Itemization Math
Offensively Attack Damage multiplies with** Attack Speed** multiplies with Crit Chance multiplies with Crit Damage
Defensively **Health **multiplies with Armor/MR
Every offensive item you get just makes you want to purchase another offensive item because it compounds. The same is true with defensive items although not to the same degree. Every item you purchase adds more DPS than the item before it. Every defensive item adds more effective health than the item before it.
Example Defensive Math Lets look at your effective health if you were to build up to Randuin's Omens If your base health is 2000 and your base armor is 80 then you have 3600 effective health vs. physical damage If you purchase one Randuin's it adds 400 Health and 60 armor. Your effective health becomes 5760 (a 2160 effective HP increase) If you purchase a 2nd Randuin's your HP becomes 2800 and armor 200 making your effective health 8400 (a 2640 effective HP increase) Your 6th Randuin's adds 4560 effective HP ... more than twice as much as your 1st item.
The math compounding on offensive items is even more extreme than defensive items.
This pushes people to build full damage or full tank. Tossing in 1, 2, or 3 defensive items on a carry just isn't typically done.
This leads to most carries building full damage. When you combine this with the mobility creep league has seen in recent years and the front loaded burst runes/items the game has turned into league of 1-shots.
I'd like to see 3 changes to League
**1: Change Itemization Math. ** Make it so that it is worthwhile to throw in 1, 2, or 3 defensive items on carries... or 1, 2, or 3 offensive items on tanks. Building full offense/defense should still be an option... but it shouldn't be the only option.
**2: Reduce the Mobility Creep. ** Rework the 10-20 most oppressive mobility champions. Years back in League you used to die because you engaged poorly, got caught out, or mispositioned. Now in League you die by simply being same screen as new flashy dashy champion X and it's almost completely out of your control.
3: Give Alternate Rune Choices: For example ALL AP keystones are burst damage (Comet, Electrocute, Dark Harvest, Predator, ~Aery, ~Aftershock). Why do I need 6 different burst damage keystone choices while there are literally 0 choices for multi-target or DOT damage?!
exist.
give you the ability to get some resists or tankiness alongside your damage