This meta has been formed from years of changes that were not seen until Tanks got rightfully nerfed and now that all the effects have stockpiled on top of eachother it has created this very noticeable damage meta. This Meta can not be fixed properly quickly because it encompasses many different aspects of the game. I would like to take a look into what I perceive as the main issues. These issues include the CDR overload, Removal of Mana Management, Item Efficiency, Penetration, and Awful Runes for Tanks.
The game is over saturated with CDR. CDR used to be something that you itemized for and gave up something in return. Things like damage, health, or resistance, but currently almost anyone besides Marksman easily build 40% CDR.
Everyone having 40% CDR means that their abilities are up more often which means they can use their abilities more often which means that there is more damage in the game.
(As a side note this also means the fishing for abilities to land is more common because there is less down time between strong engage abilities so people just fish for a pick 24/7)
Current items: Abyssal Mask, Adaptive Helm, Archangel's Staff, Ardent Censer, Athene's Unholy Grail, Banshee's Veil, Death's Dance, Duskblade of Draktharr, Essence Reaver, Eye of Ascension, Eye of the Aspect, Eye of the Watchers, Frozen Heart, Hextech GLP, Hextech Protobelt, Iceborn Gauntlet, Ionian Boots of Lucidity, Knight's Vow, Lich Bane, Luden's Echo, Maw of Malmortius, Mikael’s Crucible, Nashor's Tooth, Ohmwrecker, Redemption, Righteous Glory, Runic Echoes, Shurelya's Reverie, Spirit Visage, The Black Cleaver, Trinity Force, Twin Shadows, Warmog's Armor, Warrior, Youmuu's Ghostblade, Zeke's Convergence, and Zhonya's Hourglass.
Total = 37
10% CDR - Abyssal Mask, Adaptive Helm, Ardent Censer, Athene's Unholy Grail, Banshee's Veil, Death's Dance, Duskblade of Draktharr, Eye of Ascension, Eye of the Aspect, Eye of the Watchers, Hextech Protobelt, Ionian Boots of Lucidity, Knight's Vow, Lich Bane, Maw of Malmortius, Mikael's Crucible, Ohmwrecker, Redemption, Righteous Glory, Runic Echoes, Shurelya's Reverie, Spirit Visage, Twin Shadows, Warmog's Armor, Warrior, Youmuu's Ghostblade, Zeke's Convergence, and Zhonya's Hourglass.
Total = 28
20% CDR - Archangel's Staff, Essence Reaver, Frozen Heart, Hextech GLP, Iceborn Gauntlet, Luden's Echo, Nashor's Tooth, The Black Cleaver, Trinity Force.
Total = 9
Season 3 items: Ionian Boots of Lucidity, Locket of the Iron Solari, Shurelya's Reverie, Morellonomicon, Spirit Visage, Spirit of the Spectral Wraith, Zeke's Herald, Nashor's Tooth, Youmuu's Ghostblade, Athene's Unholy Grail, Zephyr, The Black Cleaver, Deathfire Grasp(RIP), Frozen Heart, and Iceborn Gauntlet.
Total = 14
10% CDR - Locket of the Iron Solari, Shurelya's Reverie, Spirit of the Spectral Wraith, Youmuu's Ghostblade, and Zephyr.
Total = 5
15% CDR - Ionian Boots of Lucidity, Spirit Visage, Zeke's Herald, Athene's Unholy Grail, Deathfire Grasp, and Iceborn Gauntlet.
Total = 6
20% CDR - Morellonomicon, Nashor's Tooth, and Frozen Heart.
Total = 3
It seems now that managing your mana is a thing of the past. Mana issues seem to only occur before your first back. It seems as if later in the game I can just throw out ability after ability after ability. This means that damage is higher because people can use their abilities more often because they have enough mana more of the time to use those abilities. This one is hard to quantify, but if you played back before season 5 you would understand.
(Also links to the fishing for picks I ranted about in the CDR section.)
Offensive items have way too strong of defensive power. Even if they are meant to be a little defensive they seem to be too strong at both.
Banshee’s Veil, Maw of Malmortius, Zhonya's Hourglass, The Black Cleaver, and Trinity Force all rest 90-100% gold efficient without their passives and actives which are pretty strong.
Defensive Items just feel overall so weak currently. Honestly sense the resistance and health changes for tank items they have just felt so off.
Adaptive Helm, Randuin's Omen, Abyssal Mask, and Deadman's Plate all hover around 80-90% gold efficient without their passives which are not that insane.
In combination with the changes to tank items penetration became much more potent and now Penetration almost seems to negate any penetration built when it should just help deal with high resistance. Just my recommendation is to lower Void by 10% and LDR by 5%.
Tank keystone runes are bad for non support tanks. They are just more useful for other classes.They need a new one added or atleast rework one of the current ones. Look at the champions that use Grasp the best, all fighters and Caitlyn, and those who use Colossus the best, Lissandra and support tanks, and look at who uses Guardian, support tanks. Excluding Conditioning almost all the Tank runes are better and more effective on non-tanks.
*TL/DR: Cooldown Reduction is too common which means more abilities per fight which means more damage. Mana Management is nonexistent and means abilities are always available which means more damage. Items suck for tanks. Runes suck for tanks. Penetration is a bit too strong.*
That has all lead to the damage creep meta. What are your thoughts?