How to Fix DFG Without Removing it.

Mandaari··1 votes·549 views

Just for clarity: The goal of DFG is to give burst mages a chance in hell vs health stacking. The problem is that since it scales as a percentage of total health it's also very effective against squishies, essentially just giving them another hard hitting spell.

Solution: Make DFG deal X% of bonus health instead of total health.

It really wouldn't add any burst against squishies aside from the AP you get from it anyway, which you can tune as needed.

10 Comments

SouL1ess1 votes

And what about the magic amplification part of DFG?

Mandaari1 votes

Get rid of it or base it off of enemy bonus health somehow. The way it is now it's too strong against squishies as well as tanks.

PiRoScOuT1 votes

my opinion would be take off the health part and just make it so the magic damage is amplified, so that tanks can survive the burst.

Mandaari1 votes

The point of the item is to deal with high health tanks while not blowing up squishies too. Having just damage amplification would still make squishies die instantly (which is fine for other items, but not DFG). It's supposed to be a decision between being able to deal with tanks or being able to assassinate a squishy. DFG does both atm. It's supposed to only do the former.

Cindikle1 votes

IMO it's fine deleting it.

Sure some AP's may have trouble vs health stacking. But there is nothing wrong with that being a counter build. There's also Liandry's if you really need the %hp damage.

It is a team game after all. As long as someone on your team can handle the damage to the tank when needed(usually ADC) there shouldn't be an issue.

If it was to come back. I'd say give it something different.

When cast on an enemy champion. Your next four sources of magic damage ignore all bonus Magic Resist and deal an extra 10% of their bonus health as magic damage. Attacks made under this effect will ignore any further reductions from magic penetration.

Basically it nullifies their MR and your own penetration. And adds some bonus damage to attacks that only effect bonus HP. Since the first part would make it bad to use vs a squishy it would be limited as a tank buster item only.

Social Justice 11 votes

They could try reworking the alpha version that had %health damage added to spells.

Mandaari1 votes

As long as it's % total health it doesn't work. If you're doing 25% of someone's health per spell then you kill them in 4 spells. It doesn't matter how much health they had. In fact, it works better against squishier targets because they will have less MR.

SouL1ess1 votes

It was current health percentage in damage.

I think if the alpha DFG active is limited to instances of damage instead of by duration it will be more balanced.

Mandaari1 votes

Again though, as long as it's based off total health (current or max) then it's still effective against squishies and tanks. Let's say it's 30% current health. After 3 hits ignoring MR (which is better for the tank) the person is down to about 35% health regardless of whether they were a tank or not. It has to scale in a way that it's more effective against tanks thank squishies.

As for the second part, are you saying it should be "on active the next X hits deal..." instead of damage amp for some time?

Social Justice 11 votes

{quoted}

As long as it's % total health it doesn't work. If you're doing 25% of someone's health per spell then you kill them in 4 spells. It doesn't matter how much health they had. In fact, it works better against squishier targets because they will have less MR.

I'm not saying the active damage should be passive wtf.

Make it do like 5% current health on spell (3% for AoE)

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