I feel it would be better to buff defenses instead of just wanting to nerf damage.

DragonShea·1/5/2019, 5:57:02 AM·30 votes·13,497 views

My reason for why defenses need to be raised instead of damage being nerfed is that you'll end up upsetting the system that is in place in regards to the runes reforged and the items that are in the game right now. As it stands damage is too high and nerfing it create more harm than good because their are so many damage options that it would be better to create something to counter all of those options, namely rework the resolve tree so no damage runes are in that tree apart from grasp.

Another thing I'd like to see is the buffing of all HP and resistances for all champs. some champs will get more than others, Tanks and juggernauts will get the most followed by divers then skirmishers etc. In order to keep things more balanced and give champs that need the extra defensive stats the chance to survive a beating while more frail champs can survive a little longer or get away from an assassin. Personally I think that a massive base HP boost should be done first due to the amount of true damage in the game atm.

Lastly, defensive items need a buff to their resistances because the HP granted is fine but their resistance don't do jack against Penetration at all and that needs to dealt with.

Anyways, that is just my two cents on the matter.

76 Comments

Nea1041/5/2019, 8:01:03 AM26 votes

I don't know, both ways could be fine. Problem is, this company has intentionally transformed this game in a Fortnite-like perma-skirmishing burst fiesta. So I'm not sure it's gonna be any better.

Warlord Rhinark1/5/2019, 7:26:22 AM21 votes

Buffing Defenses will do little to nothing with all the True Damage and Penetration around.

King Braum1/5/2019, 10:49:33 AM7 votes

would be fine if it wasn't for the fact that many damage tools now straight up ignore defense stats. meaning buffing defense wouldn't help on the biggest offenders and only cause champs that cant properly utilize those tools to suffer even more.

Tahminatrix 1/5/2019, 6:36:56 AM5 votes

Also with the more recent rune changes where we get to pick the stats rather than take what we get from our tree + the HUGE ogregrowth nerf just so other classes could use the rune, im talking HUGE.

I used to go resolve primary and then take inspiration secondary for 270 hp late game. I can only get up to 180 from using 2 of my 3 slots and then I have to dump the offensive one on scaling cdr, cdr is literally on almost every tank item and its somehow my best option, if they took 10% off of frozen heart and buffed it I wouldn't be so tilted over this.

I used to be getting around 10% of my max health increase from ogregrowth towards late game, around 400 in most cases, now im lucky if I even get around 250.

Not being able to go resolve primary and inspiration for hp, I was able to do the next best thing and take ravenous hunter from the domination tree.

As a tank this rune not only caters to your base damage (abilities, even onhits/bonus damage on autos, just not the base-critable damage from autos themselves) Even PURE tanky/peel champions are known to rely on their base damage, this rune gives them a 14% greater benefit from that base damage.

This rune also caters to your resistances (the healing you get is worth more because of your damage reduction)

It even caters to you when you are fighting someone who does max health true damage (they cant damage you based on hp that you don't have yet)

Ravenous hunter is such a significant saving grace for me as a tank player that Id value it over grasp and the current crappy overgrowth combined (I get more healing out of it per fight than I get from stacking my hp with both runes throughout an entire game, the only thing making grasp any useful is its healing and the fact its damage also procs rav hunter)

This isn't me praising ravenous hunter, its me belittling the current resolve runes for being so bad that I could go to another tree and get a rune that I can actually stack up as a tank (I get a lot of assists so im gonna get all 5 stacks at some point) and make more use out of throughout most of the game.

The Bad Touch1/5/2019, 9:53:11 AM5 votes

You could buff every armor/mr item by 20 and every health item by 100 and it would barely make a .5 second different for a tank vs YI/Vayne/Kai'sa/Varus BS... and wouldn't do a damn thing vs Pyke/Urgot/Darius.

All it would do is slightly nerf the assassins are aren't doing already well not effecting meta assassins who already overkill people by 30%.

Defenses have diminishing returns out the ass. Offenses have non diminishing % reductions. The more defenses you have the harder they get countered by % and true damage.

6k hp and 400 armor ain't going to help you kill a yi.

So why would going from 3.5k hp 180 armor to 3.7k hp 200 armor matter?

