New Thornmail's concept is fine and all, but..

WiegrafOfValor··1 votes·477 views

[DISCUSSION'S OBJECTIVE]

I'll share the information about the AR items update, focusing on Thornmail. With the objective to show my sincere opnion about the new changes and maybe even get the attention of some RED, with the intention of causing some impact on the new patch and perhaps the Worlds.


[THE CHANGES]

  • Thornmail: Price increased from 2100 Gold to 2300 UNIQUE Passive now reflects 15% of damage + 25% of the user’s bonus Armor, changed from 30% of damage

Meddler: "Rewards using Thornmail with other armor effects, allows the damage reflect to still be significant against enemies dealing much of their damage through on hit effects instead of raw auto attack damage (e.g. Vayne). Significantly weaker as a sole Armor item however. This is about as big as this set of changes gets by the way, most of the others are just stat adjustments, not functionality changes."

source: http://www.newsoflegends.com/index.php/category/3-riot-news/


[THOUGHTS]

I really like the new concept, but there's only big problem. It doesn't target the real problem. We live on a Hypercarry meta, with nerfed tanks and overscalling mage assassins. We need more mobility on fighters and counter to AP burst. Mob to counter ADC safety and itemization to counter AP burst.


[PROPOSAL]

  • Rework Zephyr, not give any specifics, but riot need to remove AS from that item, put more Mov Spd and AD.
  • Buff Maw, MR or Shield will be great, maybe both.
  • Bring Dead Man's Plate to SR
  • Nerf LW, 35% to 25%.

Tell me what you guys think. Thanks.

1 Comments

67chrome1 votes

Tell me what you guys think. Thanks.

I don't see more mobility as the answer.


If you look at damage-dealers in LoL, they tend to survive long enough to do their job through 3 primary functions: Defense, Mobility, Range.

Pure defense are fighter/tanks, defense+mobility are fighter/assassins, mobility is assassins, mobility/range is marksman, range is mages.

My main point here is that mobility is a major element in defining how a champion plays and how an archetype of champions interacts with various strengths and weaknesses.

If LoL is a game that offers choice where you can play the red champion, blue champion, green champion, yellow champion, or pink champion: make them distinct. Toss all the colors together on everyone and you're left with everyone being brown, dull, and boring in a gameplay sense. Which is really bad in a team-based game where everyone could fullfill a different niche.

Immobile champions like Annie Nasus can still be very strong by just playing to their strengths elsewhere and having their kit's power budget shifted more in the defense or range directions. If anything, I'd say Nasus being slow really adds to his feel.

Also immobile champions like Nasus Annie would be stupidly terrifying is they were mobile.

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