This game needs a 25% damage decrease across the whole board.

TheThundersRoar·7/13/2016, 2:35:24 AM·353 votes·9,925 views

Half of this game's balance problems are because of damage creep.

  • Teamfights don't last more than one rotation.
  • Assassins build tanky because it doesn't take much damage to kill.
  • Assassins build tanky because otherwise they die in two spells.
  • Hell, even mages need HP on every one of their items to not melt.
  • Game is snowbally because a slight item advantage means huge kill potential.
  • Real tanks are squishier than they've ever been.
  • A mis-step at level 6 means 100-0.

Gut all damage. Then fights last enough for players to display their skill, fighters and assassins go back to building damage, tanks go back to tanking properly, the game stops being so incredibly punishing, and slight item advantages don't mean you get slaughtered.

268 Comments

LatetotheRace7/13/2016, 5:02:03 AM78 votes

This is legit.

Hahahahyena7/13/2016, 4:21:46 AM35 votes

THANK YOU someone said what i have been thinking forever, i just didnt know how to word it, thank you sir

Steelflame7/13/2016, 9:34:25 AM32 votes

I do agree we need a damage reduction (25% is too much though), damage creep and mobility creep are both at an all time high, and a LOT of these issues stem back to when they changed penetration from flat to %, to % to flat. This means that instead of the old model of "Ok, I can either choose to REALLY amp myself vs tanks, or really amp myself vs squishies, but not both, at least effectively" we now have "Ok, I built a %Arpen item. Good thing this is only making my flat Arpen item even better!" and was a small change that completely revamped how much damage carries across the board were able to do to tanks. (S3 change IIRC)

This alone wasn't enough to kill the value of tanks entirely, but when they added in a thousand sources of %hp damage on EVERYONE (S4-5), and then proceeded to give everyone an extra spell or two via new items/masteries, it has really amped up the problem (S6).

Mobility in general has been increasing ever since S1-2, with newer champs/reworks often getting more mobility tools than older champs had. It's been gradual, but we started with most champs having 0 mobility spells, with a few having mobility on ultimates or long CD basic ability, to many champs getting a basic ability that had mobility on an ok CD, to champs getting mobility on both ult and a basic, to many cases today of champions having 2-3 in kit ways to jump around, or insanely low CDs on their jumps.

LaserDeathBlade7/13/2016, 8:22:10 AM21 votes

Shit dies way too fast in LoL

It's stupid how easy it is for damage champs to come back from behind, whereas if you fall behind on a tank you just die forever.

UrPalAl7/13/2016, 6:24:29 AM18 votes

I kinda want a meta that's squishier than the tank meta, but tankier than the shitstorm we got now

RavenMagus7/13/2016, 9:24:49 AM15 votes

Real tanks are squishier than they've ever been.

And at the same time, real tanks are killing squishies within a few seconds, often entirely inside the duration provided by their own CC.

As someone who likes playing heavy damage dealing assassins and mages... I actually agree. Damage is just too high. Something's wrong when I see the enemy Vi invade our jungle, kill our jungler from 90% health in one Q-auto-E, and I press tab and her biggest damage item is a potion of healing.

KING 5HARK7/13/2016, 11:11:13 AM14 votes

This game also needs a 80% stupidity decrease but we wont get that either

MonkeyMadness7/13/2016, 9:18:38 AM11 votes

It'll be interesting to see what happens with this assassin rework. Either the game will be in a very good state afterwards, or it will be unplayable as shit and half the community will end up quitting (so basically, the rest of the ppl that didn't already leave due to DQ).

TurretBud7/13/2016, 9:19:28 AM10 votes

Agreed, I think masteries have a large part to do with it, they increased damage across the board, and nothing was done to compensate. A real tank just doesn't seem to be a thing, "tanky" characters are usually sustain tanks, which shouldn't be a thing.

Ralanr7/13/2016, 12:48:20 PM8 votes

Either decrease damage or increase defenses across the board. Something ought to work.

FortisDominus7/13/2016, 9:10:33 AM8 votes

yea the game has been in a disgusting state since pre season tbh

gottrjr7/13/2016, 5:29:06 PM7 votes

I agree that a damage decrease across the board would be extremely helpful and probably the easiest way to fix things. Currently ADC's are outputting far too much damage that tanks are getting 5 shotted and mages cannot go through enough spell rotations to be meaningful (because they are dead already...).

Playing a tank right now is really sad. If you build full tank then you output 0 damage and still die in 5 shots. Throw in any type of disengage support and that makes tanks near useless.

ValyrianBlade7/13/2016, 12:34:54 PM7 votes

Yes. Exactly yes.

Honestly, I think the problem stems from Riot having the idea that in order for an assassin to work, it needs to be capable of 100-0'ing people in one rotation. That's bogus. An assassin can still do their job perfectly well if they can 75-0 or 80-0 people. The idea being that assassins can no longer just wait in a bush for a squishy target and pop them, they need to find people that have taken a bit of damage and finish them.

Given that assassins have to be able to 100-0 people, everyone else's damage needed to go up to compensate. Fix that problem, and you can bring everything else in line.

Niaphim7/13/2016, 7:56:58 AM6 votes

Pretty much this.

InTheory7/13/2016, 4:20:45 PM6 votes

[deleted]

The Yetii Rider7/13/2016, 4:51:27 AM4 votes

It's because of the keystones. Fervor, TL, Grasp and DFT give more damage than we're all used to.

Real tanks aren't any squishier though. I play true tanks almost exclusively. It's just factually inaccurate. People are idiots.

420 grams7/13/2016, 6:07:10 AM4 votes

I think it's because 1) it makes the game go/feel faster. And 2) makes pro play more interesting watch. They cater more towards high players because so many people at all levels pay close attention to that. Personally, I think 25% would be too much, but 10-15% would help a ton slow snowballing down and guide champs back to their intended/balanced roles.

TWITCHTV ERONATE7/13/2016, 6:07:21 AM3 votes

If you decrease the dmg by 25% assassins will not be able to burst someone and kill them (someone like talon), even if they build full damage

That means they will end up being useless in a teamfight, not even being able to kill the adc with a full rotation of spells