Damage is too low. Change my mind.

Top Main·4/18/2018, 4:42:15 AM·4 votes·1,029 views

**Here are the common popular opinions: **

  1. Damage is too high.
  2. There is too much CC.
  3. One person can't carry the game, but one person can lose the game.
  4. Tanks deal too much damage.
  5. Towers are too weak and easy to break/dive

I believe that the main problems are:

  1. Damage is too low.
  2. Scaling is too high.
  3. The wrong abilities can be spammed.
  4. Lane sustain is too low.

So let me address the 5 popular opinions 1 by 1.

  1. I believe that the reason "Damage is too high" right now, isn't because Damage is literally too high, I believe that Damage is too low, and that scaling increases your damage by absurd amounts. There are many champions that can spam 1 ability on a short cooldown that can chunk you pretty hard. This with the fact that lane sustain is simply too low, causes people to gravitate towards champions that have built in survivability, and the champions that have this, and do lots of damage tend to thrive. The wrong abilities can be spammed, and that brings me to...
  2. It is extremely easy for a champion to spam abilities with CC now, especially with 40-45% CDR. CC abilities should be on a very long cooldown, and should guarantee a lot of damage when hit. One of the biggest ways to counter too much CC is by either picking a champion with even more CC, or a champion with incredible damage. The counterplay to abilities with CC should be dodging them, and capitalizing on openings. The CDR and damage scaling allows you to spam CC abilities that also do a lot of damage. If its already hard to lane sustain, with items such as item 3076, then getting spammed with too many abilities is overwhelming, and the best way to counter that is by picking strong champions with built in sustain, namely tanks with CC.
  3. One person can't carry the game, because the damage is far too low. Fed Talon for example, can 1 shot the enemy ADC and give his team the advantage with a 4v5. There has to be conditions for this to occur. Talon needs to actually focus the ADC, Talon needs to wait for the support to blow her abilities, Talon needs to wait for the champions with CC to step away from the ADC, and lastly Talon needs to find the opportunity to dive in then escape. If fed Talon did more damage, the 0/6/7 armor stacking Maokai would be less likely to just walk up and W him and out damage him because talon doesn't do damage to him anymore, or he could burst through Janna 's E + item 3190 . Cause the ADC to actually play smarter and hide behind his team.
  4. I agree that damage is too high, but on tanks. Tanks should never be able to trade with bruisers in lane after level 3. They can stack resistance and use their built in sustain to continue laning, but at least punish them for playing tanks. If the enemy player is brave enough to play something aggressive, he should be shut down by a passive playing tank that can just wait until 10 minutes, get some items, and crush because his scaling and initial damage is too high. they also do too much damage because they can spam CC, and item 3076 allows them to get away to suppressing any sustain bruisers try to have against them.
  5. Towers are too weak.. Now increasing the damage champions have isn't going to make them stronger.. But increasing the damage towers do is going to make people think twice before level 3 tower diving, or tower diving at any stage of the game for that matter.

TLDR: What do I suggest?

  1. Raise the damage on Q+W+E+R abilities on all champions besides tanks (Keeping auto attack damage the same).
  2. Decrease the Damage that items can give you, reducing the scaling.
  3. Increase the cooldown on CC abilities and heavy hitting abilities.
  4. Increase the way champions can sustain health in the lane.
  5. Raise resistance stats on abilities that tanks use, low the cooldown on their CC abilites, make them more avoidable, make the much more effective.

I believe this overall just promotes smarter gameplay and keeps one person from being completely irrelevant and having the game thrown. Change my mind.

1 Comments

wildfox994/18/2018, 3:19:07 PM1 votes
  1. Damage is too high

crit and on-hit builds deal too much damage,while burst lost its identity as "nuking someone" and now it's more a BPS with low CD and much more utility (CC,disables)

aka DPS deal an insane amount of damage while burst got nerfed too hard that many burst champion can't even kill a squishy if not in the perfect conditions (hi Ahri) but are also hard to punish like they were used to be since now they have no CD in their abilities

just gut the DPS damage (especially flat damage),make support peel counterable (sure you should be albe to play around an assassin/mage kit for not to getting randomly oneshooted,but a mid laner should be able to do the same with a support kit,i mean how do you deal with someone that gives instantly another HP bar with a point click ability? Janna) and make CDR more a choice instead of putting it in every single item so you have to choose between high burst or low CDs