[{quoted}](name=The Space Cowboy,realm=NA,application-id=3ErqAdtq,discussion-id=8EK5aubV,comment-id=,timestamp=2016-10-30T18:09:27.543+0000)
Hey guys! Does anybody else think champions without mana should do less damage to make up for their spamming? They should widdle people down, not blow their faces off every time they are in range. There are a few manaless champs that aren't too abusive of dps wise. Good examples of kinda balanced manaless champs IMO:
and pre 6
especially after the rework I'm sure she'll be fine.
Then think about cancer like:

TL:DR Mana management needs to come with the reward of doing more dps, sustain, or cc than manaless abilities. Manaless champs should have to land their combos regularly to be rewarded until late game. Then let them go nuts for all I care.
Its less of a matter of them being mana'less and how their kits work that can make it a problem. Its ultimately the same argument on why do particular champions with 'simple kits' that do not have any abilities with anything huge on them (Take Ahri's kit for example combined with how much actual interaction it has with itself) and are stuck with chunky mana costs compared to champions who either A. Have alot of ways to refund Mana measures to compensate (Cassiopeia, Annie, etc.) or B. Champions who i consider the major problem pool: Ones who get abilities with insanely strong abilities yet the mana costs seem non-existent on what they bring out even on mages (Heimdinger, Zyra, Anivia, Syndra, etc).
At the very least League of Legends needs to have its champions re'evaluated and decide on appropriate costs to create proper means on even if a champion has a insanely powerful combo, they should not be able to spend the same amount of mana when using a combination of 3~5 ability procs especially due to stock measures (Vel'koz for example) and another more simple champion might end up using the same amount or nearly the same amount of mana from just using 2 abilities yet they don't have any way to interact their abilities to produce similar results in damage or effects to make up for it.
It sometimes makes me feel that some restrictions on particularly 'SIMPLE and old kit champions' could get some restriction issues lifted or tidy up target interaction, such as how Ahri's W deals reduced damage for each fox fire that hits the same target but the damage is extremely minor just for even one fox fire, meaning its better off used to proc on hit ability effects at best. That or have the 'smart targeting' for multiple hit attacks having better targeting capability where they will prioritize champions and low health targets to not just simply waste the damage as a result.
In the manner of speaking for the mana'less champions you mentioned, Energy champions are at least partially restricted by the fixed energy system meaning they can't be as reckless with things like poking or unloading every single skill for 'weening down' a target's health, which has become a unhealthy habit i've seen in mobas to set up all in bum rushes, jungler gank or not. At least not till later levels where higher ranks in abilities give way to lower energy costs, letting them pull off the interactions for recovering energy in their kits.
The major BS starts is where some champions had powerful kit interactions,
was a problem till they finally got around to his R nerf, shame it took a 'tank yasuo build' to get them to take notice then fixing it before it could manifest, It does not help his Q's only rank up is increasing the base damage by 20 and he still gets CD bonus on attack speed scaling with his Q, meaning he can easily stack E and W to rush out his mobility and 'damage shut down' measures.
Though you say '
' is balanced, i would say otherwise, his kit gets a duality mode even if it automatically changes every time the rage bar is filled and depleted. The fact he gets plenty of measures for sticking, 'jumping', knocking off max % hp and poking in mini form which gains move, attack speed and range as its levels up and his mega form gains tank power instead along with insanely strong cling and 'CC power', he can be a major lane stomper and just like how Ekko got so many gimmicks that were especially from other champions, Gnar got the same treatment, regardless if some is 'limited to which form he is in.'
When 1 or more new champions basically redefine the line on how much stuff a champion could get, then it becomes BS when dozens of other champions existed before them and only a handful of them can manage to stand out strong enough due to their kits, yet others can't work at all without making use of team mates or clever plays to cover for the weaker kits. Doesnt help a large number of champions have not been lowered on IP costs for a long time so they are more affordable to the new players or players with low budgets to work with.
[slayer-jinx-unamused]