Unpopular Opinion: Damage Creep Isn't That Bad

Woodakoodashooda··8 votes·1,742 views

I believe that the amount of damage in game allows champions to do exactly what they were intended to do, which is eliminate threats as a team with a coordinated spell rotation and then push objectives to victory.

Previously in league, the amount of sustain that many champions could build made for an unhealthy and severely boring game. Most jungle were building cinderhulk and a garen could go full tank and take damage from a focused team effort for almost 10 seconds, take out an enemy carry, and run away only to return to full health in mere seconds just to repeat the process. And those are just a couple of examples of what happens when there isn't enough damage or there is too much sustain.

I read posts about how this champion or that champion one shot some tank.

I call shenanigans on that.

Even in the current meta, a correctly built tank can survive 3 or more seconds of a focused attack. This survival is not intended for a tank to run away if they end up in the wrong spot at the wrong time. You get caught out, it doesn't matter what you play, you deserve what happens next regardless of what champion you play.

A tank's job is to initiate combat and survive the team fight just long enough for their allies to burst the enemies down so that their allies do not die in every engagement. It isn't run around the map blindly and spam emotes because, 'lol, I can never die'.

As for assassins, their job is to take out priority targets with as little effort as possible. Delayed damage proved too delayed so more damage was added in so that assassins could kill squishy carries without having the power to insta burst down tanks.

ADC's have a vital role in which they are supposed to melt structures like butter and secure the W for their team. The added benefit is that so long as they have a cooperative team, they can also turn around and use the damage to eliminate enemy champions from a safe distance.

And in before 'Supports, Supports have TOO much damage too!' Which support with a high pick and win rate is entirely damage based? Most tier 1-3 supports right now are champions who were actually intended to support their allies! Granted you've Morgana, but she was MADE for support + damage.

Anyway, I like the damage. I like that games end sooner than never. Why? Because 50-60 minute long games are stress-inducing nightmares that, often enough, result in massive disappointment.

If there's a team comprised mostly of people making too many mistakes then the current meta just makes it so they earn their deserved loss sooner.

If both team are performing adequately then you can be assured a 30-45 minute match. And that's what I call a GG!

8 Comments

rtbf2216514123 votes

Unpopular Opinion: Unpopular Opinion is an annoying title now.

Athenes Lulu1 votes

except that's actually an unpopular opinion unlike most threads that have that title

PhantomGG2 votes

it is that bad.

Athenes Lulu2 votes

For one, it gave mage supports a more obvious weakness botlane.

Making them more vulnerable to damage than enchanters because of damage creep from ADCs finally gave enchanters some place botlane. Enchanters could save themselves if they were to get caught, but the tradeoff is they can't just click one button, proceed to combo, and give their allies free kills like how mages could, which was originally what replaced them in the past.

Too bad it took another year and a few overbuffed items for people to realize how much power they really have and how they are "not longer trollpick tier" (other than Janna obviously), but that's a discussion for another day.

saltran2 votes

Wow a real unpopular opinion in a unpopular opinion post?

No wonder why you've been downvoted.

Herald Est Mors1 votes

More damage means one person getting just a little bit ahead means gg. You must not have even had a 1/0/0 Zed roam into your bot lane and tower dive for a kill, and walk away laughing. Or a Yasuo hit lvl 6 without backing, tower dive you with ult, ignite and walk away while you die, helpless. Damage isn't the problem, it is how it is distributed, Riot gave champs that didn't need it too much, and left the other 100 champs out of the loop. You see the same 15-20 champs get banned every game for a reason.

Woodakoodashooda4 votes

Ban rates are often based on pick rates. If you aren't going to ban a popular pick then you are likely wasting your ban.

However, I never really feel the need to ban Yasuo as they are far more likely to lose a match than they are to win one. I'd prefer for the enemy to play one because that puts the game in my team's favor.

He's called Trashuo for a reason. They often feed their brains out despite most any one player who mains him having a M7 mastery on him.

Seriously, I cannot recall the last Yas I had on my team who didn't have M7 mastery on him.

Gotta have that emote that states "I fed hard in 90/100 games, but I did good enough in the other 10 for a sticker!"

DragonShea1 votes

Damage creep should be fine as long as death's are not as punishable as they are now. People are complaining about the game snow balling out of control with this "stomp or get stomped meta" we are in now. I don't mind if you die 4 times before 15 minutes but i'd say that game goes on for long, those deaths will add up and fuck you and your team over and rightfully so.

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