this game's burden of knowledge is still pretty bad. it's just much lighter than dota. imagine if their was bounty text when you clicked champs, towers, dragon, etc. the number of level 30s that have been level 30 for months but still underrate dragon control to a dangerous level might decrease. imagine if tooltips displayed more information like if they can still be blinded, cleansed, and so forth but were still concise.
I've gone skimming through the pages upon pages of comments and am surprised that no one has brought up Udyr's Tiger stance.
I'm not sure if this would fall under any one of your patterns or if it'd fall under a new one, but the stance's "split the attack into 3 attacks at 1/3rd damage, on-hit effects only proc on the first, other effects like lifesteal proc on all attacks" is frankly terribly designed. It appears to be a purely aesthetic design choice that results in confusing mechanics and awkward gameplay. Many Udyr's complain that it makes last hitting much more difficult for example.
The very nature of the split attacks results in a situation where it is always equal, if not worse, to the base case of a single attack. Flat damage reduction like Amumu would be a case in point. If thise feature is meant to be a balancing act to counter-act the raised attack speed, like being unable to crit in Turtle Stance, it might make more sense. Even then though, there are much easier ways of balancing a stance, so I hope that that isn't the case.
I guess my question is: Is Udyr's Tiger Stance a design anti-pattern? If so, which one? What was the reason for splitting the attacks?
With regard to "False Choice", how do you feel about Mercurys treads being the right choice on almost all characters at almost all times? Feels kind of stagnant, and it really is not exciting to be building them every game, I would prefer to find myself in more situations where Mercury's treads are not clearly the only smart choice to build.
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