So Riot, Why should I play mages if this update goes through as is?

ScurvyNave·4/9/2016, 3:57:28 AM·4 votes·1,094 views

I mean, what will they still be able to do?

They can't poke cause else they won't have mana left for a fight. Plus apparently being able to cast multiple spells is a no-no according to Repetoir.

They won't be able to burst since they have less AP which, apparently Riot hates burst as well except when its on AD champions.

And we won't be able to wave clear, push waves, or stall since we'll run out of mana while farming/ pushing and won't be able to contribute to any fight or retreat. To top this point off apparently mages aren't allowed to do this in the first place judging by Scarizard's recent post about Anivia and Ziggs, not to mention they hate Vel'koz's W just cause he uses it to farm.

Why should I play mages now? Assasins have better burst, ADC's have more guaranteed and cheaper poke, and tanks with sun fire can clear waves for free.

Why should mages have to be the only class to get nerfed during this season?

Why should we mage mains have to relearn our entire class because someone thought our play styles are unhealthy when everyone else (ADC's Tanks, and assassins) are the ones breaking the game?

In all honesty what can I look forward to with these changes I really want to know how this update is actually going to be for mage's benefits. I'm already scared of the reworks, given past track records, and now I have a clusterfuck of questionable item changes and the REMOVAL OF SUSTAINING MY KEY RESOURCE when all other classes have ways to upkeep theirs.

Can't wait to cast 6 spells, be forced to back, and watch the ad mid take my tower with two waves.

25 Comments

PhantomGG4/9/2016, 4:01:29 AM4 votes

oh boy it's the return of the "self righteous mage mains know better than the balance team" posts again.

Endervictor4/9/2016, 4:08:14 AM3 votes

i've commented about this before under a different post, but I did the math and mages are losing ~ 15% of their total damage with base build. Riot doesn't seem to recognize this or care beyond "diversification" which is utter bs. the most powerful 4 mage items+void will always be build reguardless of the champion (some small exceptions) so if 1 item offeres 120 ap and 3 offer 100, then the new zhonyas will be skipped over every time. it comes down to trading off 400 hp+ 30 ap + either mana or a slowing passive vs an invulrability, 10% cooldown (which is redic ez to build) and little armor. unless im facing zed im not building the zhonyas cause id be missing out on such better mage stats. and full build building anything other then max ap items drops your damage dealt from -41 per spell then current to upwards of -60 damage per spell vs current. then consider spells are case almost on cooldown on many champions, thats around 600-900 damage per 30 seconds thats missing in addition to minion waves no longer being able to be cleared by almost any mage. its a huge negative this item "rework" unless they add more 100-120 ap items

Big Lincoln4/9/2016, 4:52:49 AM2 votes

can't wait to see bad mage players oom themselves because of shitty mana management

meanwhile anybody who's good will probably do better with the changes

Mages trade some damage (Even less, probably gaining damage with Hextech line + Luden's ) in exchange for more health, more CDR, and huge mana pools in practical builds. Not to mention ridiculous build diversity;

RoA and Catalyst branch-offs greatly benefit AP champions who like to trade blows. AP bruisers and the tanks who like this item can buy it for dual sustain while they're fighting. Swain, Singed, Maokai, Gragas are going to appreciate RoA.

Champions with heavy mana costs will build Tear, which refunds some of that mana and gives them the biggest amount of mana on a single item. Upgrades for a big amount of AP. Lux, Xerath, most siege mages, really.

Morello's is a firm middle point. It doesn't offer the raw amount of stats that Catalyst upgrades give you, nor the enormous amount of mana and AP from Archangel's, but you get 80 AP and 20% CDR. Trade late game power for an earlier spike and an easier cap on CDR, depending on your build.

What's the issue here? You actually have to window your power through your resource bar since your kits never do it themselves?