League of Legends Has A Damage Problem

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metas are a very hotly covered topic throughout Lan's timeline whenever a champion item or strategy dominates the competitive landscape for a few patches or more that becomes that period meta given the tendency for players of PVP titles to complain whenever something is strong at any single moment throughout the game's lifespan you can pinpoint a method or practice that took precedence during that time in multiple instances metas have become so all-encompassing and ubiquitous that they transcended past being flavor of the month and were cemented in history usually for negative reasons as remind us to never let something happen like that again one of the most traumatic memories for longtime league players was the dreaded tank meta spending over 2 years between seasons 5 through 7 where tanks are the reigning archetype The Meta was so pervasive that Champions who were intended to build full DPS such as Ekko aali and Fizz actually forwent all of that in favor of building tank highlighting just how overpowered tank items were and how few countermeasures there were at the time however what made this meta so influential is not just how long it lasted but what came after from season 8 all the way until now we've been in the midst of what many players have called damage power creep where in it feels as if damage is so much more prevalent nowadays than ever before to the point where everyone basically has the capacity to One-Shot anyone regardless of the class today we'll be looking into the history of the longest running and arguably most Insidious meta in League of Legends The one-hot Meta the Reon damage power creep has and gar and mainstream attention on the scale of higher profile metas in the past including aren sensor Black Cleaver stacking and the aformentioned tank meta is because technically this is less of a tactic and more of a consequence that that makes sense often times the word meta is used as a acronym for most effect itive tactic available a strategy or method that's applyed to achieve a win condition the most optimally for example if assassin items are overtuned and even non- assassin Champions are building them that is a meta but that in my opinion is what makes damage creep so Sinister the way it so repetitiously grew over the years into what it is today you guys might be familiar with the abog of the boiling frog the metaphor illustrating how danger is less likely to be perceived if it slowly accumulates over time rather than all at once for the sake of the video Let's Define what I mean by damage meta throughout the last 6 years and change damage has become more abundant over time not just in quantity but in Access resulting in Champions possessing measurably higher DPS naturally this leads to faster skirmishes team fights a higher risk of Champions getting blown up over a single misstep and an overall faster Tempo within the game itself to better understand where this all came from let's briefly recap why tank Mana was such a problem in short it was a combination of tank items being extremely gold efficient and multi-purposed the most prevalent build at the time consisted of Sunfire keep iceborn Gauntlet and spare Visage providing equal parts armor Mana cool down reduction a weak damage a Spell blade SL and general bulk allar around Spirit Visage in particular was extremely overtuned being definitively the best demr item of choice even if the user had no form of sustenance it was just that good for the base stats alone alongside the cost Effectiveness the durability items the other contributing factor of tank meta was the relative absence of effective tank busting outside of void Staff Black Cleaver and Les whisper none of which were all that good to build at the time he really didn't have that many options to choose from he was also unwise to build void staff in last whisper until the a very very end game by which point tanks will be way too beefy for you to take out bear in mind items like blade of the ruin King were much weaker before than they are now for reference these days the on hit damage on the item is 12% current health for melee Champions whereas back then Bor only hovered around 6 to8 the overall pace of the game was a lot slower too it wouldn't be rare for matches to exceed 30 minutes on the regular instead of the 20 25 minute games we have now this obviously gave tanks ample time to accumulate gold and reach their two or three item power spikes relying on their High base damage to slowly but surely beat down on the opposition calling tank meta a dark period for the game would be putting in lightly as it became the watershed moment that altered the direction of leak into what we know and deal with today in response Riot has taken steps over the following years to ensure that tanks would never become as oppressive even if inevitably there would be time so they would gain meta relevance in the future as you may recall it's not the strength of a mechanic system or strategy that determines whether it's bad for the game rather the options you can take to fight against it tanks being super tanky wasn't the core issue it was that other classes had no way to stop them once they got to that point Riot was aware of this firstly we have Champions counting both reworks and new releases there's been a considerable increase in move sets containing tank busting capabilities from late season 6 onwards prior to I would say Camille percent Health damage was not all that common it would usually be reserved for cast members whose play styles were specifically engineered around it for tanks which is partly why they were so strong because they had perent health damage enabling them to build defense while still keeping up in DPS let's do a quick rundown of Champs that got released after tank meta beginning with Camille moving up the list we then have King Red King to be exact then or who's the tank mind you but ironically excels are shutting down other tanks then zo's bubble dealing true damage kaisa's extreme per Health damage pik's execution technically counting as true damage I wouldn't call Kiana a tank Buster but she does have percent