Nerfing Damage Runes is not enough - we need our Resistances back

Rαy··92 votes·16,909 views

This oneshot fiesta needs to end in order to save this game. Everyone is oneshotting everyone, not just damage rune users.

People quit playing League because its strategic fights turned into a button mashing Team Deathmatch. The calm aspect of the game completely vanished. You are always in danger of getting oneshot and most of the time there is nothing you can do about it. It is not fun and engaging - it is boring.

Nerfing Electrocute was a start, but it's not enough. Champions need more bulk.

79 Comments

DW Diana39 votes

Ummmm sorry but Electrocute was a buff. Well a buff to anyone using it's EARLY game. But its not like anyone using electrocute snowballs in the early game right? [zombie-brand-facepalm]

Rαy18 votes

[{quoted}](name=Lord Loki1987,realm=NA,application-id=3ErqAdtq,discussion-id=jI6jIVJ5,comment-id=0001,timestamp=2018-08-15T13:01:19.322+0000)

Ummmm sorry but Electrocute was a buff. Well a buff to anyone using it's EARLY game. But its not like anyone using electrocute snowballs in the early game right? [zombie-brand-facepalm]

In terms of the oneshot problem, it was a nerf. I don't agree on the cooldown reduce as well, but I'm glad they toned down the instant damage.

Still, champion tankiness (not just for tanks!) needs buffs.

Christ Superstar12 votes

Funny how those 25-20 sec also somewhat closely matches up to Zeds W. But hey, at least you only have to base every 50 sec now instead of outright dying!

DW Diana8 votes

[{quoted}](name=Christ Superstar,realm=EUNE,application-id=3ErqAdtq,discussion-id=jI6jIVJ5,comment-id=00010001,timestamp=2018-08-15T16:31:23.663+0000)

Funny how those 25-20 sec also somewhat closely matches up to Zeds W. But hey, at least you only have to base every 50 sec now instead of outright dying!

I hate to tell you this.... if you stick around for 2 of them you're dead... I mean likelyhood is you're dead from the first one as the damage reduction on is amounts to about 30 hp, so he only has to AA you once more anyway (or hit one more of his abilities) but nevertheless if you're lucky enough to not get 100-0'ed of the first try, the 25 second mark is when you can bank on your death. But there IS hope! If YOU take electrocute and ignite as well and HIT your abilities, there's a CHANCE you might kill him first xD. Electrocute Wars Begin!

Starcraft243ver2 votes

Unless you are ap because he's got the magic shield from runes AND hextrinker =')

HungryAngry2SPP3 votes

[{quoted}](name=Lord Loki1987,realm=NA,application-id=3ErqAdtq,discussion-id=jI6jIVJ5,comment-id=0001,timestamp=2018-08-15T13:01:19.322+0000)

Ummmm sorry but Electrocute was a buff. Well a buff to anyone using it's EARLY game. But its not like anyone using electrocute snowballs in the early game right? [zombie-brand-facepalm]

It was not a buff, nor a nerf, it's like RITO likes to call it: a "power shift". which is true. Theoretically you can proc it twice in lane face, but it's quite hard someone will let the enemy use 3abilities on you, every 20s, but when it happens, it deals less dmg. Then in mid late, it just deals less dmg=nerf

Hemulen Magi2 votes

[{quoted}](name=Lord Loki1987,realm=NA,application-id=3ErqAdtq,discussion-id=jI6jIVJ5,comment-id=0001,timestamp=2018-08-15T13:01:19.322+0000)

Ummmm sorry but Electrocute was a buff. Well a buff to anyone using it's EARLY game. But its not like anyone using electrocute snowballs in the early game right? [zombie-brand-facepalm]

From a design perspective rather than general balance perspective, shifting strength from damage to cooldown is much healthier for assassins. It encourages multiple hit-and-run trades with potential for interaction with the assassin or at least opportunity to retreat, rather than a single one shot all-ins. In a laning situation if you get 1-shot, even the longer electrocute cooldown would be off cooldown or nearly so by the time you get back to lane, at which point you can likely be 1-shot again leading to out of control snowballing.

