Idea's to Fix the "Damage" Meta
Hi there! I've noticed that a lot of people are complaining about overall damage in the game and I spent some time thinking about ways to improve the situation from being a "one bad trade loses lane" or just outright one-shotting people, to allowing people to fight and turn fights, I think it would actually make team fights more exciting to play and watch as well. So here are a few ideas I was thinking about,
- Introduce a new stat, call it whatever, Resilience maybe. Anyways this stat would be given to all champions and what it is an indicator of is overall damage reduction. Balanced however to make it fair but what it'll essentially do is calculate how many tank stats you buy, and provide you a flat % of damage reduction on top of your tank stats that cannot be beat by armor shred outside of true damage and tower damage. But the trade off is that it equally reduces the amount of total damage you deal as well. This is to stop the game from just reverting back to the tank meta.
EG. Mundo has 100 Resilience base. He has an overall damage reduction of 10% on top of his current mitigation from Armor and Magic Resis. While also doing 10% reduced final damage. If he builds a Deadmans and a spirit visage, he'll gain 20 Resilience and his final damage reduction will up itself to like 15% and his final damage output will also be reduced by 15%. The numbers can be tweaked to make it as fair as possible I'm not amazing a balancing things. Ofc there will have to be a hard cap on this stat as it would be stupid to have a permanent Tryn ult on and not be able to do damage. Probably cap it off at 15% or something idk. The numbers are hypothetical but the idea is there. The inverse of this would not be true, building damage will not increase the amount of damage received, as that will add to the very problem that we're trying to solve with the exception of assassins.
"Tank" champions can start the game off at 10% damage reduction overall in damage output and incoming damage, Mages/ADC/Casters can start at like 5%, assassins being the exceptions and should probably start at 0 or a negative value because that's the nature of their gameplay.
- Item overhaul and champion power cuts. Up with hero mobility, and down with damage. Items prioritize defences over damage more, (more items like Maw, banshees, lowering the cds of active utility items becoming a staple in gameplay over pure damage items like IE and Duskblade, Ludens etc.) It means trimming AP from AP items, AD from AD items. It means nerfing upfront damage items, and trade it up for passives that improve damage over time kinda like guinsoos but without the phantom hits cause that's straight up broken.
Champions in general should be changed to provide a healthy amount of mobility and champs that have "too much" mobility should have it trimmed. It allows for more skill expression and room to outplay people, and I'd argue this change is needed as if you can't one shot someone within a spell rotation you should at least be able to have room to knock them down even if they retaliate.
- Kill reliable true damage. Tweak runes and drop the base damage on basically anything that hurts.
Edit for formatting.
ult with a 120 second cooldown you couldn't avoid?