Damage per round based on remaining health, not number/tier of champs??

Porglit·7/2/2019, 2:53:59 AM·1 votes·501 views

I think the title would fix multiple issues at once.

I've noticed a couple posts about how fast the game goes, how the damage per round to players is too high, how late game is too quick, or how impossible it is to try to get tier 4 or 5 champs to level 3. I agree with them all. I think one way to fix all these issues would be to make the damage based on the health remaining, rather than the number of units left. The higher tier units naturally have more health, so they would do more damage similar to how it works now (though not if they're almost dead). Balancing would be very easy: if 300 health per damage is too much, for example, it's easy to tweak to 350 health per damage.

This would allow the game to go a little bit longer, and also be a more accurate representation of what happened in the battle. Having 4 champs left with 100 health each shouldn't do as much damage as 4 champs with full health, and this would fix that as well.

My two cents.

4 Comments

Panthaz897/2/2019, 3:01:56 AM1 votes

Even with a longer game you are probably going to see lvl 3 cost 5 champ maybe every 1k games. 4 cost units aren't near impossible even now and isn't that unlikely to happen though its rare. Was 1 away from 3 starring a Yasuo though which was pretty funny since I was using 3 yasuos on the board using BM bonus.

Saezio7/2/2019, 7:01:27 AM1 votes

NONONO

This would mean high HP compositions do more damage than high damage comps.

%HP left would be more appropriate. But I think the current system is just fine. Not seeing tier 5 level 3 units is nothing to cry about. And I feel the game length is just great.