Removing Blue Buff's Mana Gate?

Overlord Forte··2 votes·539 views

Hello,

I'm curious if there's ever been a (public) discussion or consideration of removing Blue Buff's mana regeneration component? Principally, I feel a lot of mana and mana regeneration based itemization/design choices are somewhat choked by it. Really high cost mages, for instance, tend to be 'mana free' with Blue Buff + 1 Mana Item (e.g, Athene's, Morello's, etc). Yet, when Blue Buff is gone, their mana management chokes as a consequence of not having it.

So this problematic relationship of 'really strong' and 'constrained strength' crops up and down based purely on a single buff's location. AD Carries aren't constrained by Red Buff in nearly the same manner, for example. Very effective and nice to have, but a critical resource management system isn't bent over backwards for it.

I largely envision a removal of the Blue Buff resource regeneration component to mean all mana/mana regeneration items would be adjusted to compensate. There would be incentive to build double mana items, for example, to achieve a more consistent 'high mana' strong point, possibly at the cost of defensive stats/damage/other utility.

Given how this does affect mana-based junglers, I muse with the idea of increasing smite mana return and large monster buff mana return to compensate. Blue Buff itself could take on any number of properties, though I wonder if something defensive (a regenerating shield, HP regeneration, etc) might suit it. A sort of opposites relationship, where Red Buff is offensive and Blue Buff is defensive. An issue arises with that in defensive, non-blue based junglers become stronger from that focus shift. Perhaps, then, it is not so easy to remove, but I'm curious about ideas on the subject.

Thank you~

2 Comments

Toastey2 votes

I thought I'd be disagreeing heavily with you, but I actually kind of like it--which is why I'm actually going to disagree with you in the end.

It's a really good idea at its core. But it's precisely because it would be so good for mana-based mages that I have to ultimately disagree with it. It would heavily, heavily buff champions like Kog'maw and Ryze who just burn through their entire mana bars in fights, regardless of good management or not, regardless of blue buff or not.

In essence, your proposed changes would move pretty much all meaningful counterplay associated with denying blue buff (especially late game), since all the mana a man could ever want would be in the item store. It would be somewhere that the enemy can't touch, can't do anything about. As much as I'd love to be freed from the shackles of blue buff reliance on Lux, Kog, etc, I think it's more important the enemy has a clear, meaningful way to deny resources. I think the issue of mana management needs to be addressed as an issue entirely independent of blue buff. In other words, mana costs across the League should be overhauled. There is almost no reason for Lux E to cost more than a majority of ultimates in the game, to name a prime example of an outdated mana cost.

But yes, I think you are entirely correct in that blue buff reliance is a big problem in League, and one that kind of flies under radar. Really interesting points mate. Cheers!

Marthian1 votes

Red/Blue buff are intended to be very impactful. This would make blue buff much less impactful (meanwhile Red buff does true damage over time and slows.)

More from Gameplay

More by Overlord Forte