Guys, you can't have both ways.
If Riot releases a champion full of skillshots, they are going to have a ton of damage to make up for that damage being unreliable. If Riot releases a champion with reasonable damage, that damage is going to have to be reliable to make up for its lacking quantity.
This isn't a super complicated concept, but the Boards can't wrap their heads around it.
If Riot releases a champion with high damage output, the boards start moaning about powercreep. If Riot releases a champion with literally anything that hits an enemy as a targeted spell, the boards have an aneurysm because "MUH COUTNERPLAY".
When it comes to Mobas, there are basically three design philosophies.
- Damage is relatively low, but reliable. As a result ,the game is more oriented towards tactics than mechanics (Dota 2, old League).
- Damage is high but unreliable. As a result, the game is heavily oriented towards flashy mechanical outplays (Current League).
- Damage is relatively low and unreliable. As a result, your game is too mechanically oriented for the Tactical players and isn't flashy enough for the mechanical players, so nobody plays it (Smite, Heroes of the Storm).
Yes, damage is out of control right now.
You know how you fix that? Here's a hint; it sure as hell isn't turning everything on Ryze's kit into a skillshot.
? Or, using a modern example,
?