Defensive Items with an Offensive Role, and MR

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Mylon

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Senior Member

02-12-2011

Currently there's a very strong focus on magic damage in the game. The champs doing most of the damage are mages and tanks. Carries are really only there for the cleanup.

I attribute most of this problem to the way items are designed and the imbalance between armor and MR. Most notably, examine Omen, Frozen Heart, and Sunfire Cape. All three of these items provide armor and, more importantly, offensive capabilities. Omen has a powerful slow and some CDR. Frozen Heart has a strong debuff and CDR. Sunfire cape... Well we know what that does. Most importantly is that there there is almost no equivalent magic defense item.

For MR we have Aegis, Wits End, Hexdrinker, and Abyssal Scepter. None of these items are particularly strong in MR. Wits End focuses on a stat few champs use and the mana burn is very situational. Wits End and Hexdrinker are also relatively diminutive in their offensive capabilities by comparison. Abyssal Scepter is very costly for what it does and provides only a small amount of AP. For Negatron cloak items we have Banshee's Veil which only protects one person, Force of Nature which provides a stat that is not valued, and QSS, which is grossly overpriced and provides very little in the way of stats. All said, Aegis is probably the best buy.

A change that would help bring tanks and mages back into line would be to make some offensive MR items. Consider a magical equivalent of Glacial Shroud, which provides a significant MR aura or some other anti-magic damage effect. Or a magical equivalent of Omen which increases all enemy's CDs by 1 or more seconds (like a silence, except that it also pushes spells already on CD back further).

It's too easy to shut down carries and mages' burst can be survived. The lack of good MR items means tanks can dish out excessive damage. On top of this, all magic damage focused champs can get the offensive mastery to ignore 15% of MR. And this includes tanks. This is another strong disparity between magic and physical damage that benefits tanks.

If proper MR items were made Deathcap could be lowered back in price to its originally released price. And possibly other AP items made cheaper.

To Summarize:

  • There are strong offensive armor items but very few offensive MR items (offensive as in Frozen Heart, Omen)
  • MR is very difficult to itemize.
  • Tanks deal magic damage.
  • Tanks benefit from the 15% spell penetration mastery.
We need better MR items. This will help counter the tanky DPS metagame. Also, reworking the magic mastery may be in order.


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Machop

Senior Member

02-12-2011

There's always aegis for the aura.
Also a Banshee's Veil is a really strong item that blocks one spell every 45 seconds, while offering a great amount of Magic Resist


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The Boz

Senior Member

02-12-2011

Quote:
Originally Posted by Mylon View Post
We need better MR items. This will help counter the tanky DPS metagame. Also, reworking the magic mastery may be in order.
Tanky DPS is countered by magic damage, in the form of mages, Thornmail, Bloodrazor, Deathfire etc.
Improving MR itemization might not be a good idea right now.


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Prometheius

Senior Member

02-12-2011

Aegis, BVeil, QSS, Hexdrinker, Wit's End. All offensive MRes items. All good items to have vs a caster-heavy team.

Aegis cheap defense aura and some AD boosting.

BVeil lets you shrug off a spell and, more importantly, the CC tanks will use to initiate if you dodge the pokes.

QSS lets you shrug off CC and charge right into a fight.

Hex Drinker gives you a shield so you can fight longer.

Wit's End destroys tank Mana stupidly fast while making you hit faster and deal 42 more damage with autos, making it worth about the same as a pick axe in terms of raw damage.

It's not that Mres is too difficult to itemize. It's that the carries are idiots who don't grab Mres to shrug off CC.


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Diomedea

Senior Member

02-12-2011

Things to know before voicing your opinion on this topic:

- Casters by nature scale poorly into late game in comparison to carries, due to being restricted by cooldowns and having somewhat poor itemization options.

- Due to the above point, to balance things out, carries are easier to counter, by means of having more armor options, having armor be cheaper, and armor items providing strong anti-carry buffs or debuffs.

- Most casters are geared towards early-midgame domination, while carries are geared towards late game. Many teams that have a heavily lategame focused carry rarely know how to work around that, and end up losing before their carry gets to farm enough to be meaningful.

- Since many casters rely on single, long cooldown bursts, they're screwed up by health and MR much more than carries by armor/health.

- "Bruisers", tanks, and related champions usually have high base damage and/or high scaling, but they're also melee. This means they must invest heavily in defense, which in turn leaves them relying on their base damage to be a threat. While early game they can be pretty powerful, they diminish a lot in effectiveness when the other team starts getting some cheap defensive items.