DW Diana1 votes

[{quoted}](name=Hemulen Magi,realm=NA,application-id=3ErqAdtq,discussion-id=jI6jIVJ5,comment-id=00010003,timestamp=2018-08-16T16:09:51.806+0000)

From a design perspective rather than general balance perspective, shifting strength from damage to cooldown is much healthier for assassins. It encourages multiple hit-and-run trades with potential for interaction with the assassin or at least opportunity to retreat, rather than a single one shot all-ins. In a laning situation if you get 1-shot, even the longer electrocute cooldown would be off cooldown or nearly so by the time you get back to lane, at which point you can likely be 1-shot again leading to out of control snowballing.

Oh cool, I didn't realise the changes were made to improve the design of the rune. When do the balancing changes happen?

Jaspers10 votes

Agreed on getting back some resistances. I think Sudden Impact nerf is the best one they did, Talon won't have a free 10 lethality from his Q at level 2 anymore. Might have been better to make it scale, from 5-10 over levels.

Is Electrocute a nerf? (genuine question) Can be proced every 25 seconds, not 50 and the damage early only is 40% less, not half so... it's the same if not better early, which is when it's most dangerous because it helps snowball. I'm not sure of the calculations myself.

DW Diana2 votes

{quoted}

Agreed on getting back some resistances. I think Sudden Impact nerf is the best one they did, Talon won't have a free 10 lethality from his Q at level 2 anymore. Might have been better to make it scale, from 5-10 over levels.

Is Electrocute a nerf? (genuine question) Can be proced every 25 seconds, not 50 and the damage early only is 40% less, not half so... it's the same if not better early, which is when it's most dangerous because it helps snowball. I'm not sure of the calculations myself.

Yeah they called it a nerf, but its really a buff. I just played with it on Malzahar and went 10/1/1. I even rushed gunblade just for the hell of it. The way I see it is if riot wants snowbally, hyper burst, assassin's in the meta, then I might as well get Malzahar in on the action xD

NineTailedMystic2 votes

Oh stop it. It's a nerf to instant burst damage which is what everyone wanted. Yes it's better if you can keep trading every time it's up but it's a good trade off.

Warlord Rhinark4 votes

Here is what I'd do:

  1. Increase health you get from choosing Resolve to 25 - 150 (50 - 300 with Inspiration) from 15 - 135 (30 - 270 with Inspiration).

  2. Remove the time restriction on Conditioning and give it 2 more flat Armor and 2 more flat MR.

Ahpe11 votes

They said they would be looking into removing the bonus stats from rune pages but that would just mean buffing https://vignette.wikia.nocookie.net/leagueoflegends/images/f/fa/Resolve_icon.png/revision/latest/scale-to-width-down/52?cb=20170926031125 would be an even bigger priority than it is now. Buffing https://vignette.wikia.nocookie.net/leagueoflegends/images/5/55/Conditioning_rune.png/revision/latest/scale-to-width-down/52?cb=20170926025654 is a great start but also what about looking at almost useless runes like https://vignette.wikia.nocookie.net/leagueoflegends/images/8/81/Unflinching_rune.png/revision/latest/scale-to-width-down/52?cb=20170926025600 and https://vignette.wikia.nocookie.net/leagueoflegends/images/4/42/Overgrowth_rune.png/revision/latest/scale-to-width-down/52?cb=20170926025717 while https://vignette.wikia.nocookie.net/leagueoflegends/images/7/75/Bone_Plating_rune.png/revision/latest/scale-to-width-down/52?cb=20180209233224 is taken literally ALL THE TIME to the point where it should just be a keystone.

