Maybe part of the reason mages aren't strong is because...

FantasySniper··1 votes·377 views

There's no real MR items. They're all hybrid items in some fashion, or that is to say that they pour a majority of their efficiency into anything but the MR, usually into utilities that don't even counter mages any more than they do everything else. Banshee's is the only real "pure" anti-mage item, but even it falls flat because the passive spell-shield has a 40 second cooldown and can easily be wasted.

This means that without any truly decent items to build against mages, you have to keep them in check by restricting their power directly instead of offering counters.

The reason for this? It might be because map interactions and basic attacks are almost entirely physical damage. The reliance on armour overshadows MR at every turn, so there's less variety for MR than armour simply because there's no contest about what you'll use your item slots for.

Maybe if we made some minions, monsters, and even the turrets deal magic damage as well, it would make MR more prevalent, and armour less. This could even solve several issues with balancing AD champions, as without armour being as much of a threat, they wouldn't need all these special mechanics in place to reduce or ignore it for the sake of removing that layer meant for mitigating ubiquitous physical damage.

5 Comments

PhantomGG3 votes

You know this is actually a very good point

we have a million ways to counter AD champions, hell even so called MR items counter AD champions for almost every MR item in the game gives you either lots of health or is fused with armor.

However on the other side we have items that just give flat out huge stacks of armor, famous examples sun fire and thornmail.

If we had more ways to counter mages than mages would be allowed to be buffed.

Poske2 votes

WHAT THE FK

mages are weak because Riot decided to gut their entire itemization except maybe abysall scepter

FantasySniper1 votes

Exactly, their power has to be limited because there's so little counters.

FantasySniper1 votes

whoever can complete their first item has a huge advantage over their opponent.

His post isn't making sense in a lot of ways.

First of all, rushing tank before damage is only viable on a select few champions that scale with that tank more than damage. A real arms race is something like the Sunfire Cape rush, or the Bloodthirster rush of previous seasons. Second, he described a situation where you inflate the system with MR and AP. There was no mention of buffing mages themselves or even the solution that I suggested where magic damage becomes more available within the game through the map.

I don't intend for MR and AP to be just plain added to the current system, I intend to change the current system so that it can accommodate more MR with less armor.

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