The issue is offensive item synergies are too strong compared to defensive item synergies.

item 3124 item 3153 with item 3085 or item 1419 Syngergizes too damn well. item 3147 item 3142 item 3071 item 3036 Synergize too damn well. item 3095 item 3094 item 3031 Synergize too damn well. item 3285 item 3165 item 3151 item 3135 Synergize too damn well.

Defensive items don't synergize because in every typical game you need armor AND MR and fuck ton of hp to back it up. item 3512 is conditional. Requires a split push/pressure comp. item 3193 is conditional. Only works on a select few champs like Chogath. item 3083 is conditional. Only works when the game isn't an all in clown fiesta. (Which most are.)

Even Divers get good Synergy out of item 3078 item 3053 item 3748

Tanks that don't build Bruiser items just die without doing much of anything other than couple second of CC. Even Shen ends up building item 3748. Sion ends up building item 3053 item 3025.

Pure tank builds are a pipe dream unless either gold income is lowered or offensive items stop having so much damn synergy.

Seriously how many games do you actually see where half the champs aren't using some close variant of the following builds? item 3124 item 3153 with item 3085 or item 1419 item 3147 item 3142 item 3071 item 3036 item 3095 item 3094 item 3031
item 3285 item 3165 item 3151 item 3135 item 3078 item 3053 item 3748

The Bad Touch1/5/2019, 9:06:11 AM4 votes

With all the true damage and % hp damage defenses don't mean anything anyway.

Buffing them won't fix anything.

jocomotion1/6/2019, 1:13:37 AM3 votes

Why not a little bit of both?

LordGeovanni1/5/2019, 8:35:48 PM3 votes

that would do very little as mages and adcs have been getting buffed defenses for 5 years now and tanks and bruisers nerfed defenses for those same 5 years. all that would do is make tanks and bruisers a little better while adcs and mages still have more defenses than they should have versus a bruiser assassin or tank and mage adc and assassin damage would have still been buffed since earlier seasons.

If anything id over nerf offenses then buff them back so that after adcs and amges have complained for a good 3-7 months they feel better thus getting damage where it needs to be. Defense still needs to be buffed no matter if damage gets nerfed or not. Defenesive buffs will do much less than damage nerfs because defense is worse stacked ad of to the idiots saying that you will have more % effective hp of course you will 1% of 100 will of course be less than 1% of 125 where 200 is worth 125/100 that doesnt change that you lost 75 value in the second 100

Metal Janna1/5/2019, 6:59:25 AM3 votes

{quoted}

My reason for why defenses need to be raised instead of damage being nerfed is that you'll end up upsetting the system that is in place in regards to the runes reforged and the items that are in the game right now.

You have a point there.

namely rework the resolve tree so no damage runes are in that tree apart from grasp.

Wait what? Why is it a problem for a damage rune to exist in a resistances tree?

Sire Hippington1/6/2019, 10:25:07 AM2 votes

I think the majority of players that complain about damage don't really think in terms of offense or defense, but mostly care about how damn fast they die, so it's all of how much form their hp vanishes in a given time span. So for most, buffing defense is included in reduceing damage overall, as it serves the same overlaying goal: it makes peole last a bit longer. Few people care about the means, they just see the goal, and in this case i agree with it, i honestly don't care if damage gets reduced, defense buffed or a mix of both, all that matters is that i can eat some CC as a tank and not imidiatly die to the followup(it's a sad world when a rammus is afraid of bodyblocking a dark binding for his carry cause he knows he won't survive it), and that a single mistep in any given lane doesn't already result in a clean kill anymore...

Meany Sting1/5/2019, 8:49:23 AM2 votes

{quoted}

Another thing I'd like to see is the buffing of all HP and resistances for all champs. some champs will get more than others, Tanks and juggernauts will get the most followed by divers then skirmishers etc. In order to keep things more balanced and give champs that need the extra defensive stats the chance to survive a beating while more frail champs can survive a little longer or get away from an assassin. Personally I think that a massive base HP boost should be done first due to the amount of true damage in the game atm.

Massive hp boosts are bad for the game. It invalidates a lot of champions who have goal to kill others, some champions have low mana pools but just enough to kill a champion right now. With HP increase people on 1st back would run out of mana withouth a chance to safely finish off a kill. It also means all runes and items could'nt be made weaker or we would enter an immediate tank and tank buster meta.