And I know people already been on about this but remove the true damage from https://vignette.wikia.nocookie.net/leagueoflegends/images/2/20/Conqueror_rune.png/revision/latest/scale-to-width-down/52?cb=20180314225947 and potentially item 3031. There's absolutely no reason why https://vignette.wikia.nocookie.net/leagueoflegends/images/2/20/Conqueror_rune.png/revision/latest/scale-to-width-down/52?cb=20180314225947 should have true damage but it makes sense for item 3031 to have a little bit of true damage since it's only effective as a 4/5th item where you'd be getting it around the same time as your item 3026 and it just helps with tanks.

Warlord Rhinark7 votes

{quoted}

They said they would be looking into removing the bonus stats from rune pages but that would just mean buffing https://vignette.wikia.nocookie.net/leagueoflegends/images/f/fa/Resolve_icon.png/revision/latest/scale-to-width-down/52?cb=20170926031125 would be an even bigger priority than it is now. Buffing https://vignette.wikia.nocookie.net/leagueoflegends/images/5/55/Conditioning_rune.png/revision/latest/scale-to-width-down/52?cb=20170926025654 is a great start but also what about looking at almost useless runes like https://vignette.wikia.nocookie.net/leagueoflegends/images/8/81/Unflinching_rune.png/revision/latest/scale-to-width-down/52?cb=20170926025600 and https://vignette.wikia.nocookie.net/leagueoflegends/images/4/42/Overgrowth_rune.png/revision/latest/scale-to-width-down/52?cb=20170926025717 while https://vignette.wikia.nocookie.net/leagueoflegends/images/7/75/Bone_Plating_rune.png/revision/latest/scale-to-width-down/52?cb=20180209233224 is taken literally ALL THE TIME to the point where it should just be a keystone.

And I know people already been on about this but remove the true damage from https://vignette.wikia.nocookie.net/leagueoflegends/images/2/20/Conqueror_rune.png/revision/latest/scale-to-width-down/52?cb=20180314225947 and potentially item 3031. There's absolutely no reason why https://vignette.wikia.nocookie.net/leagueoflegends/images/2/20/Conqueror_rune.png/revision/latest/scale-to-width-down/52?cb=20180314225947 should have true damage but it makes sense for item 3031 to have a little bit of true damage since it's only effective as a 4/5th item where you'd be getting it around the same time as your item 3026 and it just helps with tanks.

For Overgrowth, I'd reduce the amount of minions/monsters you have to kill to 5 from 8.

For Unflinching, I'd increase the Tenacity you get from having a Summoner Spell on cooldown to 25% for a maximum amount of 50% Tenacity if both Summoner Spells are on cooldown. For activating a Summoner Spell, you should get 50% Slow Resist and Tenacity and activating another Summoner Spell only refreshes the duration, it doesn't stack.

For Conqueror... I'd just remove it and replace it entirely with Fervor of Battle.

kile1473 votes

Conq is frustrating because the true damage makes it difficult to take on champs who rely on their damage for healing because the true damage doesn't count for lifesteal and other effects like it (suck it Morde), and because it's a little too punishing to building resists. I also hate the trading pattern that the proc conditions push you towards.

Instead it should be an effect that stacks while in combat with enemy champions and gives you increasing amounts of armor/magic penetration, applied AFTER all other penetration/reduction effects. With an effect like that you wouldn't even need to limit it to melee only, because it would naturally become inefficient on marksmen, mages, and assassins who all build penetration as part of their kits. This would in turn solve the problem of champs like Urgot not being able to use it because he is technically classified as ranged.

Boulderox3 votes

[{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=jI6jIVJ5,comment-id=000000000000,timestamp=2018-08-15T13:23:43.759+0000)

For Unflinching, I'd increase the Tenacity you get from having a Summoner Spell on cooldown to 25% for a maximum amount of 50% Tenacity if both Summoner Spells are on cooldown. For activating a Summoner Spell, you should get 50% Slow Resist and Tenacity and activating another Summoner Spell only refreshes the duration, it doesn't stack.

i would love to mess around with some sort of supp/top lane summoner 11 user for the unflinching part. 90 sec CD per charge and using one, assumably item 3715 because it is a mini summoner 14 + summoner 3, then you get a bunch of tenacity for using it.

