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![Do greater rifes dmg go off base health insurance Do greater rifes dmg go off base health insurance](https://vignette.wikia.nocookie.net/diablo/images/0/0a/Realm-of-trials2.jpg/revision/latest/scale-to-width-down/340?cb=20140830051151)
So riot has been ****ing this game up more and more with every patch.
and in between the bugs (both visual and gameplay wise) i've had enough of tanks doing more damage than bruisers, adc's and apc's together.
I liked it when it first came out, it was fun to try, but as more and more meta tactics started appearing one thing became very ****ing clear:
PERCENTAGE BASED DAMAGE
Now you are gonna downvote me for saying this, but it's overpowered and imbalanced as ****.
im gonna use amumu and zac as examples, but there are plenty more where this came from. like sejuani,
You give champs like amumu, zac, etc damage based on the enemy's max health, and what do you get? champs that deal insane amount of damage because
A) they scale on the enemy, not based on their own items (logic? where?)
B) these skills also come with a neat low cooldown or no cooldown at all (mumu's AoE is permanent until turned off, zac has like 4 seconds of cooldown on his base, etc)
C) the champion which has these abilities almost always come with a whole heap of CC (zac: jump >short duration stun, Q > slow, ult>knockback, amumu: stun, aoe root)
this raises a lot of issues, of which most pressing are:
A) these champions can become nearly unkillable in 1 or 2 v 1 Ffxi magic dmg help leaden salute. s because they go full tank but still have no cooldown and have scaling abilities they dont really build towards. The division 2 base crit dmg.
B) it's hard to counter them effectively Bdo is dot bleed dmg good for pve. as they have so many tank stats yet so much damage, so going squishy damage dealer against them as say an adc doesnt work, but going as tanky doesnt work either because you do lose damage because you dont scale like they do.
C) The items riot implements are giving these tanky characters too much stats at once on just one item, and they are making it worse and worse (i.e. they removed the warmog and force of nature combo and made it into one item, opening up an extra slot..)
D) riot goes and implements characters to try and counter tanks such as vayne, but vayne tends to be a lot stronger to squishy champs than the actual targeted crowd (tanks) as she just needs one full silver bolts combo to annihilate champs with low hp, while tanks needs 3-4 full stacks hits.
Now the only solutions i see to this problem are:
A)Remove the % damage completely
now this is harsh and i dont really like it myself either, as it adds a sense of diversity
B)remove BASE % damage and make it only obtainable through scaling
C) remove tanky items which give so many retarded op stats on one item (spirit of the golem anyone? max tenacity, high hp regen, mana regen, cooldown reduction and health for a really low price? and faster jungler? what the **** was riot thinking?)
I hope you guys read this, and perhaps some riot personnel actually takes this into account. and i really hope im not the only one who hates a sejuani with spirit of the golem and sunfire tanking a turret and raping 3 guys under it without any effort. (just an example :x)
TL;DR version:
>Tanks are OP because of the % max HP damage stat (in most cases, this is generally speaking)
>raises problems riot tries to adress but actually makes it worse
>solutions.. remove it? make it only scalable? Glen ellyn dmg auditory specialist center. any suggestions?
EDIT: i am not saying tanks need a nerf, far from it. Tanks need to become tanks, not damage dealing health packs.
in the end all i want is for tanks to be tanks, an almost unmovable object, but not one that can solo rape an adc because that's NOT his role.
and in between the bugs (both visual and gameplay wise) i've had enough of tanks doing more damage than bruisers, adc's and apc's together.
I liked it when it first came out, it was fun to try, but as more and more meta tactics started appearing one thing became very ****ing clear:
PERCENTAGE BASED DAMAGE
Now you are gonna downvote me for saying this, but it's overpowered and imbalanced as ****.
im gonna use amumu and zac as examples, but there are plenty more where this came from. like sejuani,
You give champs like amumu, zac, etc damage based on the enemy's max health, and what do you get? champs that deal insane amount of damage because
A) they scale on the enemy, not based on their own items (logic? where?)
