An option Riot's design/balance teams should use more often.

Illâoi Evê Siôn·4/7/2018, 10:08:24 PM·1 votes·544 views

Have more effects scale based on max. Health differences, especially around Tanks.

Max. Health size usually goes like this: Tanks > Fighters > Mages > Assassins > Marksmen. If you have the order of effectiveness on damage and crowd control scale with max Health differences, Tanks are inherently more of a threat towards Marksmen and Assassins, and Marksmen more towards Tanks, while keeping both of their strength vs the rest of the cast more in line than simply giving them % max Health damage as is.

They'd have clearer defined highs and lows than they currently do, as would most other champions.

Plus, this creates a new form of counter-building with a drawback -- buying some Health instead of those weird, stacking % damage reduction effects that spiral out of control.

Seems like a healthy option to balance the game. Just sprinkle some of it in here and there, and over time it'll do its magic.

13 Comments

SuperLuigiLXIV4/7/2018, 10:22:33 PM1 votes

Wouldn't work. Tanks would just stack armor and avoid health to handle ADCs, which is pretty easy to do. Ninja Tabi, Thornmail, Frozen Fist, Frozen Heart, Banner of Command. 325 Armor, with only 250 health built. Tack on Gargoyle Stoneplate for another 80 armor and MR in teamfights, alongside a big health boost button to weather the mage burst if there even is a mage in the game, and you're good to go, all without having to build health and expose yourself to damage built around large differences in max health.