@Riot what was your reasoning when you were making rumble mana/energy less champion?

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3v3ryone

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05-02-2011

Few months ago mana regen runes were nerfed, because champions with mana pool were able to use their skills too often in early game. Now you make champions that can spam their skills for free.

Can you explain it?


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peanutman

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05-02-2011

Because the heat mechanic is actually a really good idea and fits his character perfectly.


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ChickenStar7

Senior Member

05-02-2011

Runes were nerfed and base regen was buffed to make runes much less important in that regard.

Narrowing the gap between those with and those without regen runes.

It was not meant to nerf mana users.


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Knote

Senior Member

05-02-2011

Heat isn't any difference than Energy.

What happens when you run out of Energy? You're silenced.

What happens when you spam too much and over heat? You're silenced.


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FogRaider

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05-02-2011

Quote:
Originally Posted by ChickenStar7 View Post
Runes were nerfed and base regen was buffed to make runes much less important in that regard.

Narrowing the gap between those with and those without regen runes.

It was not meant to nerf mana users.
This. They didn't want to nerf mana users at all - in fact, what they wanted to do was BUFF mana users who didn't build mp5 runes.

That said, the idea that certain champions must manage their skills carefully while others need not to is bizarre, at best.


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Maelwen

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05-02-2011

They thought: "Hey we are going to make a ****ing OP champion so lets make him manaless to be even more OP!"


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peanutman

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05-02-2011

Quote:
Originally Posted by Knote View Post
Heat isn't any difference than Energy.

What happens when you run out of Energy? You're silenced.

What happens when you spam too much and over heat? You're silenced.
Not exactly, there's a area of heat called the: "Danger Zone" which allows you to deal extra damage with your abilities if you're in it.

Gameplay differs from energy because you need to stay in the "Danger Zone" and yet not overheat if you want to use your abilities.


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Mizarus

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05-02-2011

Quote:
Originally Posted by peanutman View Post
Not exactly, there's a area of heat called the: "Danger Zone" which allows you to deal extra damage with your abilities if you're in it.

Gameplay differs from energy because you need to stay in the "Danger Zone" and yet not overheat.
You need to learn when to overheat aswell, the bonus damage you get can turn the tide to your favor if well timed
he is not a easy champion to use, if you use him well you should be rewarded, there are a few heroes that deal out way too much damage for how easy they are to use


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MrLumber

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05-02-2011

Edit: Lots of posts before i got to, but what peanutman first said.

Also if you ever played him you would know that a LOT of microing comes with this mechanic, at least if you want to do it right. Here is the jist of the management either 1. You stay in danger zone for the added effects, but can't blow more than 3 spells without entering overheat. This is circumvented by spacing spells. 2. You'll stay at no heat in order to prepare for an extended fight, at the cost of missing out on bonus effects early. 3. You overheat and get to deal some burst with the bonus damage, obviously at the cost of being silenced for a massive 6 seconds.

Honestly I'm not sure why your not complaining about kat or garen who literally get to spam for free.

Also if you actually mathed it out, the buff to base mana regen means that people with Mp5 runes will still get about the same amount of mana regen as pre nerf, albeit slightly less. This was not because "champs were able to use skills too often early game" it was because Mp5 were a centralizing factor with near everyone using them, if you actually read Red posts they stated they wanted people to be able to spam. Also low level players without access to these runes were having duller early game fights, as they simply didn't have the same somewhat necessary regeneration.


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edenechoes

Senior Member

05-02-2011

Most champions aren't manaless per se. Champions like Katarina and Garen are compensated by having heavily scaling cooldowns so the limitation of their skill spam is cooldown-enforced instead of resource-enforced (e.g. Energy, Mana). The tradeoff in this case is that manaless champions can spam their abilities as often as they want but they can't spam them consecutively which is an option that both energy and mana champions tend to have.

Health-resource manaless champions are another matter altogether since health as a resource pool is just stupid. Anyone who proposes a health-based champion obviously didn't play any game where a health-to-anything conversion essentially broke the game. Fortunately, most of those champions are gimped by having no hard CC whatsoever and being nerfed to **** for being frustrating as hell to deal with.