Stopping Power (MW2) vs. Thunderlord's Decree (LoL)
edit: if you don't know what stopping power is -> http://callofduty.wikia.com/wiki/Stopping_Power it increases the damage of each bullet by 40% making it possible to kill with an average of 2-3 bullets where in later games without the inclusion of such a perk made it possible to kill with typically 3-4 bullets.
I wonder which is better... I also wonder if the removal of stopp- erm I mean thunderlord's is also in the game's future as it was for CoD. God, I hope so. Put me down for Stopping Power > TD.
I mean it's a shame that future games removed the extra damage that came from the perk altogether instead of retain the perk's bonus damage as the game's new base damage - because let's be honest MW2 Scar-H + SP is so much more beast than MW3 Scar-L - but that was for the sake of balance which I can understand. Players either had it and did well or equal to those that had it as well. Or they fought uphill battles because they didn't have it. (<- Lessons to be learned Rito)
Unfortunately, I still find myself playing games of League where at least 3 players on the enemy side have TD. My favorite is when you see nothing but TD on the enemy's side, like just let's just get the fisting over with.
But which would do you think is better? Stopping Power or League's Stopping Power?
Also, what are your thoughts on returning the damage output to pre-TD days?
I appreciate what Riot wants to do by including this in the game, making fights and games essentially "end quicker", but I don't think they kept in mind that it's a moba strategy game and not a fast paced 'kill before the enemy kills you' game like an fps. And even a hybrid like Overwatch still tilts to the fps side of things, whereas League will tilt to the moba side of things no matter how hard they try to implement a style (or perk - kappa) that is reminiscent of a fast paced game such as MW2.
Including a 25 sec cooldown is a good way to offset the op damage, but when you're a against a team of TD, what's the point? The enemy team can burst you down harder and faster than your team could, to them, unless you had an equal amount of TD players as well.
I don't know, imo they should've just raised the base ad and ap (scaling as well) of all champs instead of put this CoD perk in the game. I even felt this way day 1 when they introduced the new mastery system. I knew it felt like Rito were sell-outs somehow (and not the good sell-out). It wasn't original and hopefully next season they return more to their roots. If not, it's fine, the game will continue to be fun to some, it's just I think I understand why it's losing appeal to the people who once enjoyed and cared about the game for a long time prior to this season. I mean the broken matchmaking and the easily abused reporting system/(toxic community) are turnoffs as well. Anyway thanks for checking this out! Discuss away! :3