We all have heard the arguement that HP items are better than damage and I completely agree. Damage needs to be more effective in a 1 on 1 situation than HP is. HP is for a team game while damage is for a 1 on 1 battle. How often do you play 1 on 1? Not very often I'm guessing so in other words Damage needs to win against HP to be even in a team game. To help clarify...
UB vs UB
One with health stacking and one with damage stacking but same gold. The damage stacker should win. BUT...
UB Oak vs UB Oak
One team health stacks and one team damage stacks. The losing team should be the damage stackers but not by much.
Now I have thought up 2 ways to fix this both which I will explain below. My goal is to keep health stacking as is but make damage stacking more effective in a team enviornment. No nerfs only buffs. Short and simple.
Option 1: Buffing Damage items considerably or add some kind of side bonus
Damage items right now are far too expensive for what the provide. So lets up what they provide. Now early game damage items seem to be what is lacking. Ashkandor is an amazing item but it's too late game to matter much same with the other good damage items.
Every damage item gets + damage, auto attack speed, and some side bonus of varying bonuses (this could include armor, health, or crit chance, even it if's only 2% chance)
Option 2: Critical based damage
Now this would involve a lot of testing to get the numbers right so it isn't OP because it very quickly could become OP. I suggest that every damage item in the game be a small damage increase added with a small attack speed increase coupled with 1-5% chance to crit. Now some of you may be saying WOAH 25% crit chance doing major damage is too much. Look at the slayers wraps though. It works extrodinarily well on those and that is one of the most useful damage items out there. Now I'm not suggesting that we give it that independant chance to crit but to give them a stacking x2 crit ability.
So if you had these items (not real items just stats)
Item 1
10 damage
3% attack speed
4% chance to critical for x2 damage
Item 2
50 damage
no attack speed
5% chance to critical for x2 damage
Item 3
0 damage
8% attack speed
5% chance to critical for x2 damage
Now alone we would say these items jus are plain horrible. 4% isn't going to do anything is it? Well now if you take my method you have a 14% chance to crit with 11% extra attack speed and 60 damage. Now of course even this would be pretty UP at the moment. I'm just trying to get my point across. But as you can see this quickly could lead to auto attack becoming very deadly.
The only problem I see with this is ashkandor would have to be have to be changed to a higher percent crit with a x2 chance. So maybe 15% crit chance for x2 damage.
This idea you could easily be down on health. Maybe even half health of some demigods but doing 500 damage a hit every second with a 30% chance to crit on them could be very deadly.
This also would make armor stacking even more viable than it is now. It would even all 3 playing fields essentially and make it possible to adapt to situations better.
Please leave your comments and ideas how this could be modified. If you have another option post it below and I'll add it and cite you as the original person with the idea. I won't change this post again other to fix stupid grammer errors and to add more options.
THANKS FOR READING MY WALL O' TEXT