AP vs AD are new Hextech items favoring AP ?
I started out playing AD and AS and was pretty surprised when I played evelyn for my first time and saw that one of her abilities is buffed by 100% of the ability power she gained from items.... So i quickly switched over to one of my favorite junglers; Jax and was very surprised when i saw that his damage was only buffed by a % of his AD/AP and not in full... I always wonder why Nid could take someones full HP with one spear and now i understand why... Ability power is completely broken compared to AD and is given a huge advantage.. For one scaling AP runes give what 2x more damage than scaling ad runes...? There is no reward for making a ballsy dive with an AS/AD main unless you're flashing out immediately (and if you don't you are just going to get one shotted by 5 people using all their spells at once on you or CC'd to death)... where as AP jungles can jus sit back and do 2x the damage with out even having to engage in melee combat. I understand that people think devour is OP but devourer is only OP if you make yourself OP meaning devourer is only good if you give yourself the leveling edge over your opponent which is true for all attack speed/attack damage items again... where as with ability power you can hang back cast a spell run away cast a spell run away and virtually run and throw rocks at your opponent until they keel over... It seems to me if you want to play at a high level you either have to play tank jungle or AP unless you're kindred or lee sin who are both hit and run champions .... With these new hex tech items it seems as though this game is seriously rewarding that style of play... I strongly disagree with this and feel there should be just as much reward for an AD/AS dive as there is for an AP who just gets to run away and pick you to death with out even getting touched... Lame mechanics if you ask me... Again I guess you can argue lee sin breaks this mold but come on seriously hit and run jungles dominating the game...... hit and run hit and run hit and run... Why reward hit and run styles of play? Don't we want epic team battles and intense action? I just think if you're going to have items like the hourglass that give 100AP and armor then items like the blood thirster should also give 100 AD. I mean if annie has runic echo and ashe has infinity is it really fair that annie just gets to run in one shot ashe with her ulty then skip away... Idk thats bad mechanics to me...