We gotta take the problem out by the roots!

SaltyToplaneGoat··5 votes·402 views

And with that I mean actually adressing this aweful damage creep that has been piling up in this game for years now - and seriously threatens to ruin it. Every tank that has no viable off-build is pretty much considered a trash pick. Assassins with prologned burst windows are not exactly viable either, unless they also bring waveclear and utility to the table, what is making burst mages kind of useless who require at least some setup for their damage.

And what makes tanks useless and requires assassins to have so much damage frontloaded? Marksmen able to tear literally everything apart just by rightclicking on it. You have a thronmail? Don't care, I lifesteal it all up anyways.

Also, I'm not sure why the adc class was ever allowed to be so dominant in a game that once appraised itself with the multitude of possible strategies. Right now it is "build your team around the carry, and every team NEEDS to have a carry". Usually the long-range dps in games has kind of a supportive role, to compliment the burst dealers and help the tanks to keep the enemy at bay while the burst-characters wait for their cooldowns to be down.

Meanwhile in LoL marksmen seem to have the role of BpS - Burst-per-second, both excellent at combat AND objective control.

Now people say that "NOOO adc are suppsed to be strong late." - well, serious question here: "Why?". Why do we need a class to build the entire game around? I can play a comp without tanks. I can roll a comp without assassins. I can roll a comp without a healer/shielder champ. I can roll a comp without a burst mage. Yet I cannot for whatever bullshit reason have a team without an adc. And THAT'S a problem. And it HAS been a problem since season 1/2.

People have been complaining that the game today is more "twitch-reflexes" and less "strategy". And yeah, they are totally right. Due to damage creep being slightly lower, having fights stretch on for some time was very common. Positioning and the change of that over the course of the fight was important - as opposed to "don't get insta-murdered once you stick one little toe out"

And the root to all this is: Adc damage. And what is the reason for adc damage? A tiny garbage mechanic called crit that should have went out of the window when Dodge was removed. Apart from all the issues that randomness brings in, it also ruins champ design. Because why have a champion use their abilities, when they can rightclick you to death and be even more efficient about it, right?

Oh, and the argument that "we need crit or adcs would insta-kill towers with high ad values" is bollocks. You could just give towers more armor later in the game, or let them take reduced damage from ranged champion attacks or whatever.

Tl,dr.: Remove crit, turn adcs back into a class I could play the game without if i wanted to. Then nerf everything else accordingly to get this dreaded damage creep over with.

11 Comments

Handy Sandy 1 votes

You have a good point, but sadly this will never be changed.

SaltyToplaneGoat1 votes

But why not? I mean, the problem is kinda obvious.

Handy Sandy 1 votes

[{quoted}](name=Kyoki Shinkuro,realm=EUW,application-id=3ErqAdtq,discussion-id=i4cwTIT8,comment-id=00000000,timestamp=2016-08-12T02:02:44.511+0000)

But why not? I mean, the problem is kinda obvious.

Usually when there's an easy fix, nobody listens to it for some reason.

SaltyToplaneGoat1 votes

Well is there anything they'd get from holding up the current system?

All i see is lazyness in the design team. "Well, we know how this meta can be easily balanced, so better keep it with all the flaws it has instead of all the flaws it has that literally start to break the game now."

They say "never change a running system" - but if the system is literally running on lazyness, inherent design mistakes dating back into the early years of LoL when none of the devs had ANY clue how to make a game right, you might aim for something else as well...

TheOvermind1 votes

I thought about it and came to the conclusion that keystones offer way too much damage (especially to adcs with fervor) and they need to go , as well as removing last whisper alltogether so that tanks can actually stay in the fight for a little longer. But now that I think about it and had MANY ppl complain about adcs melting tanks in seconds without last whisper, I'm starting to feel this might not be enough ...

SaltyToplaneGoat1 votes

Keystones are definetly an issue. Adc's can utilize most of them. Warlords? Favor? Deathfire (for the casters like Jhin)? Thunderlords (doesn't really count, everyone can get this)? Stormraider (they do enough damage for it to work)? Grasp of the undying (also working with basic attacks)?

Marksmen are the only class than gets to use almost ALL of them, exept for the support ones and maybe the health stack thing, but that one's not exactly the best...

Meanwhile all other classes are stuck with 2, maximal 3 good ones they could possibly use...

ScissorsNstuff1 votes

item 3078

MunchCrunchLunch1 votes

it will change if riot overhauls how ad interacts with auto attacks. and how attack speed and crit works.

remove crit entirely and half the problem is solved.

90% of an adc damage is from items. if not more. meanwhile every other class gets 60% damage from items at most even assassins.

you can build any ranged champion marksman or not and they will all have the same dps. its horrible design that lacks any interactivity but doing the same thing which is having a marskman as well.

being able to deal damage from range isn't the same as 2.5 autos per second that deal 800 damage each and are resource less.

SaltyToplaneGoat1 votes

800 damages is already if you have armor mate. The usual squishy dies within less than a second - that's what made the games all about twitch reflexes in the first place.

Back in the day when you got stunned: welp, now you better look how you deal with that. You're probably going to die, but your team still can help you, or you might make some sick play to save the day, even tho you are seriously most likely going to die.

Now: You Died. End of it. No counterplay, no reaction. Just, dead.

MunchCrunchLunch1 votes

[{quoted}](name=Kyoki Shinkuro,realm=EUW,application-id=3ErqAdtq,discussion-id=i4cwTIT8,comment-id=00030000,timestamp=2016-08-12T02:53:14.940+0000)

800 damages is already if you have armor mate. The usual squishy dies within less than a second - that's what made the games all about twitch reflexes in the first place.

Back in the day when you got stunned: welp, now you better look how you deal with that. You're probably going to die, but your team still can help you, or you might make some sick play to save the day, even tho you are seriously most likely going to die.

Now: You Died. End of it. No counterplay, no reaction. Just, dead.

yeah a jinx rocket does over 1k damage. and caitlyn headshot is 1.5k or more.

SaltyToplaneGoat1 votes

Not to mention that is is AoE damage from a champ with one of the higest basic-attack ranges of the game.

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