@meddler MSMU your thoughts to the way I enjoy mages
just a quick list of my thoughts of the MSMU as a mage main since mid season 3 when I started. so my over arching thoughts on the changes to kits is GOOD its just 3 main things have happened that hurt the way I enjoy playing these mages.
1: Building full damage on these mages wont be useful in 6.9 because you guys are slashing scaling's to these mages.
example of my current build on live:
:
and then sell tear at the end of the game for either
or
. I like building full ap, NO hp so I am squishier BUT scale into the late game. that's one of the most enjoyable part about mages for me they scale the best of all the damage classes, and I feel your really taking that away from them this patch. this build has the weakness of being shutdown early not being able to get to the items to scale or being caught out in teamfights and not getting any damage off, but that's what I like the trade-off**(risk vs reward paradigm)** of early game for the mid-late game damages. I think base damages should be nerfed more if that's what it takes for MORE late game payoff.
2: not sure of the right word to go with here but im going to use backstops. several backstops have been put in kits which stop them from doing their job properly. for my main brand
, you have nerfed his passive when he just uses 1 or 2 spells on the target which is fine, you made the 3 stack bomb which I like it gives me more late game damages. but then you put a backstop in there saying once I stack a bomb I cant give people blaze stacks anymore. how can I keep doing my consistent damage to tanks if they get a kayle ultimate from my passive and all scaling's are being nerfed? I shouldn't be able to apply another bomb but I should be able to apply my passive still.
3: overall it seems trading damage for utility was a common theme of this patch. some examples:
nerfed ultimate scaling from .5 to .25 and add a slow on it. give
a new passive for damage/crowd control reduction, remove his tank killing power of w make it from a 10 sec cd(would use 2-3 times a teamfight) make it a 90~ sec cooldown. move his old passive to his w and make it scale better off flat ad than ap when you said you wanted more power in these (malza is an ability power carry, not an attack damage carry). then take this huge base damage AND huge scaling and get rid of it. I agree his "flash e-ulti" on a squishy was terrible in game to play vs. but 90% of teamfights that ultimate is going onto a tank. i am only in low plat but carries postion well enough it just doesn't happen. so while you got rid of the "toxic" nuke to squishys you also got rid of him using w several times a teamfight to kill tanks. A possible change would be to make the voidling's to do % hp damage, which would fit to his theme of a tank killer that works his way through a tank line then to a backline if people don't shut him down.
meddler im just SCARED! I don't want my scaling full ap squishy builds THAT are more fair play than the 3k hp builds some of these apc's currently build while doing good damage which could've been fixed by base damage nerfs, aren't useless for patch 6.9. Hopefully you can just give me a quick reassurance that my APC's will still be ok and ill still be topping damage charts by 10-20k damage if I get fed early with my squishy builds <3