Rαy5 votes

I don't think taking Resolve should be mandatory to survive early burst though. I'm talking about a stat increase for every champ in the game, no matter what rune combination they pick. Squishies should not die to one and a half rotation from any champ before they even get their first item. It is just bonkers.

I agree on your suggestions though. Especially on the removal of item/rune true damage.

kile1473 votes

Why is true damage a bad thing? ADC's are supposed to be the best counter for tanks, and giving them true damage is a great way to allow them to deal damage to tanks without giving them absolutely bonkers damage against everyone else. The great thing about it being on IE is that it basically gaurentees that only pure damage focused carries can afford to get the item, which prevents other classes from abusing it.

Ahpe4 votes

What about every other class of champions that true damage is heading for? And I mean EVERYONE else

AatroxAhriAkaliAniviaAnnieAurelionSolAzirBardBrandCamilleCassiopeiaChogathCorkiDarius{{champion:131}|EkkoEliseEvelynnFiddlesticksFioraFizzGangplankGravesHecarimHeimerdingerIllaoiIreliaIvernJannaJaxJayceKarmaKarthusKassadinKatarinaKayleKaynKennenKhazixKledLeblancLeeSinLissandraLuluLuxMalzaharMordekaiserMorganaNamiNasusNidaleeNocturneOriannaPantheonPykeRekSaiRenektonRengarRivenRumbleRyzeShacoShyvanaSivirSkarnerSonaSorakaSwainSyndraTaliyahTalonTeemoTrundleTwistedFateUdyrUrgotVeigarVelkozViViktorVladimirWarwickMonkeyKingXerathXinZhaoYorickZedZiggsZileanZoeZyra

Point-and-click true damage isn't preferable.

kile1472 votes

Ok, let's figure this out. Let's say our options are +50% bonus damage (old IE) vs 10% of the damage being true (new IE).

Let's simplify and say 10 true damage vs 50 physical damage.

The way armor damage reduction works in League is calculated like so:

100/(Armor+100)*Raw Damage=Final Damage

100/(Armor+100)*50 Phys= 10 True

100*50/10=Armor+100

500-100=Armor

400=Armor

This means for that 10 true damage to be worth more than the 50 physical the target will need 400 armor.

Nobody on that list is ever going to have over 250 armor on a meta build much less 400, which means every single one of them benefits from ADC's dealing true damage on crits instead of just dealing bonus raw damage. The final calculation for the actual values of the old IE vs new IE is a little more complex because of the differing values of the crit vs crit multiplier, and the AD differences, but the point is that in this case the true damage is directly beneficial to everyone on the roster who is not an intended target.

If you think that ADC's are still killing squishies too fast, then the solution is to move even more of the power into true damage. Nerf the AD by 10 and up the true damage on the passive, it lowers the breakeven armor point, but it decreases their damage overall. Their damage towards high armor targets will hopefully remain the same but the damage to low armor targets will be decreased.

LordGeovanni2 votes

ADC's are supposed to be the best counter for tanks

Thought less statement because people like you have no idea why adcs were good versus tanks which is their range and consistent damage not killing them fast .

My Waifu Vanilla1 votes

And the true damage on IE is how they do that....ADCs get almost all of their damage from items. Even then not all ADCs are good tank busters.

