Rework mana regen rather than nerf it
This may seem a bit late, but it may be more relevant if the mage update causes mass ragequiting because of mana changes.
You want mages to not have endless mana? ok, that can be arranged but we need to be able to also remain competitive. Flat out nerfing mana regen will destroy so many mages who have to harass, and trade in lane vs. champs like
and
. You want us to worry about mana, well we sorta do early game, but we try to "fix" that problem so we can focus on more important things like objectives, map control, and teamfights. Having to contend with mana just stinks, limiting our options is bogus. We can either be super passive like
lanes and
lanes, or you can give us a compelling mana regeneration system.
~
My proposal is that you change mana regeneration to work kind of like World of Warcraft's where taking damage, casting abilities on and basic attacking enemy champions, neutral minions and monsters, and towers would halt mana regeneration. Mana would not start regen'ing until 10 seconds have passed where you have done none of the above. Mana regeneration would actually be 2-3 times faster than what it is now baseline, so a player doesn't have to wait 5 minutes to recover their mana, and can get back into the fight.
For added flavor summoner spells like
would be reworked, Clarity would now passively give the user 50% mana regeneration in combat, and would work on two charges with a 2 minute cooldown that immediately triggers mana regeneration when casted on a targeted ally. This would make this a good choice for supports or even ADCs if they are playing someone like
or
.
This effect would be applied to all mana-based champions, and would allow you to remove mana regen from items without screwing every mana champion in the game, it would also make flat mana a good option too. I would leave
passive alone as it is unique to him and would work in combat, making him, a unique case. I think this would be a fun alternative to infinite mana builds that we have today.
Thoughts? Comments? PG-13 por favore!
EDIT: Comments = improvements
or relying on map control objectives ( which appear to be RNG-based) is not ideal. There should be multiple build options, not just 1 semi viable mage item to build. My proposal is about giving mana-users a baseline option to recover in lane without having to risk a tower to recover mana. In this case you could build what works for your champion, not rush 1 item or, god forbid, support items like
or
to keep your mana flowing. Riot is correct in saying "we should be worrying about mana" but just flat out nerfing regeneration is not the answer.
, you need about 1000 extra hp (aside from base hp and Warmogs itself) to trigger the passive, that is atleast 1 other item, maybe two. So saying it is the only hp regen item, is false since it require atleast 1 other hp item to start working effectively. So if mages are risking towers all the time, what are Marksman in mid doing? or how about energy champions like
? Or resourceless champions like
or
needs a cd nerf if it is really a problem or a mana nerf similar to Kassadin's ult where it costs more from each consecutive cast.