Health damage on her ultimate sen does current health damage set does Max Health true damage and can use the enemy Tank's bulkiness against their own team Lilia does true damage and Max Health y does Max health and hypd damage meaning armor and Magic resist individually are less effective against him well can steal tank stats Vio and Gwen both have ridiculous amounts of percent Health damage at this pace every other champ has some way to neutralize durability be it hybrid damage true damage or percent Health damage of any kind existing Champions have also acquired sources of tank busting within their kit that were not present before to name a few Jacks recently obtained perent Health damage on Counterstrike Olaf under to reduces armor garen's judgment received armor shred and deas Justice Now deals true damage instead of magic syra's force of will was changed a while back to deal bonus true damage instead of grab additional spheres wukong's ultimate was changed from Flat damage to percent Health damage and quite a large amount of that Cha's fourble spikes received Max Health damage after going from a toggle to a threein active darus used still have only 25% armor pen on apprehend now he gets 40 in respect of vus there are so many champions who received new tank busting elements Shen used to have no suance of perc health and then he got a whole bunch of it after his rework to my knowledge York also didn't have per Health damage but then he got it bit on his e it wasn't for a while but Gallo's Q gained Max Health damage of which all G never had Urgot used to have armor reduction but comparing that to a shotgun legs dealing upwards of 30% Max Health damage in total not to mention the 25% Health execute on his ultimate it's practically night and day Pantheon and mor Kaiser have percent armor and Magic Pen respectively I think at this point nearly half if not more of all champions in the game have a monum of tank busting within their natural kit giving them the ability to at least somewhat deal with tanks even before they acquire actual items an unintended consequence of this however is that due to the all-encompassing nature of those forms of damage it not only made them Fair better against high amounts of tank stats but also against low amounts too squishier Champs are unsurprisingly more prent to getting one-shotted but that can be circumvented or at least mitigated by building one or two defensive items when possible such as ad Carries Building ninja Tabby and CH against a full enemy team or building M Mal morus if they're under heavy fire from AP Champs tank busting essentially negates the effectiveness of those items hence while you find Marksman players stubbornly building full damage even if they're on five because there's no point in building defense when that defense gets reduced to zero anyway more than just toate tank busting access to external sources has tremendously improved before we only had a select number of Frankly Speaking inefficient choices last whisper as you know is a component item that builds into either ldr mortal reminder or S do grud but at one point it was a standalone item giving just ad and armor penetration this made it usable for all physical damage dealers but it wasn't very item slot efficient just a stat stick nowadays though we have all sorts of variants for last whisper ldr for dealing with gigal stackers like cion and choot Mortal reminder to shred through sustain tanks like maai Zach and Mundo and Zas for Ability casters granting more specific answers to Chance the thigh durability leandre's torman was considerably bucked to deal with tanks compared to back in the day alongside Black Cleaver and blade of the ruined King both of which are much better at dealing with armor and health than they used to be some new additions were implemented over the years of varying successories Eclipse Kraken Slayer past versions of rageblade terminus riff maker demonic Embrace let's not forget the war crime that was divine suer holy sh I am so glad that item is gone items are not the only thing that g Champ's easy kill pressure against durability runes were also complicit in the rampant damage GP prior to runes reforge there were two different systems runes and masteries offering players the ability to customize their Champions play Styles but back then we didn't have the same kind of gameplay influencing things we have now most runes and masteries were just a few extra stats on the like a far cry from the keystones we have today conqueror was so impactful that it went through several iterations before finally ending where it is now and it was arguably one of the most pivotal runes in the fight against durability once stealing 15% bonus true damage in addition to granting bonus stats there are also runes like cut down eaing DPS classes and doing more damage against bulit lethal Tempo is also massively improved affording incredible sustained DPS for any Champion with attack speed subsequently empowering them to not feel pressured to go full attack speed and instead choose items more suited for the task at hand last but not least overall systems while Champions items and runes were the three elements most conducive to damage G Universal Power Ops also played a big role dragons for example back in the early days it was a gradual stacking buff 8% bonus a dnap then 15% bonus damage to minions and monsters then bonus Tempo then bonus damage to towers and then at the fifth stack it would double every bonus prior and give you a true damage burn the thing is getting five Drakes back then took a very long time aspect of the Dragon was exceedingly rare nowadays however you can get eler Drake as early as 25 minutes depending on how fast you get your Tres if you get your hands on either Inferno or chemo that's a lot of bonus DPS for your team but along the Elder Dragon buff needs to killing anyone who falls under 20% maybe one out of 100 games does a team with dragon soul in alter buff on all five members lose against a team without them that's how much of an advantage you get and you also get it much earlier funnily enough because of how easy it is to break through durability tanks and brusas have been giving even more damage over the