User blog comment:NicknameMy/Methods to wipe out RNG/@comment-3450702-20111229101819

Ok, regarding my post regarding true damage (double regardation, I'll use it regardless), I think it might be worth clarifying. First of all, in this specific scenario, crit carries would get INCREDIBLY BUFFED. Normally, a crit will basically just add a percentage of your AD, and can be countered by armor. This way, you'd add TRUE DAMAGE to your attacks, making armor almost useless, since you can deal 150% of your AD as true damage with IE and maxed Crit Chance (maybe even up to 200% with crit damage runes and masteries). Gangplank would require HEAVY NERFING, as trinity+atmog's+IE+PD would be an unbeatable combo. Same goes for most other offtanks who use trinity+atmog's, however gangplank is the most significant crit oriented one of them.

Now, for true damage in general: It promotes stacking health. Since no amount of armor or magic resistance is going to change it, all you can do is increase your health pool to be able to absorb it all (and health regen, lifesteal, heals and all that to regain the health). However, this promotes the items Deathfire Grasp and Madred's Bloodrazor, and the enemy team will just get those. However, these deal magic damage based on health, so they can be countered by MR, which can be countered by MPen. Notice how there's no use for armor if there's heavy true damage on the enemy team, meaning a "full true damage team" is a full magic team. Armor becomes less and less, unless you have a full AD team against you, where armor is strong. But these AD champions will get the great true damage item, whatever it is, and this way mix up their damage. Basically, true damage promotes mixed damage of every single member of the team, making it hard to counter one individual, and this should not be the case, as you are supposed to counter the whole team as a whole, not spend resources on countering one person with all three defensive stats.

Also, true damage items would be stacked to oblivion, bought by the whole enemy team, or weak as hell to be useless in most situations. Either way, the word "broken" can be used. True damage on items is like dodge, pantheon's block, invisibility abilities and all the other unique things about champions. If they can be used by anyone, they're certainly going to be overpowered in some cases (imagine invisible mordekaiser popping up in your team) and weak in others. To make them NEVER overpowered, you need to make them almost always weak. And this is not good.

Tl;dr: True damage is broken, don't add it to items.