B) these skills also come with a neat low cooldown or no cooldown at all (mumu's AoE is permanent until turned off, zac has like 4 seconds of cooldown on his base, etc)
C) the champion which has these abilities almost always come with a whole heap of CC (zac: jump >short duration stun, Q > slow, ult>knockback, amumu: stun, aoe root)
this raises a lot of issues, of which most pressing are:
A) these champions can become nearly unkillable in 1 or 2 v 1 Ffxi magic dmg help leaden salute. s because they go full tank but still have no cooldown and have scaling abilities they dont really build towards. The division 2 base crit dmg.
B) it's hard to counter them effectively Bdo is dot bleed dmg good for pve. as they have so many tank stats yet so much damage, so going squishy damage dealer against them as say an adc doesnt work, but going as tanky doesnt work either because you do lose damage because you dont scale like they do.
C) The items riot implements are giving these tanky characters too much stats at once on just one item, and they are making it worse and worse (i.e. they removed the warmog and force of nature combo and made it into one item, opening up an extra slot..)
D) riot goes and implements characters to try and counter tanks such as vayne, but vayne tends to be a lot stronger to squishy champs than the actual targeted crowd (tanks) as she just needs one full silver bolts combo to annihilate champs with low hp, while tanks needs 3-4 full stacks hits.
Now the only solutions i see to this problem are:
A)Remove the % damage completely
now this is harsh and i dont really like it myself either, as it adds a sense of diversity
B)remove BASE % damage and make it only obtainable through scaling
C) remove tanky items which give so many retarded op stats on one item (spirit of the golem anyone? max tenacity, high hp regen, mana regen, cooldown reduction and health for a really low price? and faster jungler? what the **** was riot thinking?)
I hope you guys read this, and perhaps some riot personnel actually takes this into account. and i really hope im not the only one who hates a sejuani with spirit of the golem and sunfire tanking a turret and raping 3 guys under it without any effort. (just an example :x)
TL;DR version:
>Tanks are OP because of the % max HP damage stat (in most cases, this is generally speaking)
>raises problems riot tries to adress but actually makes it worse
>solutions.. remove it? make it only scalable? Glen ellyn dmg auditory specialist center. any suggestions?
EDIT: i am not saying tanks need a nerf, far from it. Tanks need to become tanks, not damage dealing health packs.
in the end all i want is for tanks to be tanks, an almost unmovable object, but not one that can solo rape an adc because that's NOT his role.
Do Greater Rifts Dmg Go Off Base Health Insurance
![Dmg Dmg](/uploads/1/3/3/2/133275473/924463149.jpg)
On gear target Health+All res as a base, res+cost reduction+damage affixes. Dagger+catalist for more dmg. 6 sockets and more stats on 2 items. On catalyst look for x2 damage to spellslife leechcrit dmg. @seemore81 Hi there! Interesting skill choice. I used Light bringer for movement before switching to Aether jump. Just less willpower usage.
Do Greater Rifts Dmg Go Off Base Health Clinic
- Tips on how to do a high level Greater rift? So I got my DH all the gear she needs to consistently be able to farm lvl 39-40 keystones but I have yet to be able to actually complete one in the given time frame.
- Jan 10, 2020 The Queen has ordered the new stripped-back roles of Meghan Markle and Prince Harry to be determined within the next 72 hours. Her Majesty has.
- Health is represented ingame by a green bar situated next to the blue mana bar, with a fraction reading the current amount of health over the maximum amount possible. Current health is directly reduced by damage, maximum health reduction is usually percentage-based and will take from current health to represent such effect.
- Founded in 2010, DMG is the leading Anti-Aging and Functional Medicine specialty practices in Middle Tennessee and surrounding states. The practice reflects his passion to bring an integrative approach to patient care that combines the latest in scientifically validated treatment protocols with the best of conventional medical therapies.