years to account for the fact that they won't be surviving long enough to go through as many rotations of their abilities as they have before so all across the board Mages marksmen tanks Slayers Fighters Specialists and yes even controllers have all been buffed to deal way more damage than they have in the past with the progressive increase in DPS through all the ways I just talked about but that has resulted in players believing that damage is the be all end all and in many cases it is 10 years ago the only two rolles that went damage were ADC and Min on occasion top laners saw full DPS Champs like Riven or Jace but there were a lot more Malai nautiluses and the like as opposed to nowadays where we have the four horsewoman of Top Lane the honorary horsewoman Gwen and other Fighters and jonuts with a bigger focus on damage than tanking jungle as well jungle used only allow tanks to maybe the occasional bruer presently dozens of hyper DPS hyper mobile Champions dominate The Meta support has even gotten a few damage dealers of their own Pike Senna velos Zyra AP Sho Camille support even has been running rampant throughout season 14 so far this is yet another reason why tank meta was so pervasive by the way back then there used to only be two damage dealers per team on average now you can very easily have five meaning there's a lot more potential damage on the map I don't think anyone disagrees with me when I say damage has become excessive it was even acknowledged by Riot themselves as evident by the durability update in 12.10 trying to pull back on how much overall DPS there was in the game however not even that was sufficient tanks still do a billion damage made you still oneshot everyone assassins cannot oneshot entire teams much less a single Target ADC Maines can melt through front and back lines provided they're not being focused down Fighters and skirmishers can literally one v9 games in an effort to stop a single class from dominating The Meta they overcorrected and made it so everyone can instant kill everyone one shotting has always been a thing even way back in the old days but it was never a zom present as it is today there are a handful of Champions whose abilities have gained more and more damage over time for no other reason then to adapt to the growing speed of people one-shotting each other nasis and vagar both generate Stacks much faster than they used to kons gain more and more AP in his abilities to keep up with the rise in damage one of my favorite examples is Poppy actually she's a tank and yet even she got more damage Hammer shock used to deal 6% maxel or 12% in total then in 6.7 it got buffed to 7% then in 7.13 it went to 8% then in 13.8 it got buffed to 9% you see these minute increases to damaging abilities across the number of Champions Orana shock wave you st have an AP ratio of only like 70% now it has 95 and the base damage is higher too because new Champions are getting more damage old Champions are also getting more damage creating an arms race where by two items Champions can start exploding everyone they come across Mythic items I think were probably the biggest offender of this once Gorge rer Define suer leandre's anguish dust blad Sunfire egis scale force and whatnot were crafted the difference in power was so massive and even though they're gone remnants of their legacy are still around tanks aren't the only reason they added so much damage to the game they wanted to speed up the average tempo of the match game times are shorter because power spikes come quicker like I said Elder Dragon can be taken as early as 25 minutes Baron used to be an objective you couldn't deal with until 30 plus minutes in due to how long it took to kill him nowadays people insta kill Baron when he spawns at 20 minutes Champions used to reach their full strength at three to four items now they're reaching it as early as two or even one across the board abilities runes items systems everything has gotten stronger over the years every season there are copious amounts of Reddit threads and Twitter posts of people complaining that damage is too high because it is it gets worse and worse every season in my opinion there needs to be a total reset I know the 30-minute long games sound tedious but honestly I find Long games more exciting since it means the winning team has to earn their win instead of turning on autopilot and snowballing without thinking while the losing team always has a chance to out scale in its current state league is power crep far too much we're at a point where no one wants to build defense even tanks everyone's just trying to oneshot each other since that's what everyone else is doing it's probably never going to happen though if there was a chance Riot would have done so already so either damage creep will continue to exacerbate or it will stagnate in disposition for the remainder of the game's tenure that's how I see it anyway but what do you guys think do you agree that there's too much damage in the game or do you think I'm doom posting feel free to share in the comments that's going to be it for today so if you enjoy the video it would be great if you could leave a like And subscribe don't forget to follow my Twitter at barsam join my Discord server and check out my other metad discussion videos if you haven't yet but till next time thanks so much for watching and I look forward to seeing you again soon take care [Music] he [Music]
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Channel: Vars
Views: 156,782
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Keywords: vars, varsverum, league of legends, lol, vars lol, league of legends gameplay, lol discussion, vars league of legends, why no one plays, lol why no one plays, lol meta, lol history, lol damage, league of legends worst meta, league of legends damage meta, league of legends one shot meta, lol one shot, lol too much damage, lol damage meta, lol tank meta, lol toxic meta, lol meta history, league of legends history, old league of legends, league of legends 2024
Id: DmyINKQSquo
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Length: 14min 28sec (868 seconds)
Published: Thu Apr 25 2024
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