[Featured Discussion] Flat health heal on hit item. why not?

First Riot Post
Comment below rating threshold, click here to show it.

DJANGO UNCHAINED

Senior Member

11-06-2012

Quote:
Originally Posted by Xypherous View Post
Of course. We know MR itemization is kind of painful right now because you have to build a bunch of null-magic mantle items in order to get MR.

However, simultaneously, we do recognize that a single large MR item hurts AP Casters far more than any other class, simply because of the sheer efficiency of linear resistances versus linear damage scaling on AP.

Thus, the problem is two-fold: Make enough MR items such that every class feels good about needing to buy some off-items for MR.

Two: Make sure that the MR is wide-spread enough such that one rushed item doesn't hard-counter mages.

There's a bunch of sub-goals involved in figuring out which core items can go on what characters in order to fill their MR needs and retuning some of our current MR itemization to simultaneously be less abusive when stacking pure resists but actually a decent MR choice. (BV, for example, suffers from the spell shield cooldown being super long.)
I'm fine with you buffing BV, but please remember that it hard-counters AP Sion. He's only viable due to two spells.

EDIT: Downvotes why? Sion in general is in a bad state as he is.


Comment below rating threshold, click here to show it.

GhostFrog314

This user has referred a friend to League of Legends, click for more information

Senior Member

11-06-2012

Quote:
Originally Posted by Xypherous View Post
BV, for example, suffers from the spell shield cooldown being super long.
I always thought the problem was that it could be too easily popped by unfortunate stray spells...which could possibly be fixed by making the banshee's veil spell shield an active with a longer cooldown than its current passive cooldown.


Comment below rating threshold, click here to show it.

3rdStorm

Senior Member

11-06-2012

Quote:
Originally Posted by Xypherous View Post
However, simultaneously, we do recognize that a single large MR item hurts AP Casters far more than any other class, simply because of the sheer efficiency of linear resistances versus linear damage scaling on AP.

Thus, the problem is two-fold: Make enough MR items such that every class feels good about needing to buy some off-items for MR.

Two: Make sure that the MR is wide-spread enough such that one rushed item doesn't hard-counter mages.

There's a bunch of sub-goals involved in figuring out which core items can go on what characters in order to fill their MR needs and retuning some of our current MR itemization to simultaneously be less abusive when stacking pure resists but actually a decent MR choice. (BV, for example, suffers from the spell shield cooldown being super long.)
What if you re-worked the way MR was calculated to a more dynamic equation. especially at high levels. Much the same as move speed caps.

Or have some unique item passives that achieve your goal;.
Example 1, a magic block passive that reduces base spell damage by a flat amount before MR is calculated. much the same as indomitable mastery.

Example 2, like ninja tabi a unique % reduced spell damage. would scale to most champion effectiveness. but they would continue to scale with their AP to maybe surpass the disadvantage. effectively cancelling a portion of their ap out but more reliant on base spell damage

Example 3, Hex drinker. always seemed effective to me but its really only desirable on AD champions. Couldnt that passive be tied to an MR item instead/additionally.


Comment below rating threshold, click here to show it.

KalastRaven

Senior Member

11-06-2012

Quote:
Originally Posted by Xypherous View Post
Of course. We know MR itemization is kind of painful right now because you have to build a bunch of null-magic mantle items in order to get MR.

However, simultaneously, we do recognize that a single large MR item hurts AP Casters far more than any other class, simply because of the sheer efficiency of linear resistances versus linear damage scaling on AP.

Thus, the problem is two-fold: Make enough MR items such that every class feels good about needing to buy some off-items for MR.

Two: Make sure that the MR is wide-spread enough such that one rushed item doesn't hard-counter mages.

There's a bunch of sub-goals involved in figuring out which core items can go on what characters in order to fill their MR needs and retuning some of our current MR itemization to simultaneously be less abusive when stacking pure resists but actually a decent MR choice. (BV, for example, suffers from the spell shield cooldown being super long.)
Banshee's Veil suffers from randomly blocking useless spells. If the shield was an active, you could be more tactical to stop CC or high damage spells instead of blocking an arrow of an Ashe Volley.


