"Mages should run out of mana if they cast constantly in long fights"
But ADCs can constantly right click you for 200 damage/second with no drawbacks at all.
But ADCs can constantly right click you for 200 damage/second with no drawbacks at all.
200 damage a second? Are we talking 10 minutes into the game?
Because most ADCs are doing 1k+ per second by 30 minutes.
Games go to 30 minutes?
200 damage a second? Are we talking 10 minutes into the game?
Because most ADCs are doing 1k+ per second by 30 minutes.
Prove it.
Use the practice tool.
. Toss in
as his lifesteal item.That's ignoring damage from abilities, runes, and passives, but also ignoring damage resistance from armor. Obviously the situation's going to change based on who's getting shot, but as it looks, the number's not THAT far from the mark.
Also doesn't take Stattic Shyv proc into account.
True, I always forget about that.
Also divide by three since you're hitting a tank with 200 armor. Even against most other targets you can divide by two, and I don't even count Tabis, randuin, frozen hearth, thornmail... Against a tank it's probably closer to divide by 4 or 4.5 most of the time
1:
2:
3: Mages do even less to tanks.
4: ADCs have abilities that amplify that damage (
Q,
PWE,
Q,
PQ,
PQE,
WE,
P,
QW,
P,
QE,
PQER,
PW,
QWR,
WE)
haha where did that adc main in denial go?
Not to mention 
Not to mention
That's their plan. Making mages by the sickle and turning them into ADC.
Not to mention
Niche item among a few ADCs.
not even sure I'd consider it niche at this point.
crit
and the occasional Draven. Pretty sure that's more than half of the adcs.
Lucian is garbage MF is garbage with a crit build Varus NEVER builds ER Neither does Draven
These are the champions that build ER:

6/17 botlane ADCs
Sivir doesnt build Essence Reaver she has Spell shield for that.
She rushes ER lol.
Anyways, most ER adcs suck - the only reason Xayah is good is because her E actually has crit scaling.
Every ER adc only becomes meta when they can jump ship onto a new 1st item (i.e. ghostblade, bork, rageblade).
i would say out of these champions only
and
build er every game cause they need the mana and cdr.
Yes, all your other mentioned champiosn (and kog'maw) can build er good too but they also ahve other builds and depending on the meta they either not build er or build it. We have:
and/or lethalaty or normal
2*
Build on
(Draven also hasBuilds focused on early lifesteal).
And normal Crit builds, onhit builds or ap builds on
(on varus lethalaty works aswell) .
200 dps? What adc you playing against lol they doing 600 at least
Mages already rely on skillshots more than any other group of champions. Why do they also need to be the most careful managing their attacks/resources?
[{quoted}](name=L Psy Congroo,realm=NA,application-id=3ErqAdtq,discussion-id=LxaKoH7r,comment-id=,timestamp=2018-04-18T01:05:07.003+0000)
But ADCs can constantly right click you for 1000 damage/second with no drawbacks at all.
ftfy
Omfg ftfy means fixed that for you i just fucking realised that >.<
200??? I wish they did 200.
I usually die in 3 auto attacks by 25 minutes. Cause I usually have around 2300-2600 HP on Anivia, Ahri, and A Sol. Soooo... Yeah
adc's are meant to be the safe reliant damage you can count on. Problem with adc right now is just that they are not only reliable but also the best damage wise.
anyway save these posts for after the adc rework that's coming up. we should see some big nerfs to botlane's power
They are also too well protected now,
Back in the day all an ADC had to protect themselves was a Bloodthirster, QSS and a GA with maybe a tank holding locket/Runic Bulwark
Now ADCs have a Keystone giving them movement speed and heals
2 damage reduction items, 1 with a build path almost exactly like other Zeal items meaning it isn't much of a sacrifice to swap over
and one which equals the BT in power
Their old protection items buffed up
(use to be the ADC ROA now provides a large shield with lasts an age out of combat)
(Use to only provide defensive stats forcing the ADC to sacrifice damage for safety, now gives a chunk of AD)
(Use to give meh damage and no life steal, now gives good damage, gives lifesteal AND the cleanse gives a large MS increase
Protection from allies raised to absurd levels due to items and champion design

All that combined even a fed assassin is gonna struggle even the ones which wern't changed to delayed burst.
If this 2nd Marksmen rework needs to change anything beyond their overall power their vulnerability needs addressing too.
On paper its justifiable because mages can apply damage in AoE, burst harder, and have a higher functional range via moving around while throwing skillshots.
Unfortunately, none of that particularly matters these days because of mobility creep, shields galore, and adc burst per second. A mage who can blow up an adc in a single combo still has to be scared of them because the adc can just crit them twice during the mage's spell animations.
Watch streamers play syndra; every time they get killed 1v1 by an adc or run away from the 1v1 despite having ult up, take a drink.
its like they dont actually play the game.
[{quoted}](name=L Psy Congroo,realm=NA,application-id=3ErqAdtq,discussion-id=LxaKoH7r,comment-id=,timestamp=2018-04-18T01:05:07.003+0000)
But ADCs can constantly right click you for 200 damage/second with no drawbacks at all.
Lmao no drawbacks? I wish. What elo are you playing at dude? They're lucky to get a few auto attacks on anyone before they're targeted/gutted/zoned by the enemy juggernauts/assassins/tanks. Use your head and flank them, focus them, and time your cc better and they're not so hard to deal with, at least in solo q.
Consider most of their AA ranges are at like 550 units, which is well in reach by the vast majority of champions. If you want to nerf anything, look to shield champs like
or 
AD can CS
Most Mages need to cast spells to CS
lol at 200 damage/second. I wish it was then we wouldn't have a problem. Its more like 2000 damage/second which is 3-4 auto attacks.
