Is %health damage even required anymore in Season 3?

With tanks being a little less than good to play lately, lets call it subpar, a key concept keeps showing up in every game that seems to defeat the purpose of tanks: %health damage. Riot has decided that stacking resistances forcing a LW/Void Staff on to people to continue to hurt you was a bad mechanic, so they OBLITERATED resistances and made them practically pointless to buy in mass. However, they made health so a little bit cheaper and far easier to buy in mass. (Hell, a lot easier to buy in mass. Like, a LOT easier.) Where as in Season 2 it was a good idea to have about 3000 HP and a heap of resistances, now it's a good idea to have 4000+ HP and a chunk of resistances.

 

So what changes from Season 2?

Resistances were devalued. A lot. Where as in Season 2 a single chain vest was enough to make most physical damage users cringe and be unable to fight you that same chain vest will do little to stop the pain train in Season 3. Frozen Heart used to be the go-to for anti-physical damage, and in Season 3 Frozen Heart will merely slow down Ranged Carries and do very little to AD casters. HOWEVER, total damage dealt went down. IE went to 70 damage,  ranged crits only get 5% instead of 10% bonus damage through masteries, Deathcap lost some %AP and flat AP, Etc. In addition to THAT health got cheaper and much easier to find in large quantities. 

So resistances are worth less, health is cheaper, and total damage is lower. Damage as a whole is HIGHER mind you, just the damage before resistances went down. Look at it as you used to do 10 damage reduced by 4 from resistances, and now you deal 8 damage reduced by 2 from resistances. So what's the natural end result? People stack health now. It used to be stacking health was a death sentence because the damage dealt before resistances was so crazy high it was a death sentence to not stack resistances. Now the damage is a bit lower but you can stack health and get defense against magic and physical damage easier. Now mind you you still must get some resistances so you don't get hit by true damage because EVERYONE just stacks flat pen now.

As an aside it's somewhat of a Myth that Health stacking got better because the items got better. Warmogs is worse than in Season 2, Randuins gained 250 health but lost 5% CDR, 25 HP10, and lost it's active slowing attack speed. So it's easier to "Get health" but only because everything that didn't give health got nerfed so badly.

And mind you, it's not like tanks are super tanky as is.

Nobody is running in to teams and tanking them all. There isn't some plague of tanks dominating the game. %health damage just takes a class that is generally hurting and just makes it impossible for them to do their job. Granted there are some tanks that are doing great, but as a whole tanks are not doing great. Additionally, Warmogs being a good item that everyone builds doesn't immediately make Rammus good. 

So why is %health damage such an issue now? Why not Season 2?

Some people still might not get it, so lets put it in to perspective. Damage are doing less total flat damage, but having far more resistances. Put that together in your mind. %health damage is doing more damage than ever. Last Season I'd have 3000 HP, but I'd also have 150 MR and 250 armor. Now I'll have 4000 HP and maybe 150 armor 100 MR. What's the end result? %health damage is MASSSSSSIVE right now. Why do you think everyone and their mother is buying Liandry's Torment?  You're fighting more HP that has less resistances. %health damage got nothing but a flat buff. 

So ask yourself: "Why does %health damage even exist if tanks aren't even close to an issue?" Has anyone had issues killing tanks without %health damage? Is Ezreal going "damn, tanks are just impossible to kill!" Is Talon sitting there thinking "if only there was some way for me to fight tanks!" No, they aren't. Nobody has issues killing tanks. Most tanks are even building damage now because they realize the futility of building tanky. Nobody is playing Amumu and just going full tank, people are building Liandry's, sunfire, and abyssal on Amumu. That's a huge shift away from people building full tank, because full tank loses even without %health damage, and %health damage exists to boots. 

As always, look at it on a case-by-case basis.

I'm not saying ALL %HEALTH DAMAGE IS OP AND CLEARLY NERFNERFNERF. I never say that about anything. YOU people say that. Generalizing is the key to stupidity. Liandry's torment likewise gives flat magic pen to kill squishies, but also gives %health damage to kill tanks? Why does DFG and Evelyn do %health damage if they're (burst casters) supposed to be countered by tanks? Why does Varus get %health damage if AD casters have always been the premiere tank killers anyway? So he would keep using his abilities late game? If that's really the problem then maybe Riot should look at his ability scaling versus auto attack scaling. 

Counter Argument: %health damage exists so people don't stack health!

