Riot Blaustoise on Damage (In which they actually talk about it.)

ModCaptainMårvelous··4 votes·2,171 views
Blaustoise's comment from discussion "Why does everything deal so much damage?"
  • Actually more damage and how much - we don't know to what extent it's actually true. I think everyone's hunch is correct that we're dealing more damage/we're squishier now, it's just to what degree. Something one of our analysts u/RiotBenobo might look into this week. We could look at things like game bloodiness (kills per game, when they occur, etc.), TTK (time to kill) especially at early levels, stuff like that.

  • Choice in old vs new runes - There are still defensive options in the rune system, it's just that now we have a lot of options that can also be optimal so we shy away from defensive ones. Splashing resolve secondary with bone-plating/chrysalis is kind of like your health/armor yellows and MR blues, but instead of being basically the only choice I think it's just a choice now. And frankly with a lot of champs we're more enticed by the spicy damage choices or other unique effects splash precision, dom, sorcercy, etc.

That being said I think we still have a more offense-focused system than previously, and the defensive choices we give you aren't 100% go-to optimized like they were in the old system.

  • Pros vs Cons of higher lethality - I think in some cases the offense-focused new rune system may make some interactions and gameplay feel worse, but could improve it in other areas. I think this post only frames the cons of the current "high lethality" gameplay (if it really is even that high) without addressing some of the pros.

12 Comments

Douglas Funnie4 votes

Season 8 is a joke.

ZeroAgainst3 votes

why even call them runes anymore at this point? it seems like there more like mastery pages but just more toxic.

ModCaptainMårvelous1 votes

They're both.

EDIT: But runes probably makes more sense from the way the page is set-up? IDK

ZeroAgainst1 votes

{quoted}

They're both.

EDIT: But runes probably makes more sense from the way the page is set-up? IDK

they should of just completely removed them tbh runes are just an extra factor of bs

Fízz v23 votes

I never really agreed that damage is too high but now its just impossible to ignore, ignite and electrocute remove almost half your hp. Then fun items like item 3147 item 3095 item 3146 make you oneshot people without having to use your kit well.

But how do you fix it? Because in pro play almost no meta champ uses Electrocute/domination, so should you still just nerf it?

Khristophoros1 votes

If it's not used in pro in the first place, you are not hurting pro by nerfing it.

Fízz v21 votes

Ye but if its not used in pro.. is it really overpowered/should it get flat out nerfed? Id support taking power out of Electrocute/ignite and putting it in avoidable spells like Zed Q tho

Madsin252 votes

"I think we have a more offensive focused system than previously"

No shit.

You took thunderlords you up'd the AP ratio by .2 and the base damage by 50. Is damage just suppose to "stay the same" when you do this?

pseudo dionysius1 votes

"spicy damage choices xD"

Hyquiem1 votes

Why not just add “skills” basically masteries but they give us 3 stars of our choice, making lane phase a reality instead of brutal all ins

Teridax681 votes

So the response boils down to "we have no real idea, and may or may not look into it later down the line". This worries me, considering how Riot not only seems to be completely unaware of the state of their own game, but does not seem particularly conscious either of the long-term impact of their balance and design changes over time. Was there no particular direction to the damage buffs and durability nerfs we've seen over time? Did nobody raise this issue internally when Celerity or Zombie Ward got damage added on, or when Stormrazor added yet another upfront AD burst item to the game? I find it difficult to believe that Riot would be genuinely unaware of how the state of damage in their game has evolved, and wilful or not, their apparent ignorance on the matter is concerning.

Normally, I'd welcome this as an opportunity for Riot to show the playerbase statistics on time-to-kill, match bloodiness, etc. However, considering how Riot's statistics posts in the past have been largely uninformative, overly defensive and self-congratulatory, and even intentionally deceitful, with poor presentation and manipulation of their numbers and figures, I feel we may simply end up with yet another propaganda piece that will try at all costs to argue the opposite of reality, in spite of its own statistics.

lolipopevelynn1 votes

Game needs more defensive options but the problem is the potential for another leagu of tanka meta.

More from Gameplay

More by CaptainMårvelous