The Real Balance Issue, The one you haven't heard of.
So I had until this very morning thought that Lethality was designed for killing tanks, and overcoming armor. The idea was you build damage to simply deal damage, and you have to trade that off to do damage against tanks. There was supposed to be trading one for another and that was the idea behind itemization but I was watching a guide on Riven, by Exil (summoner name California Boys) and I realized that this was so wrong.
Basically, he was describing building Riven towards being a late game assassin for squishy targets such as the ADC or other Assassins and he said something that jumped out "You primarily want to take Lethality in your runes, because Lethality is the counter to enemies being squishy" but the one thing I don't understand is: Why?
I realized he's right. i looked at the champions that build lethality. Jayce, Riven, Talon, Pantheon, Zed, and Yasuo. They are very high burst champions that destroy squishies. There is nothing more terrifying than one of them getting on top of you unexpectedly and not having some really good peel. But then that leaves my question for Riot "If Lethality is the way you deal high damage to squishy targets, what is the point of building AD"
AD to my understanding is just raw damage. In order to make good use of this damage is to trade it off in exchange for something else that improves you (or your teamate's) ability to deal damage. Some examples may include
Bruisers, like
and
build raw damage stats, CDR, and on hit effects/mobility in order to assure they can extend the fight and use their abilities, which scale heavily off AD
Marksman like
and
who build a combination of attack speed and damage to assure they can do their damage constantly and without sacrificing time between movements when they constantly must reposition to avoid enemies
Tanks like
and
Who depend solely on CDR and resistances to assure they can peel for carries and put out CC at a faster rate.
All of these have some trade off they make instead of taking raw damage. There is a trade off. Sure the full AD Darius can kill absolutely anyone that walks into him especially those that duel him, but he is susceptible to kiting or burst. Those are his balancing points, but I struggle to see the trade off distinguishes assassins and tank shredders. The fact that lethality simultaneously allows the Jayce to just drop his load on a squishy champion and just murder them while also having the necessary stats to fight the full tank Nasus running at them or guarding that very same squishy.
The thing is, lethality is not whats broken. Because tanks will almost always outscale any form of raw damage, because Nasus, Poppy, and Maokai will always eventually be able to kill the AD Darius, or 100 to 0 the ADC if they're caught out there has to be a way to defeat them. Lethality, is and should be the way to defeat tanks, to overcome their resistances, therefore penetration stats MUST exist, and they must be fairly significant.
The breakdown of the issue is that full lethality is a fully valid build for oneshotting squishy champions.
But It shouldn't be, and to understand why you have to understand one of the most simple parts of the entire game, base stats. The reason that lethality is so useful against even squishy champions is because it ever goes to waste. A standard full lethality build ignores somewhere in the area of 90 Armor . Evelynn, who is an assassin and typically a fairly squishy character has a base armor of 91.1 at level 18. That means that the same lethality which was useful against the Full tank Maokai is Equally effective against the squishy Evelynn. Even Caitlyn, who is an ADC, has a base armor of 90.1, wtill 100% effective against her. Basically, there is never a time where a bruiser is required to build AD. Giving them the same oneshotting power of Full AD, but still being fully capable of fighting the Tank bearing down on them. The counterplay to Assassins is Tanks, with lots of lockdown, but it is fully irrelevant if that same assassin can DPS the tank down, or worse poke them out with large chunks and their own CC.
Naturally, these high armor values stem from the need of all characters to have some resistance to deal with some characters having high base AD and AP stats. You may wonder to yourself, "Why are these base damage stats so high?" well the answer is simple, the META.
Because Riot wants a steady easily balanced game environment, and a consistent META they have to enforce them. Combined with their desire to tone back scaling as a means to assure a reduction in snowballing and hopeless games base stats are raised in order to lower the dependence on reaching gold markers, itemization, and the niche champions. Raising base stats on champions more narrowly predisposes them to be more effective in one role than other. Not just by their design, kit, or inherent playstyle but also by their mathematical predispositions to those roles.
There are very few truly over loaded kits in League of Legends. Jayce might be the closest to it, and Riot balanced him around his mana costs and dependence. It was a healthy balance, that encouraged Jayce to build things like Manamune which made him more sustainable and to more accurately fit his role of a poke siege champ with large zone control and powerful AoE. A very simple champion, with a very understandable kit doing a very good job of doing what he does. The thing is, Jayce could still go Full one shot Jayce way back three seasons ago. It was possible. He could also play ADC, and even jungle. BUT it still required Jayce to sacrifice and make trade offs. Full AD one shot Jayce lacked the sustain needed to poke tanks out of lane, and lacked the resistances to go mid. Jungle Jayce was to mana reliant. There was a healthy core limitation placed on Jayce, but the changes to these base stats allows Jayce to gain the benefts of Full AD Jayce without giving up his Tank fighting ability.
Its not only annoying, but its honestly unbalancable for other champions. The moment that thing which is not designed for someone with a kit as loaded as Jayce is changed, the alteratipons ripple out across other champions in ways that compound Riots original issue of an unstable Meta. League is and has been suffering from a very bad case of Power Creep, and it need to be fixed. The numbers on EVERYONES base stats need to come down, even if it makes games feel more snowbally. GOOD thats what this game is. The game shouldn't be predetermined by the balance team and champ select.