LordGeovanni1 votes

okay then when adcs get infinity edge let them just do 15% true damage on crits with no physical damage since thats how they do that as if the physical damage doesnt matter. Adcs have more than enough physical damage with just ad even before any crits to deal with full tanks alone in less than 8 seconds then you add in other variables Crit, true damage, % hp damage some adcs have In kit modifiers and attack speed buffs then they also have their damage spells that they are more than likely using to poke with in conjunction with their autos before committed fights even start then there is that you dont just play versus the adc as a tank you still have to face another 4 champions while being slow and melee

My Waifu Vanilla1 votes

Except that isn't how it works. Please play Caitlyn or another non-tank busting ADC and tell me how well you do against the 250+ armor tank. I'm sure it will go really well when you get ignored. Yes, Kaisa and Varus can tank bust (is somewhat alleviated with Adaptive Helm) as well as Vayne, but most other ADCs (including the now somewhat popular Tristana) are stuck just throwing numbers at you which are almost entirely countered by Armor. If they get LDR and IE and like 2 crit items then yeah you will probably die, but that is what happens when the class that is ONLY good late game gets to 5-6 items.

kile1471 votes

Consistent damage is what true damage is. I don't disagree that damage is too high right now overall and that everyone needs to die slower, but mechanics like true damage and %armor pen are how tanks can still be killed in meaningful amounts of time without everyone else evaporating.

LordGeovanni1 votes

Tanks are not supposed to be killed in 'meaning full amounts of time' if you want to do that then they shouldnt have all the gates they have on them Low base defenses Low mana pools delayed spell actvations High cooldowns high mana costs. lowered damage for having some type of defensive effect. Armor pen is redicilously high and so is true damage. when it is windowed on a long cooldown and cant be used consistently like summoner 14 or rune Cheap Shot. Conqourer and Infinity edge shit on the concept of armor and building defenses which tanks only do because riot intentionally destroy any way for them to build damage otherwise no one would build tank you would just have a class on bulky melee cc burst mages, but people like you want to punish tanks for doing what they are forced into and it severely hurts Fighters in the process

Automated Riven2 votes

[{quoted}](name=Ray 701,realm=EUW,application-id=3ErqAdtq,discussion-id=jI6jIVJ5,comment-id=000000000001,timestamp=2018-08-15T13:32:42.478+0000)

I don't think taking Resolve should be mandatory to survive early burst though. I'm talking about a stat increase for every champ in the game, no matter what rune combination they pick. Squishies should not die to one and a half rotation from any champ before they even get their first item. It is just bonkers.

I agree on your suggestions though. Especially on the removal of item true damage.

Old runes made it maditory to take defensive runes in order to be defensive. They should absolutely force you into a defensive tree to be defensive. You should have to sacrifice damage to take less damage.

Rαy1 votes

[{quoted}](name=Automated Riven,realm=NA,application-id=3ErqAdtq,discussion-id=jI6jIVJ5,comment-id=0000000000010001,timestamp=2018-08-16T02:57:02.926+0000)

Old runes made it maditory to take defensive runes in order to be defensive. They should absolutely force you into a defensive tree to be defensive. You should have to sacrifice damage to take less damage.

You almost ALWAYS picked some defensive runes in the old system. Either armor, health per level or in some cases flat health. You were tankier than in this season by default.

If you are talking about masteries, no, you did not need defensive masteries to withstand significally more early damage than today.

I do not think 10 kills at 5 minutes should be considered normal - this back and forth killfest is frustrating, suprisingly boring and, in my opinion, ruining my favorite game. I think every champ needs to get his early game durability back.

Automated Riven2 votes

[{quoted}](name=Ray 701,realm=EUW,application-id=3ErqAdtq,discussion-id=jI6jIVJ5,comment-id=00000000000100010000,timestamp=2018-08-16T03:42:09.085+0000)

You ALWAYS picked 'defensive' runes in the old system. Either armor or health per level. You were tankier than in this season by default.

If you are talking about masteries, no, you did not need defensive masteries to withstand significally more early damage than today.

I am kind of fed up with 10 kills at 5 minutes - this back and forth killfest completely ruins the game in my opinion and I think every champ needs to get his early game durability back.

