Damage Ratios

BenjamminHammin·12/24/2019, 9:16:51 AM·5 votes·7,239 views

Hey, I'm really new to League, about 2 or 3 months. I wanted to disc damage ratios for the game. It seems, to me, that the game suffers from a lot of inherent balancing issues and I believe one of the biggest problems is damage ratios. Champions seem to either be too high damage wise to other champions, causing issues with how early gameplay is effected and even what role they play in positioning. For example, I played a game where a Nassus came bot lane and, even after losing lane and dying more to me and my support, was able to outgrow and out sustain not only full champion teams but tower shots. His health and damage was far too extreme in scaling. I believe the game needs to lower champion damage output and increase tower damage output and health. By doing this it becomes far more important for tower kiting and keeping a tower up for map control. By starting there, you can much more easily assess character stats and have a healthy threshold for new champions to be compared to.

20 Comments

Beacon Academy12/24/2019, 12:51:26 PM3 votes

Ratios are hardly different from previous seasons

Its just that permanent dragon buffs and unavoidable-mini-events via runes have increased the "number of damage sources"

So instead of balancing around two things (Mainly Kit & Items), Riot decided it would be a good idea to balance around four plus things (Without changing the first two things).

You can try and argue that old league also had runes & masteries... But those "runes & masteries" were bonuses, not champion defining special effects.

Vonyalo12/24/2019, 7:53:37 PM2 votes

It doesn't suffer from balancing issues. The game actually balanced quite well (well, for the game like that). But... It has a lot of game design desicions that work well for PVE or single player games and dont work in PVP. Not to mention their attempts to balance the game around both high and low elo, which is impossible by definition.

ustickitup12/24/2019, 10:24:48 AM1 votes

agree

NY6412/24/2019, 2:31:19 PM1 votes

In your example with Nasus, yes it can feel unfair that he suddenly becomes powerful out of no where while also becoming a massive tank but that is his purpose. He is a juggernaut. Juggernauts are champions designed to do huge damage while also being very tanky, their biggest weakness is that they lack mobility so it’s hard for them to get close to their enemies and do their damage in the first place. In the case of Nasus he is pretty unique because is the weakest early but one of the strongest late game. All he has to do is get enough stacks on his Q and he hits like a truck so the counter play is to keep your distance and don’t let him get close to use his damage.

Thresh Outta Fux12/24/2019, 5:24:48 PM1 votes

{quoted}

Hey, I'm really new to League, about 2 or 3 months. I wanted to disc damage ratios for the game. It seems, to me, that the game suffers from a lot of inherent balancing issues and I believe one of the biggest problems is damage ratios. Champions seem to either be too high damage wise to other champions, causing issues with how early gameplay is effected and even what role they play in positioning. For example, I played a game where a Nassus came bot lane and, even after losing lane and dying more to me and my support, was able to outgrow and out sustain not only full champion teams but tower shots. His health and damage was far too extreme in scaling. I believe the game needs to lower champion damage output and increase tower damage output and health. By doing this it becomes far more important for tower kiting and keeping a tower up for map control. By starting there, you can much more easily assess character stats and have a healthy threshold for new champions to be compared to.

Unfortunately, this is how Nasus is designed to be played. You are punished for not setting him behind and winning the game before he grows strong. Playing Nasus is a gamble because most games are far shorter and will end before he becomes relevant.

Aside from the example that you gave, you are correct though. Many champions have far too much damage than they have any right to, worst offenders right now being Morde, Senna, Caitlyn, and Aphelios off the top of my head.

Ashe mage AD12/24/2019, 9:48:33 AM1 votes

Ahah, welcome to the club lol. I'm glad you've arrived to the same conclusion most of the player base has. But now here's the deal xD Daddy Riot knows best and we got no say in it lol. Enjoy your stay.

Greenlightx12/25/2019, 4:08:28 AM1 votes

towers are fine, it was bad when back in the day you can dive lvl 3, but now you cant do that. you don't want the game to be boring, nasus would actually love nothing more than a more passive gameplay in the game. the game cant be completely fair, otherwise there would be no way to win, if you lose by a lot, don't have enough farm or objectives, you will be weaker and lose. wining the game is done by everything you do every second of the game. a level 12 nasus going to a bot that's level 8~9 will feel like too much, but that's how it works. there has to be winners and losers, if you make bad decisions, and play bad, not farm, not focus on objectives and the map, then you will lose the game, this isn't a fighting game, its a moba, strategy and pvp are equally important, so balance isn't like balancing a fighting game.

RyzeRework12/24/2019, 10:23:13 AM1 votes

Playing for 2 much and talking about damage ratios? What would you have it compared to? Unless your playing dota 2 where everything one shots you then I dont think you know enough about damage ratios to make a post.