Double dipping or more into defenses is part of why we have damage creep right now

Moody P··5 votes·3,651 views

currently (and in the past):

  • tanks/fighters get to enjoy high HP as well as high resists
  • Shields and % damage reduction feed into their already impressive effect health pools, multiplying their defenses (sustain too, to a lesser degree)
  • Some tanks/fighters get to directly turn their durability into damage
  • Fighters have had a particularly bad habit of being better with tank items than tanks
  • Things like HP regen that work better over a longer period of time shifted aside in favor of more immediate, 'noticeable' effects - allowing tanks to deny aggression at a moment's notice with decent reaction if they have on-demand shielding or % DR, making more 'noticeable' moments of power that effectively void aggressive play altogether

Since very old ages we've had several "band aid" responses that let everyone 'counter' this stuff instead of Riot just directly addressing the issue. Things like;

  • Percent damage, which despite being a very powerful mechanic is laughably commonplace now, even on tanks
  • Armor reduction everywhere (M. Pen is ridiculous, too but it never got MORE common as a response to high durability)
  • Out-right ignoring otherwise absurdly high defenses through means like true damage (IE, Conqueror as recent examples of the offense)

Any way that could actually fix the issue of the eternal arms race is far beyond a scope that any of us or anyone at Riot would like to accept. I'd just like to remind you that we've had many instances of the other end of the spectrum and that there's a reason Riot isn't keen to letting it return; we were equally dissatisfied with tanks being untouchable while steamrolling squishies as we are with new-age fighters being pseudo-assassins.

That said, I'd still like to suggest that perhaps the easiest way to fix things is actually less and not more. Simplifying tank stats and reducing the amount of amplified defense that comes from kits and items (alongside reducing the above bandaids if not removing outright) could potentially be a big step in fixing the issue.

14 Comments

Super Sandmanne4 votes

I think damage creep has a lot more to do with riot's tendency to buff what's weak instead of nerfing what's strong rather than tanks having damage that scales with tankiness. It's not like voli has ever been meta

Moody P3 votes

Volibear's been meta quite a few times, actually. From recent memory he was definitely a strong contender just this season when his E got buffed and was also very potent in season 6.

Most of his competitive success before that was far before I played, probably season 2/3 ish. He isn't meta often but he's certainly had his moments. What keeps Volibear bad RN is that tank items have gotten trashed specifically because of how tanks and certain fighters get to take those stats and just multiply the shit out of them with their kits.

Irelia Bot2 votes

Sterak's, Deaths dance, Stormrazor, Duskblade, Keystones.

The game got popular with none of these in the game.

It is decaying with them.

Coincidence? I think not.

Moody P3 votes

to be fair sterak's was/is necessary for fighters at the moment

I miss the good ol' days when I could run full tank on fighters and still be a DPS threat though

Irelia Bot3 votes

I miss the days when Frozen Heart was the common second item on Irelia if AD is the main threat.

Moody P7 votes

i miss when frozen heart was an item anyone bought at all

Irelia Bot2 votes

I miss you season 4 around 4.10.

Almost as much as I miss season 2 although I was clueless back then.

Moody P3 votes

strongly considering learning dota since i'm having no fun this preseason. It's -literally- got everything I wanted for LOL; this post was actually somewhat inspired by the topic since I've been researching it a bit and I really enjoy how they handle tankiness in that game

Irelia Bot2 votes

Be warned that it has it's own bullshit and a whole lot of RNG.

And by a whole lot I mean 15% chance of 450% crit damage multiplayer.

MrFawknSunshine1 votes

% damage hurts high hp targets more then low/average hp targets. so it is best against those tanks that every one seems to hate.

alot of champs are now getting anti shield mechanics in their kits

AirKingNeo2 votes

No, it hurts them equally. They both lose the same percent of their HP.

It hurts targets with less resistances, like ADCs.

GigglesO1 votes

To be fair there is %max and % current.

AirKingNeo1 votes

yeah but you'd still lose the same percent amount of the health bar

except squishies take more percent of the HP because they have less resists.

9NINE1 votes

one man: GHOSTCRAWLER

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