Comment below rating threshold, click here to show it.

fCKzAr

Senior Member

11-06-2012

Quote:
Originally Posted by Xypherous View Post
Of course. We know MR itemization is kind of painful right now because you have to build a bunch of null-magic mantle items in order to get MR.

However, simultaneously, we do recognize that a single large MR item hurts AP Casters far more than any other class, simply because of the sheer efficiency of linear resistances versus linear damage scaling on AP.

Thus, the problem is two-fold: Make enough MR items such that every class feels good about needing to buy some off-items for MR.

Two: Make sure that the MR is wide-spread enough such that one rushed item doesn't hard-counter mages.

There's a bunch of sub-goals involved in figuring out which core items can go on what characters in order to fill their MR needs and retuning some of our current MR itemization to simultaneously be less abusive when stacking pure resists but actually a decent MR choice. (BV, for example, suffers from the spell shield cooldown being super long.)
(Apart from the fact that logging in on this site took 10 minutes, because of the ****ed up cookies)
BVs cooldown is perfectly fine, Linken's Sphere is just broken in DOTA with the 20 sec cooldown. Also, it's not OK to counter mages with 1 item according to you, but it's fine to counter ADs with 1 item (Frozen Heart anyone?). That item is just purely overpowered, 100 armor, CDR and an AS slow which is UNCOUNTERABLE in one item is just madness.


Comment below rating threshold, click here to show it.

UkyoSonoda

Senior Member

11-06-2012

AS On hit teemo approves of flat life leech item.


Comment below rating threshold, click here to show it.

Fox P McCloud

This user has referred a friend to League of Legends, click for more information

Senior Member

11-06-2012

Quote:
Originally Posted by Xypherous View Post
Two: Make sure that the MR is wide-spread enough such that one rushed item doesn't hard-counter mages.
Is this same logic going to be applied to Randuins or Thornmail (More-so thornmail)? If you're an ADC and this is rushed by someone early it completely counters them---you can't build enough MR, lifesteal, and ArPen that early on to counter it (late game is a different story).

This is more apparent on TT (where it was removed) and Dominion and less so on SR due to various mechanics, but the fact that it does, in fact hard counter specific groups (ADCs and a lot of auto-attack oriented bruisers) really stands out in similarity to FoN.

Also, did you, in fact, put FoN's regen passive on Warmogs?


Comment below rating threshold, click here to show it.

Xypherous

Systems Designer

11-06-2012
8 of 8 Riot Posts

Quote:
BVs cooldown is perfectly fine, Linken's Sphere is just broken in DOTA with the 20 sec cooldown. Also, it's not OK to counter mages with 1 item according to you, but it's fine to counter ADs with 1 item (Frozen Heart anyone?). That item is just purely overpowered, 100 armor, CDR and an AS slow which is UNCOUNTERABLE in one item is just madness.
If by uncounterable you mean 'Make less effective' - then yes. Frozen Heart is effectively uncounterable. Frozen Heart may be overpowered - sure. But that's a different discussion from 'Frozen Heart is fundamentally uncounterable.'

Vayne or Kog'maw don't suddenly just dissappear because your team has 2 or 3 Frozen Hearts. It just takes them an extra three seconds to destroy your entire team, as ranged carries are about sustained damage.

Contrast this with ability power mages - whose primary function is to typically provide large amounts of area of effect damage in as short a time frame as possible. High amounts of slot-efficient magic resistance typically tends to be a much harder counter to mages due to the bursty nature of their damage.


Comment below rating threshold, click here to show it.

WateryMind

Senior Member

11-06-2012

And stuff like this is why Xypherous is worshipped as a god in some dark corners of the forums.


Comment below rating threshold, click here to show it.

NotBuzzJack

Senior Member

11-06-2012

If Frozen Heart is so OP why did you guys never nerf it?