Lowering damage creep will fix almost every problem League of Legends is facing
WARNING: WALL OF TEXT
Lets start off by listing the things that obviously wouldnt be there anymore if Riotgames nerfed every champions damage
- 0.5second bursts wouldnt happen 5-10 times a game
- Teamfights would last longer
If champions dealt less damage = They would take longer to kill turrets Turrets wont be made out of paper anymore
- Games would last longer. Maybe that's not a "gameplay issue" but League used to have nice 40 minute games. That's what it was based on.
- Because of that, marksmen would actually reach late game. The crit rework was nice but games last too short for marksmen to have any impact.
- Games would be slightly less snowballing, because towers could provide needed safety and could allow teams to secure picks/more gold and come back from the game if they fought under tower.
- Tower-focused gameplay would be more prevalent, focusing on both solo sieging and team pushing.
Changes that should come with the damage nerfs
Minion changes changing champion damage changes alot of their wave clear paterns
Melee Minion:
Health:473 - 1200 ⇒ 426 - 1080
Attack Damage: 12 ⇒ 11
Caster Minion:
Health: 296 - 425 ⇒ 266 - 382
Attack Damage: 22.5 (+1.5 / 90s) ⇒ 20.5 (+1.5 / 90s)
Siege Minion:
Health: 900 (+ (50 / 60) / 90s) ⇒ 810 (+ (45 / 54) / 90s)
Attack Damage: 39.5 (+1.5 / 90s) ⇒ 35.5 (+1.5 / 90s)
Super Minions:
Health: 1500 (+ 200 / 180s) ⇒ 1350 (+ 180 / 180s)
Attack Damage: 190 (+ 10 / 180s) ⇒ 171 (+ 9 / 180s)
Armor: 100 ⇒ 90
Magic res.: -30 ⇒ -33
Super Mech Power Field: grant nearby minions 70% bonus damage, 35 bonus armor and 35 bonus magic res. ⇒ 63% bonus damage, 31 bonus armor and 31 bonus magic res.
deal 20% reduced damage to the nexus. ⇒ deal 22% reduced damage to the nexus.
Changes that should go with the decrease of damage
Nerfing damage will also make it really hard to kill jungle monsters
Gromp
Health: 1800 - 3150 ⇒ 1620 - 2835
Magic res.:-15 / -22 / -26 / -28 / -30 ⇒ -16 / -24 / -29 / -31 / -33
Crimson Raptor
Health: 700 - 1225 ⇒ 630 - 1102
Armor: 30 / 45 / 53 / 56 / 60 ⇒ 27 / 40 / 48 / 50 / 54
Magic res.: 30 / 45 / 53 / 56 / 60 ⇒ 27 / 40 / 48 / 50 / 54
Raptor Health: 400 - 680 ⇒ 360 - 612
Greater Murk Wolf
Health: 1300 - 2275 ⇒ 1170 - 2047
Armor: 10 / 15 / 18 / 19 / 20 ⇒ 9 / 13 / 16 / 17 / 18
Murk Wolf
Health: 380 - 665 ⇒ 342 - 598
Magic res.: 10 / 15 / 18 / 19 / 20 ⇒ 9 / 13 / 16 / 17 / 18
Ancient Krug
Health: 1250 - 2188 ⇒ 1125 - 1969
Magic res: -15 / -22 / -26 / -28 / -30⇒ -16 / -24 / -29 / -31 / -33
Krug
Health: 500 - 875 ⇒ 450 - 787
Lesser Krug
60 - 105 ⇒ 54 - 94
Rift Scuttler
Health: 1200 - 2480 ⇒ 1080 - 2232
Armor: 60 ⇒ 54
Magic res.: 60 ⇒ 54
~~under the effect of crowd control that prevents her movement, she receives 25% extra damage ~~ ⇒ under the effect of crowd control that prevents her movement, she receives 27.5% extra damage
Lets remove some damage from  Yasuo as an example, A champion alot of people hate
 **Yasuo**
**BaseStats**
Attack Damage: ~~63 - 117-4~~ ⇒ 56.7 - 99.66
**Passive**
~~his basic attacks deal 10% reduced damage when Critical strike icon critically striking.~~ ⇒ his basic attacks deal 11% reduced damage when Critical strike icon critically striking.
**Q- Steel Tempest**
~~20 / 45 / 70 / 95 / 120 (+ 100% AD)~~ ⇒ 18 / 40.5 / 63 / 85.5 / 108 (+ 90% AD)
~~Steel Tempest can Critical strike icon critically strike, dealing 80% AD bonus physical damage.~~ ⇒ Steel Tempest can Critical strike icon critically strike, dealing 72% AD bonus physical damage.
**E- Sweeping Blade**
~~60 / 70 / 80 / 90 / 100 (+ 20% bonus AD) (+ 60% AP)~~ ⇒ 54 / 63 / 72 / 81 / 90 (+ 18% bonus AD) (+ 54% AP)
~~Each Sweeping Blade cast increases the next dash's base damage by 25% for 5 seconds, up to 50%.~~ ⇒
Each Sweeping Blade cast increases the next dash's base damage by 22.5% for 5 seconds, up to 45%.
**R- Last Breath
~~200 / 300 / 400 (+ 150% bonus AD)~~ ⇒ 180 / 270 / 360 (+ 135% bonus AD)
~~Yasuo's Critical strike icon critical strikes gain 50% bonus armor penetration.~~ ⇒ Yasuo's Critical strike icon critical strikes gain 45% bonus armor penetration.
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Making champion damage will increase the impact of runes in the game too much, Because of that most keystone runes should be nerfed
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**Precision**
Press the Attack:
Damage on proc: ~~40 - 180~~ ⇒ 36 - 162
Bonus Damage: ~~8% - 12%~~ ⇒ 7.2% - 10.8%
Lethal Tempo:
Attack Speed: ~~40% - 110%~~ ⇒ 36% - 99%
Fleet Footwork:
Heal: ~~3 - 60 (+ 30% bonus AD) (+ 50% AP)~~ ⇒ 3 - 54 (based on level) (+ 27% bonus AD) (+ 45% AP)
Conqueror:
Damage: ~~10 - 35~~ ⇒ 9 - 31
True Damage: ~~20%~~ ⇒ 18%
**Domination**
Electrocute:
Damage: ~~ 50 - 220 (+ 50% bonus AD) (+ 30% AP)~~ ⇒ 45 - 198 (+ 45% bonus AD) (+ 27% AP)
Predator:
Damage: ~~60 - 180 (+ 40% bonus AD) (+ 25% AP)~~ ⇒ 54 - 162 (+ 36% bonus AD) (+ 22% AP)
Dark Harvest:
Damage: ~~40 - 80 (+ 25% bonus AD) (+ 20% AP)~~ ⇒ 36 - 72 (+ 22% bonus AD) (+ 18% AP)
Heil of Blades:
Attack Speed: ~~75% - 125%~~ ⇒ 67% - 112%
**Sorcery**
Aery:
Damage: ~~15 - 40 (+ 10% AP) (+ 15% bonus AD)~~ ⇒ 13 - 36 (+ 9% AP) (+ 13% bonus AD)
Shield:
I will be updating this thread over time
Someone below asked to just increase the resistances tbh its a great idea
And the only change that should go with that is increasing the jungle monsters damage