Damage in the game is already outta this world
So why are there so many increases in damage options in the masteries for next season? I'm already taking 80% on squishies with a Q auto with viktor when I'm behind, it's already crazy enough.
So why are there so many increases in damage options in the masteries for next season? I'm already taking 80% on squishies with a Q auto with viktor when I'm behind, it's already crazy enough.
[Designer 1] Hmm, some melee champions are still able to lane against ranged champions.
[Designer 2] Add a couple more offensive masteries. Make sure ranged champions will be able to proc them on cooldown but melee champions can only use them once during an all-in fight.
[Designer 1] I'll toss in a couple subpar defensive masteries too. Then they can't say we didn't help them.
Don't understand the downvotes. Upvoted because of accuracy.
I didn't throw in an obligatory "Nerf Yasuo".
It was to be expected.
"One does not simply refuse to upvote a nerf Yasuo comment or thread on the boards"
They're nerfing fervor and armor pen damage, soooooo
[slayer-jinx-unamused] This is just incorrect.
The time to kill in this game is ALREADY to low. It looks like Riot wants to lower it further, which I find quite unsettling.
No, it is correct. The Fervor change is mostly a nerf - before, the maximum damage per auto was 112 (8 x 14), whereas now only gives 60 AD. Unless you have a combined Crit Modifier of 87% (Crit Chance x Crit Damage Bonus (1 or 1.5 with IE)) or use abilities with a combined AD ratio of 0.87 per auto-attack, the damage is lower than in S6.
ArPen is weaker early, which is generally good. Also, since the actual value depends on the hittee's level, it curbs ArPen snowballing somewhat.
And lastly, on topic of the mastery changes and added damage:
No, it is correct. The Fervor change is mostly a nerf - before, the maximum damage per auto was 112 (8 x 14), whereas now only gives 60 AD. Unless you have a combined Crit Modifier of 87% (Crit Chance x Crit Damage Bonus (1 or 1.5 with IE)) or use abilities with a combined AD ratio of 0.87 per auto-attack, the damage is lower than in S6.
ArPen is weaker early, which is generally good. Also, since the actual value depends on the hittee's level, it curbs ArPen snowballing somewhat.
And lastly, on topic of the mastery changes and added damage:
- In Ferocity, the high damage increases now all compete with each other - Getting Double-Edged Sword means you won't get Battle Trance or Bounty Hunter.
- Fresh Blood is mostly good in lane and offers a miniscule damage increase later, especially since you'll proc it only once or twice in a teamfight. It also competes with Feast for lane sustain.
- Greenfather's competes with Dangerous Game and Bandit, which makes it a tough choice.
Greenfather's will be great for Assassin's though, especially Rengar
Don't forget about Khazix :)
And Garen :)
it is a nerf for on hit builds but a buff for everything else
since it now also increases your AD scaling ability damage and it works with crit and lifesteal
i agree nerf viktor
well... still way better than the Tank Meta back in 2015
2015 was the closest we've ever been to a truly balanced game once the big offenders were dealt with. Then Riot decided to throw all of it completely out the window.
2015 was pure BS.
Tank Support, Tank Top, Tank Jungle and Tanky Mid-Laners.
that was the worst META ever.
LMFAO and here I am wondering if riot can adjust and nerf all the champ damage by 50% so we can enjoy and seeing more fighting instead of just getting wash by a couple seconds
Yes, lets make every single bursty assassin and mage useless while making Maokai and every other tank with sustain OP.
well the nerf will also including these champions,
but of course idc about champion balance now; it's not my problem. it Riot.
Yeah there would have to be tons of balancing changes.
well, new fervor will be absolutely broken on champs like riven. no idea if it will even matter though, as damage in this game reached unbelievable levels
bullshit
Whenever someone who's AD complains about magic damage, it's usually because they haven't accepted the lord and savior into their life

