority.

If you want to take a look specifically at Maokai...How long as it been since he's been a problem prior to his 'update'? Wanna take a guess as to what makes him the monster he is today?

Want an example that isn't %HP damage?

Irelia.

Jax.

Kass.

Nocturne.

They've all been huge issues at some point. Why? Because they get a significant amount of free damage that allows them to build primarily tanky and still be a threat. And defensive steroids, mobility, and utility on top of that.

Its not just %HP damage that's the problem. I never claimed it was. I said the issue isn't just IBG+Sunfire. Its the free damage loaded into so many different champions' kits now. %HP is just the most common, least creative way they persistently try to do it, and I'm sick of it being slathered onto most kits, as it only leads to problems with balance.

Lowering HP hurts all tanks in scenarios where they have to deal with true damage. It would make characters who rely on true damage far more powerful and lead to great imbalances in the game.

Except they now don't have to deal with %HP true damage. Tanks were fine in season 1/2 when HP was low, resists were high. Hell, that's the only reason they weren't a problem back then. Even Cho wasn't considered OP.

HP would still mitigate flat true damage. It would just mitigate it slightly less. You make it sound like I said "remove bonus HP from the game."

Besides, you can easily lower true damage that proves to be problematic as well.

You're also suggesting nerfing HP, a primary stat for tanks and tank's damage at the same time. Do you honestly think that's a good idea?

Does tank damage need to scale additionally with their HP? We all know what a trainwreck Tahm, Mundo (after E change), and Sej are when they're anything close to decent. Specifically because of their HP scaling damage. That simply doesn't need to be in the game.

Primary stat for tanks is resists. However, they trashed resists since seasons 1 and 2, so health took over. It used to feel just about as good building a cloth armor as it did building ruby crystal. They increased its value and decreased its effect substantially over the years. Which is Ironic, considering items used to have way more HP on them.

Health used to be the 'multiplier' for those who would buy wit's, FoN, FH, GA, hexdrinker, Atma's, etc. Many items had very high health to supplement those items that tanks would buy.

HP is a multiplier for resists, just like crit is a multiplier for AD/AS. At least it was. Now resists are only there to supplement HP, which is why you see such heavy HP builds. HP used to be ~1k-1.5k lower on average for 'tanks'.

That may have sounded tangential, but the point is that when resists are properly balanced so that an over-abundance of HP is not required, everybody wins.

Tanks are easier to kill because you aren't using an over-abundance of an uncapped multiplier.

Squishy damage dealers get more out of resists, making things like Wit's, GA, etc more worth buying, especially when it comes to sustain.

The above trade-off means ADCs have less damage, making fighters actually viable again via both build-paths and match-ups with tanks.

Supports get more defense out of their low budget.

Mids can actually build tanky AP if they choose without getting hotfix nerfed or feeling useless.

A specific class of champions should not be intrinsically impotent in a match because a specific champion is facing them. That's called bad balance. This is exactly why %HP skills should not exist. It should only exist through itemization, where everyone has access to it.

Winning at champion select would be a lot less common of an occurrence if the game were to be balanced primarily in this way again.

BloodyTompon3 votes

Almost every champion has been a blatant issue in the past, cherry picking some is hardly convincing. I'm not sure you're understanding the point the other guy is making. Your assertion is that %HP is broken. Were that true you'd expect a significant number of the most OP champs to have that mechanic. That is not the case. He has falsified your assertion.

ProfDrDeath1 votes

Khazix doesn't even have %-based damage anymore, anyway.

I really don't see %damage as that big of a problem, what's a problem is how overpowered certain champions are and are allowed to stay for multiple patches. %HP is completely balancable as a mechanic, it's just some champs with is (as well as many without) are not balanced.

I'd also say that certain champions and mechanics render themselves more suitable for pro play. Specifically, champions that create opportunities and can punish tiny mistakes efficiently instead of relying on your opponents' bigger mistakes - since, at that level, big mistakes are rare, compared to the lower echelons of play.

JRobin313 votes

Like you say %HP damage isn't the sole factor here, but you make an excellent point nonetheless.

The prime candidates are champions that can do consistent damage without building damage items. This is what allows these champions to build tanky in the first place. The Sunfire-IBG build is just a popular conception. The issue is champions that have access to kits that provide damage and utility in the first place without having to build damage and utility. This is something you want in a support role, but instead we get champions running around doing damage, equipped with utility (in the form of CC and mobility), and building tanky.

It's a lot of fun to play champions like this and it's fairly easy to play them too. The tanky mobile CC champion is a classic of LoL that isn't new to this season and isn't particular to top lane. Add in %HP damage and you will be wrecking enemies all over the Rift. This is why players talk about champion kits being overloaded. It has nothing to do with "exploitable weaknesses". A tanky mobile CC champion takes fights on his terms or not at all regardless of what his exploitable weaknesses are supposed to be. This isn't a bad thing necessarily. I'm not saying we shouldn't have tanky mobile CC champions with %HP damage. But any champion that falls into the category of tanky mobile CC with consistent non-item dependent damage has to be handled with great care.

WoonStruck2 votes

In the past, the CC category wasn't even necessary.

Due to Meta and champion changes, those without CC (or at the very least, poke) have fallen flat compared to the others, however.

thumbnail93 votes

The majority of those cases were because the person was found to be to tanky in weird ways. They never hurt the tankiness in most cases, except Kha'zix's bs DR.

You do have to realize though a character's natural base scalings will not ever over power base damages. Hence, if you build completely glass you will die. That's why they call it glass cannon.

WoonStruck2 votes

And many of them have been problems after that tankiness is removed.

By 'weird ways' you must mean Kha, Nid, Jayce, and Elise.

The rest all build pretty tanky, outside of Zed and sometimes Lee/Eve.

What do all of them have in common? All of them have had a relatively tanky build that caused them to get massive nerfs at some point. Like Zed now. Like Lee after season 2. Like Eve in season 3/4.

Don't you think that's similar to the case we're seeing now?

Its pretty clear that %HP damage is the problem, since nobody's going to stop specific champs from buying tank items.

Hell, if Ionic Spark, Zephyr, and the original Zeke's Herald were still in the game, I can almost guarantee there would be a tank Vayne build right now.

Ralanr2 votes

HP % damage on Poppy is supposed to encourage her to build tank while keeping her damage relevant.

WoonStruck2 votes

Her being able to build tank while having relevant damage is what intrinsically makes her better than a lot of other champions.

You don't see how that's a problem?

Ralanr2 votes

Actually no. Her building full damage would be a problem.

Tanks that aren't supports need relevant damage or else they'd be ignored and not used.

WoonStruck2 votes

Her building full damage wouldn't be a problem because she'd get blown up before she does anything.

Please don't tell me you've had trouble with full AD Irelia.

Ralanr1 votes

I'm one of the few people who hate Irelia with a passion dude. I honestly feel the game would be better without her.

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