@RIOT Why have two different kinds of damage in the game?
Why is a mix of magic damage and physical damage in team comps required? Of course it prevents the enemy from building purely one type of resistance, but that is a pragmatic argument. I'm more interested in the theory.
My question is, what does this add to the game from a gameplay point of view? Why have two different damage types in the game? Doesn't this restrict variety?
You can't expect to be on an even playing field against your opponent with a team comp that consists of purely physical damage against an enemy team that has a balanced mix of damage types, because the enemy team can just stack armor rather than spread their mitigation across both armor and magic resist, granting them a significant advantage.
Therefore, there are some combinations of champions that might otherwise work wonderfully as a balanced team comp, except for the fact that they are incompatible because their kits all share predominately the same damage type.
How does this add gameplay or options to the game? Why design it this way?