So where's my %AP damage? My %AD damage? Why is Veigar the only champion that punishes people for building AP? Why are defenses the only thing that gets punished for getting stacked? Lets take it a step further, I think DFG should be changed from 15% HP damage to do 100% of the opponent's AP + 150% of their AD as damage. Why not? Balancing something off of what your opponent does has always been a stupid concept. It gets even stupider however when you restrict it to only things your opponent does for survivability then put it on a whole bunch of different items and effects as free bonuses. Imagine for a second if Leblanc lost 10 damage on her Q, but in return she gains 50% of the target's AP damage as damage on her Q. 

What if there was an item that reduced your attack speed to 0.7 no matter what your current attack speed was. Would that be fun for on-hit users and AD casters? Why would such an item need to exist? What about if Trundle's Q was changed to steal 30% of your total AD? These effects would not be desirable or fun to play against. The only reason we accept %health damage (and by extension %armor/MR shreds) is because they've been around for so long that we've just sort of gotten used to them. The problem now though is that the compensation for these effects has swung in to a fair level, where it isn't fair for people that don't have %health damage. Fair for those that do, unfair for those that don't. Doesn't that sound like the definition of bad balance? 

If, for example, AD carries just became so ungodly OP that they could wade in and 1v5 teams would the natural approach to the situation be to include items that practically shut down AD carries single handedly? An item that hard capped your attack speed at a 0.7 rate before attack speed slows? No, that'd be a silly approach and it'd be totally unfun to face. Unfortunately that's very much a reality for health right now. 

Players should not be punished for their choices, unless those choices show a real balance concern when done. Is health stacking dominating the game? Maybe it is. But shouldn't that be a concern with the health items themselves? Maybe it isn't, then why does %health damage exist? See this game, I call it the game of: Stop being lazy and balance properly.

In fact, let me say that in big paragraph letters: Players should not be punished for their choices unless those choices represent a real balance concern, a balance concern that only shows up when stacking/boating/spamming/etc. occurs.

If something isn't overpowered yet has a counter, it must be made overpowered to beat that counter. This is actually the main point of this article but it's such a short point to make.

Where am I going with this? A little health but not a lot was good in Season 2. %health damage kept it down pretty hard. In season 3 it got compensated. Like, grossly overcompensated. Why? Because %health damage exists in such large quantities! I won't actually make a big paragraph out of this because it's pretty apparent to anyone playing the game right now what happened. 

And I think the end result is just too many effects exist out there to punish tanks which is a remnant of a better time for tanks. 

The time when you could build full tank Nasus, wade in to the opposing team and once you withered the AD carry you would never die. That's done now. That's a myth. That doesn't happen anymore. Nobody does that anymore. The only people who think that happens anymore are Riot who for some reason have made balance mistake after balance mistake in regards to tanks until they finally went one step too far and ended most tanks overnight. Riot could always make mistakes because tank items like FH were just so damn good that tanks could take the hit. Now they can't anymore. The problem here is Riot has NEVER had to go back and actually do anything for tanks because they've always worked well. 

So what will Riot do? Are we going to nerf health a lot and just end up saying "well I guess that's that!" or... well I know that's what we are going to do. I just wish we'de take more time to look at the game and go "okay yeah this clearly isn't working." I mean it's one thing to just chase around numbers with a nerf hammer, it's a less lazy and more surgical approach to actually get in there and fix problems. 

FOLLOW ME ON TWITTER @HASHINSHIN.

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Comments

  • #78 pumis

    Seeing trinity force or wits end on shen wasn't uncommon even in tournaments.
    I remember when I started playing league of legends, and during then every bruiser did pretty much build wargmog and atma. They did stack heath even then. 
    Now that I think more of it. Building health is pretty much of definition of a bruiser. Otherwise they would just be normal ad melee carry (like tryndamere). Building resistances is more tank like than building health.

    If you are going to use argument that:
    Shen has taunt, therefore he is a tank. 
    We could also claim that ahri is a tank too with that logic. 

    Beside saying that sunfire cape is a tank item than a bruiser item is just wrong. Sunfire cape gives you damage and hp. Which goes well with definition of bruiser items.


  • #62 FleurDeLiz

    Sej was probably Riot being afraid of making Amumu 2.0 with a big slow attached. In reality that threat never materialized.

    Naut got that pretty much so that other junglers could kick him around. He could stand to lose it now that the jungle can kick people around.

    Cho has the magic of free HP. That's why he's always been hard to get rid of if he's taken the time to stack Feast. It's a very non-trivial amount too, at level 16 a full stack of Feasts is worth 900 HP. On its own.

     

  • #74 CoolRoot

    Base values are important, but there's more to it.

