S8: Burst>Poke and base/early-damage > additional damage ; about MP
Well. My thoughts - feel free to tell me if I am wrong.
Until now it was more or less this way:
- up to 20MP within runes
- 15 MP shoes
- 15 MP Haunting Guise
- +35% MP void [35% of 50 MP max -> about 17MP]
sum (max) = about 67MP vs Champs: 30 MR + rune-based (9) + itemisation
This leads to about "true damage" half the way early and mid-/ lategame. Base damage (without scaling and itemisation of AP) came through MR. "Poke" and balanced throughout game (early/mid/late)
New Runes_
- 0 MP early
- 18 MP shoes
- 15MP Haunting Guise
- +40 MP Void [40% of 33MP max -> about 14 MP]
sum (max) = about 47MP
Damage is compensatet with AP through new runes ("additional damage"). "Burst" with low damage at beginning and strongly going up later on.
For me this seems to be a strong focus on mid/lategame. Winners are AP-Champs with good AP-scalings. Loosers are poke-champs (especially early) like Zyra wich depend additionally on MP.
It is another distribution of damage throughout a match.
In short for Riot as I think they did not realise this problem: No, riot - MP via items are not a valid compensation for MP thoughout runes from the beginning and/or if you do so, you will have to rebalance the AP-scalings of "all" AP-champs.
Edit - and in addition this: Champs with high AP-scaling reach let´s say "impressive burst" later on. Others not.
That´s imbalanced and difficult for balancing at all.
= 33 MP. You also forgot about
which increases magic damage enemies take by 10%.