Rune weakening is the way to tinker with the game if you wish to find better balance. As before this rune system we didn't really have this much damage, or it was very specific cases. Now It is rampant, and if runes are the problem but you tackle base stats, you are just putting a band aid on the would that is still bleeding. Rune fix comes 1st really.

Daddy Ants1/5/2019, 1:49:16 PM2 votes

Increase resistances.

Do NOT add any more true damage into the game.

The thigh guy1/5/2019, 9:02:03 PM2 votes

Buffing defense won’t work because of the insane amount of true damage, flat pen, %pen and % hp damage.

The game has just turned against anything and everything defense in favor of a insta gib, jump from the bush feast or feast harder meta.

Wild Geese1/5/2019, 11:12:15 PM2 votes

I posted the other day though it got ignored - if they just have everybody more HP it would fix damage a bit.

Say ebrybodies starting HP is raised by 40 and HP per level by 4. Or some scaling with existing values variation...

Some people argue is a quick fix and doesn't solve the issue in the long run.. We'll in the long run it will take them a year to lower all the offending sources of damage (and probably overtook many). But a day to raise HP.

More HP solves everything except %hp damage. There's only a handful of that in the game that can be lowered alongside raising HP.

The game needs a quick fix badly.

Mace of Spades1/5/2019, 7:33:26 PM1 votes

The only problem with this thinking is the incredible amount of true damage available to bruisers through conqueror and many of their abilities, so buffing defenses only would shift the game in their favor

Bob the Toastr1/5/2019, 6:14:59 PM1 votes

Problem is, if you buff defenses, then you have to rebalance basically everything else in the game. Jungle camps? Minions? Turrets? Drag and baron? All have to be rebalanced if you buff defenses. It would be far easier to nerf damage IMO.

Pandemic Punch1/5/2019, 8:41:27 PM1 votes

Been saying this in many threads now. If Tanks and enchanters both become viable again, the fights will last longer and ADC's will feel better to play. Fighters and bruisers will still be able to dominate top lane, but they won't be able to blow everything up as easy anymore due to zoning, shields, and peel.

Rathar Dashing1/6/2019, 4:11:06 AM1 votes

I feel Demolish and Shield Bash are actually fitting with the resolve thematic. Demolish rewards you for sticking to the tower an surviving damage + having high health, and shield bash not only increases the power of your shields but it also allows you to get an extra punch out of it.

Yamete Rito1/5/2019, 2:56:37 PM1 votes

I think that buffing defenses but not pure defensive stats or items would be the way to go. Giving supports and tanks bigger heals/shields/dmg mitig along with other cool features would be good enough in order to keep that 1-shot potential. This way, there will be a big difference between good players and bad players. This will also probably help the support role (not seeing Brand and Zyra every match) and top tank role (since bruisers are roaming freely on toplane atm).

RemoveEnterKey1/6/2019, 12:12:40 AM1 votes

No, thx, I'd rather have a one-shot mechanics centred meta than a Season 5 Top Lane Slug Fest or a Season 8 Banner Slug Fest.

50Shades0fTrynda1/5/2019, 3:49:48 PM1 votes

making atk deff and mix stats separated from the path was just enough in matter of buffing defenses ... it was jsut what the game needed in order to stop being extremely snowbally , increasing bounty also made a step forward for this game

Douglas Funnie1/6/2019, 2:29:44 AM1 votes

Nerf the damn damage.

WoonStruck1/6/2019, 2:51:24 AM1 votes

Damage needs to be nerfed because if defense is buffed tanks will reign supreme.

Nerfing damage makes tanks relatively tankier without them rolling over people without defenses.

Not only that, but the obscene amount of penetration and true damage almost demands that damage be nerfed over defenses being buffed.

VelvetCrotch1/5/2019, 6:23:14 PM1 votes

This! And maybe some tools for tanks to make the following things: Slow attack speed of yi during ult Absorb spells for squishies like veigar ult. Reduce Crit dmg by a massive amount (rip rng trynd :) )

The Patriachy1/5/2019, 7:22:59 PM1 votes

It is never going to work as long as conqueror exists.

Remove conqueror and you're back to the bullshit aftershock + warmogs meta.