    Something needs to be made to separate a "bruiser" build from a "tank" build, since at the moment bruisers can do A LOT of damage at the cost of very little durability compared to full tanks. I think the old atmogs meta was pretty nice actually, since it encouraged bruisers to forego some tankiness in order to get both offensive and defensive scaling. Perhaps buff atmas a bit, and nerf base damage values on health bruisers, forcing them to go into some damage rather than just stacking health would be best. Trinity bruisers already have this, but with the introduction of iceborn gaultlet less so. Also, give tanks some sort of "tank-rabadon", ie multiplicative scaling on defensive items, to truly set them apart from bruisers in terms of tankiness. Maybe randuin could fill this spot, with some tweaks to it's number to be less beneficial at low resistance levels.

  • #39 pumis

    I can play as any role in this game, but my favorites are tanks and support. So you might say I'm bias, but in my experience tanking has become much harder than before. Try build full tank and try to initiated a battle. I can promise that you will die pretty fast. Reason why I build my tanks to bruisers now. Because at least I can do something useful in game then.
    There were days when tanks didn't do much damage, but they were able to take many hits. As fed it was possible to survive 1v5. I repeat SURVIVE, not win. Now you can barely survive even 1-2 guys.

    For some reason people think that jax, olaf, and garen are tanks. Which isn't true at all. Yes they can initiated, but I wouldn't call them tanks in any sense.

    More interesting is that they say that tanks are still viable. Which is true in a sense. Tank champions are viable, but it isn't viable to build them as tanks any more. Which was pretty much point of hashinshin's post. For some reason I think people are more butthurt for hashinshin to show his opinion than hashinshin is to tank nerfs.

    Last edited by pumis on 1/28/2013 4:58:12 AM
  • #35 per_killer

    "I'm not saying ALL %HEALTH DAMAGE IS OP AND CLEARLY NERFNERFNERF. I never say that about anything. YOU people say that. Generalizing is the key to stupidity."

    I liked that one. "WE people" / "YOU idiots that read my articles"..?

    Anyway that's a bad generalization bro, I never said that..never heard anyone say it either - except you: "...ALL %HEALTH DAMAGE IS OP AND CLEARLY NERFNERFNERF. I ne..."

  • #34 smexxyhexxy

    Ha. Ha. Another Hashinshin rage post. 

    Last edited by smexxyhexxy on 1/28/2013 2:52:20 AM
  • #56 exacerberus

    Emo?

    Mongol General: Conan! What is best in life?

    Conan: To crush your enemies, see them driven before you, and hear the lamentations of their women.

    Mongol General: That is good! That is good.

    - Conan the Barbarian -

  • #33 Migotliv

    Plenty in this article that I could disagree with - but especially the part about nerfing tanks further. My instinct tells me that we will see tanks going back to being valid choices, with Health early game helping them while late game resistances join to round out their items. And as for all those sources of damage that they can't handle anymore?

    The damage champs dish out is going to get nerfed. Except % Health, which will remain as a counter, and will give reason for tanks to transition from Health stacking to resistances sooner if enemies pursue that path. Once Riot fine tunes the numbers on this, all will be well again. Nothing to worry about.

  • #31 cyraknoss

    Tanks are doing just fine, Shen, Amumu, Chogath, and Olaf were high priority picks all throughout LCS this weekend. Infact Olaf was picked or banned roughly 100% of the time and always built tanky, the Olaf build of Shurelya's, Warmogs, and Sunfire was so standard you could predict the purchases on every back. So people building tanky are obviously not doomed to failure by %HP.

    As for %HP itself, Liandry's is a noob trap item on almost everyone that builds it right now. If you are a poke caster like teemo you can get some use out of Liandry's 5% Current HP. If you're a burst caster though Liandry's %HP does nothing for you. It works just like a Teemo shroom where the dot is refreshed instead of stacked, so if you run in and go "QWER!" and run out that 5% is 5% of what was left over. So if you do a 3.5k burst to a 4k hp target Liandrys will tick for 5% of the remaining 500hp, it's honestly nothing to write home about.

  • #36 Spura

    Chogath and Olaf aren't tanks. Especially Olaf, Olaf is a bruiser that people build tanky (like pretty much everything these days, even casters like Elise). How much CC does Olaf have? 1 slow. Can he peel? No. Olaf also has huge damage even if built tanky, which is different than actual tanks. 

    All you see of tanks is Shen because he can split push and Amumu, because he can jungle well and is a great initiator and can gank well and Maokai, because he can jungle and gank.