Runes and masteries are combined. And you could either start with like 12 ad 9 ar 12 mr or you could start with like 25 ad. You chose to go with the defensive stats. The same should apply for the new system. You can choose to take defensive options but you have to give up damage to do so. Giving everyone flat buffs will help out assassins more then they help out mages. because they are harder to shove out of lane. however I can sacrifice damage to get defense and he sacrifices damage to get defense its more even, just with less damage. He cant 100-0 you and its harder for you to shove him out of lane.

However if its only slightly harder to 100-0 the mage and you get free defense, then its better for the assassin. WHoever can kill the opponent easier will always be at an advantage in situations like this. Or champions who are able to freely harass. Mages would maybe benifit at the highest level. but definately not low elo.

Zaghyr2 votes

If the true damage on Conquerer was removed, then the entire keystone should be removed. The REASON it has true damage is because it was designed as a tank-busting Keystone. Even if they removed the true damage, it would have to be replaced with armor and mr penetration so it can still serve it's purpose.

On another note, I love how everybody whines about the True damage. People getting murdered (especially squishies) is NOT because of the True Damage, it is because of the bonus AD. If you actually look at the numbers, the AD bonus grants MORE damage than the True Damage conversion does, and the only case where this isn't true is against full tanks.

Ahpe5 votes

It was given to us because Rito completely forgot to make a keystone for bruisers, it was just a coincidence that it totally fucked over tanks.

True damage should only be accessible to champions with it already built into their kits because it's a pain in the ass to go up against since it can go through armour, MR and flat damage reduction like Irelia W or Gragas W.

Please show screenshots of where true damage does less work than physical damage.

Rouwhorst2 votes

We got Electrocute now though :)

Tundra Hunter4 votes

"The calm aspect of the game" you nailed it. I miss that so much!! ! I'm still playing with the old theme which is more suited for that calm pace https://www.youtube.com/watch?v=2kqUxKerGbU&t=285s

Nausicäa 4 votes

Yup

SMOKE THIS4 votes
Salvor Hardın3 votes

Remove one of many nerfs on Cinderhulk.

Sasogwa3 votes

You just can't go back to a decent League without completely destroying everything Riot made these last years, and there's no way they'd do that. aka

  1. remove most of the %health damage
  2. remove most of the true damage
  3. give higher CD's to crowd control
  4. reduce mobility
Jaygo413 votes

I agree, please return JarvanIV 's 4 armor that he lost (in exchange for his damage) so i can play him as a tanky disruptor

JRobin313 votes

In particular champions who are not tanks need more bulk. This is just one reason why RIOT should not be class-locking itemization, class-locking runes, class-locking summoner spells. It is bad design to remove player agency, player decision making, and decide for them how they should play their champions because you think players are too stupid to play their champions optimally.

Keshaun3 votes

I wish base resistances were still in the game.

lolipopevelynn2 votes

i think most of these changes should indirectly make resolve stronger. there was a time where everyone would take an offensive mastery tree and defensive mastery tree to balance out damage, now everyone is taking double offensive trees. maybe resolve as a secondary tree in mid and bot lane becomes a thing if they further buff the resolve tree slightly.

Purgë2 votes

{quoted}

i think most of these changes should indirectly make resolve stronger. there was a time where everyone would take an offensive mastery tree and defensive mastery tree to balance out damage, now everyone is taking double offensive trees. maybe resolve as a secondary tree in mid and bot lane becomes a thing if they further buff the resolve tree slightly.

lol no thanks , you dont wanna see boneplating +dorans sheild+second wind

u take this combo on anychamp and mages are fuked if u have to punsish an assasin in laning phase but he have boneplating+second wind /and potentially a doran's shield$ you will basicly heal him , and after u manage somehow to get him to half hp without dying to ganks for being too agressive he can just one shot you

the solution is to bring back diversity in stats so pepole can choose bonus armor or hp based on what they want

PB4UAME1 votes

I would rather see everyone having a mastery that makes them immune to damage for 5 seconds the first time they are hit every 30 seconds - 1 minute, than what we currently have.

