Lowering damage creep will fix almost every problem League of Legends is facing

WARNING: WALL OF TEXT Lets start off by listing the things that obviously wouldnt be there anymore if Riotgames nerfed every champions damage * 0.5second bursts wouldnt happen 5-10 times a game * Teamfights would last longer --- If champions dealt less damage = They would take longer to kill turrets **Turrets wont be made out of paper anymore** * Games would last longer. Maybe that's not a "gameplay issue" but League used to have nice 40 minute games. That's what it was based on. * Because of that, marksmen would actually reach late game. The crit rework was nice but games last too short for marksmen to have any impact. * Games would be slightly less snowballing, because towers could provide needed safety and could allow teams to secure picks/more gold and come back from the game if they fought under tower. * Tower-focused gameplay would be more prevalent, focusing on both solo sieging and team pushing. Copied from: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/kFBPRQMj-buffing-towers-would-fix-multiple-other-gameplay-issues **Changes that should come with the damage nerfs** --- Minion changes changing champion damage changes alot of their wave clear paterns Melee Minion: Health:~~473 - 1200~~ ⇒ 426 - 1080 Attack Damage: ~~12~~ ⇒ 11 Caster Minion: Health: ~~296 - 425~~ ⇒ 266 - 382 Attack Damage: ~~22.5 (+1.5 / 90s)~~ ⇒ 20.5 (+1.5 / 90s) Siege Minion: Health: ~~900 (+ (50 / 60) / 90s)~~ ⇒ 810 (+ (45 / 54) / 90s) Attack Damage: ~~39.5 (+1.5 / 90s)~~ ⇒ 35.5 (+1.5 / 90s) Super Minions: Health: ~~1500 (+ 200 / 180s)~~ ⇒ 1350 (+ 180 / 180s) Attack Damage: ~~190 (+ 10 / 180s)~~ ⇒ 171 (+ 9 / 180s) Armor: ~~100~~ ⇒ 90 Magic res.: ~~-30~~ ⇒ -33 Super Mech Power Field: grant nearby minions ~~70% bonus damage, 35 bonus armor and 35 bonus magic res.~~ ⇒ 63% bonus damage, 31 bonus armor and 31 bonus magic res. ~~deal 20% reduced damage to the nexus.~~ ⇒ deal 22% reduced damage to the nexus. Changes that should go with the decrease of damage --- Nerfing damage will also make it really hard to kill jungle monsters **Gromp** Health: ~~1800 - 3150~~ ⇒ 1620 - 2835 Magic res.:~~-15 / -22 / -26 / -28 / -30~~ ⇒ -16 / -24 / -29 / -31 / -33 **Crimson Raptor** Health: ~~700 - 1225~~ ⇒ 630 - 1102 Armor: ~~30 / 45 / 53 / 56 / 60~~ ⇒ 27 / 40 / 48 / 50 / 54 Magic res.: ~~30 / 45 / 53 / 56 / 60~~ ⇒ 27 / 40 / 48 / 50 / 54 **Raptor** Health: 400 - 680 ⇒ 360 - 612 **Greater Murk Wolf** Health: ~~1300 - 2275~~ ⇒ 1170 - 2047 Armor: ~~10 / 15 / 18 / 19 / 20~~ ⇒ 9 / 13 / 16 / 17 / 18 **Murk Wolf** Health: ~~380 - 665~~ ⇒ 342 - 598 Magic res.: 10 / 15 / 18 / 19 / 20 ⇒ 9 / 13 / 16 / 17 / 18 **Ancient Krug** Health: ~~1250 - 2188~~ ⇒ 1125 - 1969 Magic res: ~~-15 / -22 / -26 / -28 / -30~~⇒ -16 / -24 / -29 / -31 / -33 **Krug** Health: ~~500 - 875~~ ⇒ 450 - 787 **Lesser Krug** ~~60 - 105~~ ⇒ 54 - 94 **Rift Scuttler** Health: ~~1200 - 2480~~ ⇒ 1080 - 2232 Armor: ~~60~~ ⇒ 54 Magic res.: ~~60~~ ⇒ 54 ~~under the effect of crowd control that prevents her movement, she receives 25% extra damage ~~ ⇒ under the effect of crowd control that prevents her movement, she receives 27.5% extra damage ~~~~ Lets remove some damage from {{champion:157}} Yasuo as an example, A champion alot of people hate {{champion:157}} **Yasuo** **BaseStats** Attack Damage: ~~63 - 117-4~~ ⇒ 56.7 - 99.66 **Passive** ~~his basic attacks deal 10% reduced damage when Critical strike icon critically striking.~~ ⇒ his basic attacks deal 11% reduced damage when Critical strike icon critically striking. **Q- Steel Tempest** ~~20 / 45 / 70 / 95 / 120 (+ 100% AD)~~ ⇒ 18 / 40.5 / 63 / 85.5 / 108 (+ 90% AD) ~~Steel Tempest can Critical strike icon critically strike, dealing 80% AD bonus physical damage.~~ ⇒ Steel Tempest can Critical strike icon critically strike, dealing 72% AD bonus physical damage. **E- Sweeping Blade** ~~60 / 70 / 80 / 90 / 100 (+ 20% bonus AD) (+ 60% AP)~~ ⇒ 54 / 63 / 72 / 81 / 90 (+ 18% bonus AD) (+ 54% AP) ~~Each Sweeping Blade cast increases the next dash's base damage by 25% for 5 seconds, up to 50%.~~ ⇒ Each Sweeping Blade cast increases the next dash's base damage by 22.5% for 5 seconds, up to 45%. **R- Last Breath ~~200 / 300 / 400 (+ 150% bonus AD)~~ ⇒ 180 / 270 / 360 (+ 135% bonus AD) ~~Yasuo's Critical strike icon critical strikes gain 50% bonus armor penetration.~~ ⇒ Yasuo's Critical strike icon critical strikes gain 45% bonus armor penetration. --- Making champion damage will increase the impact of runes in the game too much, Because of that most keystone runes should be nerfed --- **Precision** Press the Attack: Damage on proc: ~~40 - 180~~ ⇒ 36 - 162 Bonus Damage: ~~8% - 12%~~ ⇒ 7.2% - 10.8% Lethal Tempo: Attack Speed: ~~40% - 110%~~ ⇒ 36% - 99% Fleet Footwork: Heal: ~~3 - 60 (+ 30% bonus AD) (+ 50% AP)~~ ⇒ 3 - 54 (based on level) (+ 27% bonus AD) (+ 45% AP) Conqueror: Damage: ~~10 - 35~~ ⇒ 9 - 31 True Damage: ~~20%~~ ⇒ 18% **Domination** Electrocute: Damage: ~~ 50 - 220 (+ 50% bonus AD) (+ 30% AP)~~ ⇒ 45 - 198 (+ 45% bonus AD) (+ 27% AP) Predator: Damage: ~~60 - 180 (+ 40% bonus AD) (+ 25% AP)~~ ⇒ 54 - 162 (+ 36% bonus AD) (+ 22% AP) Dark Harvest: Damage: ~~40 - 80 (+ 25% bonus AD) (+ 20% AP)~~ ⇒ 36 - 72 (+ 22% bonus AD) (+ 18% AP) Heil of Blades: Attack Speed: ~~75% - 125%~~ ⇒ 67% - 112% **Sorcery** Aery: Damage: ~~15 - 40 (+ 10% AP) (+ 15% bonus AD)~~ ⇒ 13 - 36 (+ 9% AP) (+ 13% bonus AD) Shield: I will be updating this thread over time Someone below asked to just increase the resistances tbh its a great idea And the only change that should go with that is increasing the jungle monsters damage
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