    The problem with tanks is that they are mostly unplayable in lane, potentially only playable on bot, where they get no money and become irrelevant late game, because unlike supports, they need money.
    So the only way to play tanks is as a jungler. And if a tank is a poor jungler or doesn't have rock solid ganks then it's useless and it's not getting played EVER. Alistar, nautilus, galio, rammus, sejuani, volibear. Never see them. Thresh is also listed as a tank, though that's the biggest fucking joke ever (also I've never seen thresh played 2 days after the release - but that's another topic)

    Why would you pick a champion like rammus who can only be played as a jungler and even that not that well, and does fuck-all damage late game, instead of a bruiser who can be played in lane or jungle, can be built tanky and still do damage, like olaf, renekton, nasus?

    Last edited by Spura on 1/28/2013 3:07:46 AM
  • #54 m1spl4ced

    Olaf is a bruiser who people build tanky? That's what everyone is. He compensates for no peeling by being able to destroy the enemy carry. Shen also has great damage, less than olaf but more peel,initiation and support, and more innate tankiness. Mao kai is the king of peeling, amumu is the best Teamfight coordinator with great peel and destructive damage.

    What's so bad with most tanks being only viable on jungle? Maybe that could need a bit fixing but it's not enough to make someone rage over it.

    Because Rammus has amazing damage output in a teamfight, great ganks,initiation, THE GODLIEST PEEL EVER and huge innate resistances WITH damage reflection.

  • #67 pumis

    Did you even watch the latest match where they used rammus? They did build him full tank and he was still killed in a split second when he tried to initiated a fight. Building a tank isn't viable any more. Building a bruiser or a ap bruiser is viable.

  • #30 Subjugglator

    What the fuck did I just read. It was so confusing and most of it pointless, all I got out of it was "Butthurt, butthurt wah wah riot balance the game how I like it butthurt ranting".

    I personally love playing cc tanks and tank oriented bruisers, and have not found season 3 to have affected them negatively as a whole. In fact, some of them were severely buffed by the changes. For example Garen's w passive, in a world of limited armour and MR, gets a huge buff, because it makes his resistance items much more efficient than when others buy them. Cho gets a similar relative buff, because when he builds resistances, his free health makes them worth more. 

    Does Liandry's hurt tanks who stack HP? Yes, it does, but you know what that's better than? Having absolutely no counterplay for mages except for "Get more AP" or "Be a tanky mage with sustained dps". And honestly, tanks can take advantage of it too, as many AP tanks absolutely love the damage passive on it, often using it as their only damage item. The same applies to penetration, as Ad tanks can now build BC as a single damage item, causing them to do respectable damage while still building for the team. 

    You complain about not being able to build true tank anymore, but that, to me, is just stupid. If you want to deal damage, you should have to build some damage. If you only buy defensive items, you should be able to soak up a lot, but not deal much, as opposed to what happened in season 2, where tanks would be able to just build defensive, maybe with a trinity, and let their base values just tear people apart. 

  • #32 JocularThePeasant

    First of all, Garen isn't a tank and he did that last season with the change to greater effect because resistancies were cheaper. Second of all, Cho'gath already did that last season, and possibly to greater effect (because health was harder to get or more expensive).

    Your logic is as sound as a wet carboard box. If their base values were the problem, then those should've been nerfed. The punishment for building tanky should always be no damage and the punishment for building damage should always be no surviveability.

    Building tanky and building damage should optimally always be tradeoffs one to another.

  • #50 Douggie

    Holy crap, if his logic is as sound as a cardboard box, then yours needs to be dried off as well, you essentially agreed with everything he said, but stated his thoughts were flawed.

    "If you only buy defensive items, you should be able to soak up a lot, but not deal much," (Subjugglator) = "The punishment for building tanky should always be no damage and the punishment for building damage should always be no surviveability." (You). You guys are saying the exact same thing.

    The problem with nerfing base values is you destroy their later viability.  How many times has the community seen a nerf and thought "oh well that champ is useless".  You can't nerf ALL their numbers.  Just outright nerfing something isn't always the solution. What we are seeing right now about tanks not surviving with just resistances is an example of "nerfing" tanks without touching all their base numbers.

    Also, Subjugglator was stating that Garen and Cho essentially do the same thing they did last season, but are better off this season because of the changes.  He was not saying that people changed the way they build them this season compared to last like you believe.  If anything he's correct in thinking that.  Garen and Cho are inadvertenly  buffed because they essentially can get more bang for their buck now that resistances are more expensive and less effective.  Essentially they remained the same while everyone else got nerfed, hence a "buff".

    Last edited by Douggie on 1/28/2013 12:42:51 PM
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