True Damage Shouldn't Be In Any Champion's Kit
Back around Season 2-3, there were only 6-7 champions in League of Legends who could deal True Damage to champions using the abilities in their kits. These days, Season 8 - This has expanded by more than 2 times as many champions capable of dealing True Damage to enemy champions with their kits (~20 champions). I believe this contributes to many of the problems and frustration players feel in games these days.
At the most basic level, the game is a Role Playing Game. You as the player, control a hero and make decisions based on what the enemy is doing and also what the enemy is capable of. As a Tank, you want to be durable and able to protect your teammates from harm. As a melee damage dealer (aka a Bruiser), your primary objective is to be a front line damage source while also having enough durability to survive. As a Mage, your job is to use spells to burst damage on enemies. As an Assassin, your job is to eliminate low health and low durability enemies quickly. And last, but not least, as a Ranged DPS your job is to provide small yet consistent damage over time to help whittle down durable enemies so they can be killed. So what does any of this have to do with True Damage being an issue?
True Damage alone, negates the purpose of class roles. Tank and Bruiser champions who are supposed to be in the front lines are melted instantly, Mages and Ranged DPS become Assassins with the smallest leads, and some Bruisers and Tanks even turn into terrifying unkillable True Damage machines. The only possible method of countering these situations is to stack health, but most of the time that will only set the player behind even more because health is not a good choice for many champions. From a balancing perspective, True Damage is always either too powerful or not strong enough. There are over one-hundred champions in League now, and simply no method to give a set number on any True Damage that can remain balanced with and against each remaining champion in the game.
True Damage should be removed and replaced with penetration or similar effects (negated by armor and resistance). Granted, I am not balancing master mind, but I cannot see any advantages for leaving True Damage in any champion's kit when the same effect can be acquired in a much healthier fashion. True Damage enables some champions to do things they shouldn't be able too (Cho'Gath nearly 1 hitting a Bruiser for instance) and on other champions, simply has no reason for existing (Gangplank's passive, Twitch's poison, and Fiora's passive in my humble opinion).
Even if True Damage can't be removed from the champions which already have it, I really hope no more True Damage champions are ever allowed to exist in League of Legends. With the addition of Zoe and reworked Irelia, there are already enough True Damage terrors within the game, and with each further champion added it makes games snowball faster (as there's no real way to counter True Damage). True Damage is something that should be rare and these days it's beginning to feel like it's everywhere.