We goddamn need some actual meaningful, useful defensive runes that are at least as good, or are worth at least as much gold as their offensive counterparts. Honestly though, damage gives you multiple sources of returns and scales orders of magnitude better than defenses does. In light of this, the defensive parallel to any offensive source should actually be quite a bit STRONGER and MORE GOLD EFFICIENT instead since the end of season 5 (patch 5.22 specifically) we've only gone further and further in the complete opposite direction.

Compare the defensive items, runes, masteries, etc from season 1 to Season 8, its a goddamn-motherfucking-joke, and it ain't fucking funny. Not in the slightest.

Automated Riven1 votes

{quoted}

I would rather see everyone having a mastery that makes them immune to damage for 5 seconds the first time they are hit every 30 seconds - 1 minute, than what we currently have.

We goddamn need some actual meaningful, useful defensive runes that are at least as good, or are worth at least as much gold as their offensive counterparts. Honestly though, damage gives you multiple sources of returns and scales orders of magnitude better than defenses does. In light of this, the defensive parallel to any offensive source should actually be quite a bit STRONGER and MORE GOLD EFFICIENT instead since the end of season 5 (patch 5.22 specifically) we've only gone further and further in the complete opposite direction.

Compare the defensive items, runes, masteries, etc from season 1 to Season 8, its a goddamn-motherfucking-joke, and it ain't fucking funny. Not in the slightest.

I'm only in favor of this if you need the hell out of tanks damage. They do way to fucking much damage to be immortal right now.

PB4UAME1 votes

They need equal or better objective/minion/monster damage. They need less target invariant (%hp based) damage, and perhaps less damage to champions. However, its important to note that much of their damage to champions comes from runes and itemization rather than their base stats and kit, with the exception of the aforementioned %hp damage abilities.

Teridax681 votes

It's true, the loss of resistances with Runes Reforged contributed significantly to the current state of one-shots. Personally, however, I'd rather continue toning down damage across the board, rather than increasing resistances in the same manner. Damage and health/resists basically function like the accelerator and brakes in a car -- both achieve opposite purposes, and you generally want to avoid pressing down on both at the same time, because otherwise the thing you're handling becomes much more difficult to control. In this particular case, raising resists to match up to damage risks introducing more power creep to the game and raising the baseline needed amount of tankiness to survive damage, when the central issue at hand is that damage is simply too high for our current health and resist values. Because of this, I'd rather reduce damage even further first, and then see if some champions need health/resist buffs.

Rαy3 votes

{quoted}

It's true, the loss of resistances with Runes Reforged contributed significantly to the current state of one-shots. Personally, however, I'd rather continue toning down damage across the board, rather than increasing resistances in the same manner. Damage and health/resists basically function like the accelerator and brakes in a car -- both achieve opposite purposes, and you generally want to avoid pressing down on both at the same time, because otherwise the thing you're handling becomes much more difficult to control. In this particular case, raising resists to match up to damage risks introducing more power creep to the game and raising the baseline needed amount of tankiness to survive damage, when the central issue at hand is that damage is simply too high for our current health and resist values. Because of this, I'd rather reduce damage even further first, and then see if some champions need health/resist buffs.

I do get your point, but this approach will most likely take a lot of time and seeing how it took nine months to finally realize that the sheer amount of damage is a huge problem (this was my main issue during pre-season), I'm not even confident in getting my hopes up for season 9. I kind of lost my trust in patch updates after not enjoying the game I loved most for such a long time. Seeing so many streamers and pros abandon the game in frustration is pretty discouraging as well.

While I understand that balancing should be a carefully adjusted process, Riot basically floored it last pre-season - so why not slam the brakes now?

Teridax682 votes

This is a very fair point. Ideally, one would expect a preseason update to take the necessary time to fix things properly, but I have the sneaking suspicion next Preseason isn't going to actually do all that much, so raising everyone's stats by some generic amount could be the quick-and-dirty fix to the problem at hand, as opposed to sorting through each ability individually and adjusting its base damage.

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