I rarely play AD, and unlike Zhonya's, I can get this and just feel so much safer and tankier. It's honestly too strong in certain scenarios because penetration cannot weaken the shield it provides. Please don't buy this item. I hate laning against a Zed with maw. T-T
The tank masteries are competing with the squishy ones quite well. Getting an extra 35% of your health is no joke.
they said i could be anything when i grew up...
so i became the rift. 
The problem stems from damage vs damage really. The more damage a champion can get away with outside of items (masteries, runes, kit), the more likely shit like tank yasuo and tankko will pop up.
#STEPS INTO TIME MACHINE
Boards: Let's nerf damage altogether
Riot: Due to overwhelming feedback that we've received over the last season, we are reducing all damage by {insert percentage}. [Include a statistic about damage].
A few Months later
Boards: This game is so fucking boring. There's no burst and assassins do not assassinate anymore!
Boards: Riot's so-called "statistics" are heavily fixed and do not represent anything but a lie.
Boards: No one even asked for this
Boards: Petition to increase damage!
Boards: Unpopular Opinion (even though it probably is a popular opinion) - Damage is too low.
Laughing Fish makes funny post about damage in M&G and rallies the entire Boards into an unprecedented onslaught of damage threads
upvoted because people will always be mad.
I mean they are adding some tank masteries that actually give tank stats like armor and mr too. But Idk I honestly just feel like them lowering early armor pen (lethality) and adding all these damage masteries, is just like them jerking it and playing wack-a-mole with their game, They solve a problem and invent a new one, just to wack it again.
a whole 8 armor/MR for standing by your turret vs 5% increased damage for 2 different masteries and 7.5% for another one plus 10-28 damage every first auto plus 3% current hp from bush
maybe if tanks got scaling masteries and riot abandoned this fucking stupid "damage outscaling defense" philosophy there wouldn't be much an issue
I think they keep that philosophy because in season 1 tanks were unkillable and that was apparently boring (I didn't play then so I don't know).
I'm sure Riot can keep the philosophy but still just shorten the gap so it isn't that wide.
I think they keep that philosophy because in season 1 tanks were unkillable and that was apparently boring (I didn't play then so I don't know).
I'm sure Riot can keep the philosophy but still just shorten the gap so it isn't that wide.
Back in S1, tanks weren't the issue as much as bruisers. Champions like Cho'Gath and Garen could rampage in team fights and pretty much 1v5 when they got a little fed. I remember the garen build back then: Boots of Swiftness, IE, Sunfire x4 (before unique passives existed)
Tee hee

Spin 2 win, till they die, if you justice they will cry.


did it better than you
remove that philosophy and adjust tank stats accordingly to adjust for it
season 1 didn't have nearly the amount of armor shred and % damage available
this is my dream
I think they keep that philosophy because in season 1 tanks were unkillable and that was apparently boring (I didn't play then so I don't know).
I'm sure Riot can keep the philosophy but still just shorten the gap so it isn't that wide.
I don't remember tanks ever being unkillable, but they were a lot tankier compared to now. Some of the bruisers did get out of hand late game, such as Mundo, Singed, and Olaf, but they've all been nerfed a million times since then, along with their itemization/masteries.
I still hope they change that bush one. It's pretty clearly meant for supports yet to take it they have to give up a significant source of income since it conflicts with bandit.
[{quoted}](name=Revan Senpai,realm=NA,application-id=3ErqAdtq,discussion-id=zRfeEdMt,comment-id=000000000002,timestamp=2016-11-03T17:54:58.544+0000)
I still hope they change that bush one. It's pretty clearly meant for supports yet to take it they have to give up a significant source of income since it conflicts with bandit.
And, as I and some others have said: Rengar, Kha Zix, Garen and more will just take it for more burst.
i think tanks for sure need more help and buffs but the philosophy of defenses being outscaled by damage is a good idea. Defensive gameplay is extremely boring and cases the game to be boring. i DO however think it should be a slow outscaling and only a small but significant one. but with all the armor pen items out right now. thats not the case.
They are removing one of the most consistent tank masteries, though (Strength of the Ages) in favor of this weird ass shield thing which does NOTHING if the enemy has even the slightest amount of poke.
Actually that mastery is great, and SOTA is not a tank mastery, it's an assasin mastery that lets them be needlessly tanky without building any tank items.
Those 300 HP are far less impressive on a 4k health pool compared to a 2k one.
Actually that mastery is great
It's great on champions that can engage with hard aoe cc (amumugasm) but will give you nothing if you are having a hard time getting off that engage.
SOTA is not a tank mastery, it's an assasin mastery that lets them be needlessly tanky without building any tank items.
Dafuq game you playing? If you are an assassin and not running Thunderlords or Stormraiders then idk what to tell you..
Those 300 HP are far less impressive on a 4k health pool compared to a 2k one.
Correct, but only if you are looking at a static health bar. That 300 health gives you better gold value on Cinderhulk, and also contributes to health scaling on champs like Zac, Sej, and Voli.
Correct, but only if you are looking at a static health bar. That 300 health gives you better gold value on Cinderhulk, and also contributes to health scaling on champs like Zac, Sej, and Voli.
Partially true since health value is a fairly useless stat.
If that 300 hp is the difference between you being deleted and actually contributing then it's far more valuable despite providing less absolute effective health.
Dafuq game you playing? If you are an assassin and not running Thunderlords or Stormraiders then idk what to tell you..
While sometimes jungle assassins do pick TD, it's still a fairly niche option.
Haha, season 6 was a spamhappy twitchyfinger garbage literally turning league into URF Dota and it seems season 7 will bring more of the same. Good riddance. :)
Because there's a lot of damage reduction options now too.
Viktor wont take 80% of your health with Q auto unless he is waaaaaay ahead or 5 items complete one of which has to be lich bane. No idea how someone that plays so much Veigar can sit here and complain about another mage's damage.
Riot wants the game this way Tank Meta made games that went on till everyone was level 18 impossible to end (I am still in a game from then) They then made it so season 6 games ended in 20 minutes This is bad since most games are uneven, so they last to 20 minutes, instead of the 30-45 RIot says they should
Gotta go fast!
. . . The game.
same reason that they are adding stuff like strength of the colossus and knights vow.