Does it feel like ad champions have too many defensive items towards ap counterparts?

Succubús GF··2 votes·812 views

I mean I get that ap champions receive item 3157 item 3027 item 3151 item 3116 as defensive items, despite most just using rylais for the passive. But ad champions can stack item 3156 item 3814 item 3102 and then proceed to build their actual damage items that also can stack health item 3748 item 3071 item 3022 ,item 3078 . I understand that ad has to defend against ap, but id really prefer for ad champion with double my health to do more damage than me :^)

9 Comments

Dynikus2 votes

why are you considering item 3102 an AD item? by that same logic, item 3110 is an AP item.

And AP is a lot more plentiful than AD is.

Succubús GF1 votes

Sorry my wording is a bit off, but I meant like ad champions can build it easier and it works as anti ap.

Dynikus1 votes

why is it any easier for an AD champion to build banshees than it is for an AP champion to build frozen heart?

Elindiir1 votes

you mean item 3139

fuffychan1 votes

Ive been making threads saying this ever since item 3155 was released years ago. Mages have always been trying to play catch up ever since.

AP champions must start with a mana item while AD champs can start with items that give both damage AND defense. Like how is this allowed?

MrHaZeYo1 votes

Right?

alfavhunter1 votes

the problem isnt so much to much mr ad items, its not enough ap armor items

i mean item 3157 and item 3050 (a support item) are the only ap armor options while ad mr options are out there with item 3156 , item 3814 , and item 3139 .

sure there are ad hp items as well ad ap hp items, but the problem is ap armor items are MUCH more limited AND one of the 'ad mr' items also provides lethality (armor pen)

i feel an ap, spell pen, armor item that has a AA block mechanic similar to shen active would be appropriate

example build

Arch-mages ArmGuards

item 1026 +item 3191 + 1000g =3050g item

gives 80 AP, 50 armor, 15 spell pen Magic trick-active- your next damaging spell causes the first enemy champion hit to be unable to AA the champion (he can still AA others) for 1 second, if this effect hits multiple champions the incapacitate of AAs is split between all enemy champions hit (if you hit 5 enemy champions with this effect they all cannot AA the champion for .2 seconds)

this can be done coding wise by simply making the AA range read the user of the item as out of range with an exception clause to the coding that makes the effected champions see the items user as +10000 range away from them for that 1-.2 second while keeping ability range effects still in effect (i do not know if this will work it depends on if abilitys are coding in range differently than AAs, last i checked they did have some differences)

Sett up 4my gank1 votes

{quoted}

the problem isnt so much to much mr ad items, its not enough ap armor items

i mean item 3157 and item 3050 (a support item) are the only ap armor options while ad mr options are out there with item 3156 , item 3814 , and item 3139 .

sure there are ad hp items as well ad ap hp items, but the problem is ap armor items are MUCH more limited AND one of the 'ad mr' items also provides lethality (armor pen)

i feel an ap, spell pen, armor item that has a AA block mechanic similar to shen active would be appropriate

example build

Arch-mages ArmGuards

item 1026 +item 3191 + 1000g =3050g item

gives 80 AP, 50 armor, 15 spell pen Magic trick-active- your next damaging spell causes the first enemy champion hit to be unable to AA the champion (he can still AA others) for 1 second, if this effect hits multiple champions the incapacitate of AAs is split between all enemy champions hit (if you hit 5 enemy champions with this effect they all cannot AA the champion for .2 seconds)

this can be done coding wise by simply making the AA range read the user of the item as out of range with an exception clause to the coding that makes the effected champions see the items user as +10000 range away from them for that 1-.2 second while keeping ability range effects still in effect (i do not know if this will work it depends on if abilitys are coding in range differently than AAs, last i checked they did have some differences)

The biggest reason behind this is because champions only get around 30 MR base, while champions get between 30-90 armor base at level 18, There has to be more MR items centered around damage dealers to make up for that difference.

alfavhunter1 votes

{quoted}

The biggest reason behind this is because champions only get around 30 MR base, while champions get between 30-90 armor base at level 18, There has to be more MR items centered around damage dealers to make up for that difference.

true however when 1 of those ad mr items also gives lethality (armor pen) it created an inbalance as now instead of 2 good ad mr items there are now 3 and the 3rd directly works at countering the mages ap armor item with its lethality, on top of it providing an extremely strong active effect vs mages

case and point the introduction of item 3814 is what threough the balance of these to ad+MR and ap+armor off, now before lethality wasnt quite as strong so the issue was lessend due to this, but now that lethality got a decent buff putting it into a strong place... its thrown this issue into the spotlight of item inbalance between mages and ad users

the issue with this item is it gives ad, mr, and a direct bypass of armor on mages (who typically only buy 1 armor item due to no other options) which effectively makes it as if that armor was never bought for the mage

add on the active of the item that can cut a mages damage in half depending on the mage or even remove their survival utility from the equation and you see the issue here, not only does this item remove the effeciveness of counterbuilding but it also makes counterplaying MUCH harder, and this is only looking at the survival of the mage side, add in the fact it also makes the ad more durable to the mage and this item is discustingly unbalanced

it gives to much of an 'ad>mage' power to a single item, by giving so much safety to the ad, and a very strong offensive bonus as well with 60 bonus ad and the lethality making it closer to 65-70 bonus ad from armor ignore effects, let alone being able to use the active effect to skip the mages survival mechanics or his damage, then add in that it also can be used to counter support CC, whcih isnt ment to daamge at all and it becomes hugely unbalanced

they either need to make another ap armor item that gives a strong active effect and some spell pen, or they need to make item 3814 not stop CC from spells, and just negate the damage OR only stop the CC and not negate the damage, it has to much power invested into it as a single item and is what caused the imbalance between the ad/mr to ap/arm items

the fact is item 3814 edge of night just does to much

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