Early game mages should be mana gated yes. Late game mages shouldn't really have to worry that much unless you're Kassadin.
Early game mages should be mana gated yes. Late game mages shouldn't really have to worry that much unless you're Kassadin.
WHAT late game?
[{quoted}](name=L Psy Congroo,realm=NA,application-id=3ErqAdtq,discussion-id=LxaKoH7r,comment-id=,timestamp=2018-04-18T01:05:07.003+0000)
But ADCs can constantly right click you for 200 damage/second with no drawbacks at all.
Just give back thornmail, and make it return 25% damage. Teach the adc's not to right click tanks.
The real cringe is always in the comments
I'm fine with that AND I hope they really nerf CDR on items while giving mages more AP.
I don't know when you remember that beautiful times when mages had higher cooldowns but spells were more impactful so it wasn't a spam fiesta. The only mages with lower cooldowns were xerath,ziggs etc. but still they had higher cds than they have now. I really miss that time. Time where it took skill to play champions not brainless spam (and this applies to many other classes not just some mages).
200 damage a second? man, you must be lucky never getting crit.
Stop b*tch like little girls. They already say
[{quoted}](name=Riot Axes,realm=NA,application-id=yrc23zHg,discussion-id=27mrj62T,comment-id=0005,timestamp=2018-04-17T19:31:08.573+0000)
Sure. Gonna talk more problem statement stuff than exact details but those'll be coming in the next couple weeks.
One thing to note is that we're doing less of a giant midseason release this year. Changes will come over a couple of patches, and it'll be smaller scope - there's no Runes Reforged or Elemental Drakes in this one. The changes that are there are likely to be significant, though. Likely to see changes aimed directly at Marksmen on 8.10 or 8.11, possibly both depending when work is finished, and then possible (but definitely not guaranteed) Fighter work in a follow-up patch.
We're looking at Marksmen with a few values:
- The mere fact of getting to two items shouldn't guarantee they're the most valuable champion on a team, but getting ahead should matter a lot.
- They need to be able to buy early items that ensure they can be fun, have responsive inputs (shoot-step-shoot is pretty unpleasant with no AS), and contribute appropriately. I take that to mean they need to get Attack Speed, potentially movement speed (though less required), and at least some punchy, powerful hits.
- We're going to be looking for ways to play up the difference between a snowballing champion and one that's merely on the curve - that includes Fighters, Assassins, ADCs, and Mages (though we think Mages are actually more correct than the other three - if they're behind, they provide primarily utility, if they're ahead they can be great damage carries). We'll especially value any time we can hit multiple of these classes with shared items - e.g. items that help both Fighters and Marksmen, or Assassins and Marksmen.
- Some opportunistic stuff - e.g. reducing the burst damage of very late game Infinity Edge builds to other squishy champions.
This will probably mean significant reworks to Infinity Edge, Essence Reaver, Last Whisper/Lord Dominik's Regards, cost changes to things like Phantom Dancer, possibly a new item, likely buffs to some underperforming items, plus some ADC base stat changes.
Meanwhile 0 changes to zeal items that are the most problematic and need to cost more. Great job. I wonder though why so late when they could do most of these changes long ago. But I guess Meddler has to carry himself back to plat first.
COST CHANGES TO THINGS LIKE PHANTOM DANCER
How "long" of fights are we talking? Most fight only last for 1-2 CD rotations.
Frankly the only thing that mana means is forcing you to recall during the laning phase.
Ehhhh mages and mana. Run out? One assumes as a mage gets more powerful, so does their ability to retain the ability to cast more and more spells.
Some mages just need to be made less blatantly spammable.
etc, and that's a cooldown issue.
Yes, but that's assuming they're casting the same level of spells.
The spells get undeniably stronger as the game goes on. Meaning they're expending the same amount of effort.
So, in order for them to stick with not running out of mana, their spells would have to stay the same power.
Ryze is supposed to be a little burst plus DPS tbh. But he gets another rework with W not costing mana so nvm that.
What the fuck, 200 DPS?
Are we high?
Corki mid will be meta again with this change.
i would be happy if mages where "i only have one shot to make this right but if i hit you you should die" instead of "opps i miss well let me just wait a moment and redo that so you do die next time" (looking at you release zoe)
unfortunately riot is going the other way with "well i can either clear the wave or fight the enemy team before i go to base but i cant do both"
Lol. I wish it was only 200 dps. XD
As expected, whataboutism reached this topic toaly. Why people can't see that just cause other clases are also problematic doens't mean one cass has the right to be problematic as well? Like 8.10 and farther adc work is expected but we jsut forget this and see just the balancing of another powercrept class and than whine about over powercrept classes.
As expected, whataboutism reached this topic toaly. Why people can't see that just cause other clases are also problematic doens't mean one cass has the right to be problematic as well? Like 8.10 and farther adc work is expected but we jsut forget this and see just the balancing of another powercrept class and than whine about over powercrept classes.
Ordinarily I would agree with you, however the "what about" argument applies when one scenario will drastically impact another; in this case a nerf to mages means a default buff to other classes, particularly adcs that do not really rely on mana. Furthermore, since both classes are in the same game it is a completely valid argument to ask "what about adcs that can simply right click without running out of their 'resource'".
Mages are not a problem in League of Legends right now. A mage is not picked in every single game, but an ADC is chosen virtually every game by both teams---sometimes more than one per team. This should express a fundamental problem with the game when the most dominant class for the last 8 seasons has been relatively untouched, while others receive constant tweaks/nerfs/changes, etc.
If I said "sure, you'll nerf mages but what about Blue Essence", well, that would be a bad argument, but when one thing directly impacts another, it's valid.