@Meddler Challenging Smite and Balance Issues
When reading this, try to remember that I am only Silver IV, and I'm just finding the numbers a bit too easy to pull off consistently for how high they are. Also, it's equivalent to the wall of china in terms of size, so if you aren't prepared to read, here's a summary, Challenging Smite increases the DPS of certain champions and is also the dominant smite for games, similar to flash for Summoner Spells.
When taking Challenging Smite in lane or as a jungler, you gain a significant amount of damage, even if you aren't a Fighter/Assassin. However, what I've noticed from testing a few games as Irelia in the Jungle, is that this item on certain champions such as Irelia, Master Yi, and Vayne, is simply too much of a damage boost for the amount of gold that it costs and the synergy between the passive smite bonus and the stats given by the enchantments is just too great too ignore on a few champions.
Say I'm playing Irelia Top lane instead of the jungle (Either way, the same for the most part), and I build Skirmisher's Sabre with the Devourer Enchantment, Trinity Force, Wits End, Zephyr, and then two tank items, probably Randuin's Omen and Frozen Heart. Now, right now you have 170+ armor along with 750 bonus health from these items, so you aren't a super tank by any means, but you're a semi-decent off-tank against an AD heavy team. However, with the items, if you smite an enemy champion and activate Hiten Style, for six seconds your DPS spikes to near super assassin, as you have 75 True Damage from Hiten Style, 60 True Damage from Challenging Smite, around, let's say 137 magic damage from Wit's End and Devourer Enchantment, and then on top of those numbers, 168 Attack Damage with the runes I had used, for a total of 135 True Damage + 137 Magic Damage + 168 Attack Damage = 440 Damage per AA before Resistances.
Now, include the 2.38 Attack Speed that this build gives me with the runes, and that's a total of thirteen to fifteen auto attacks (Not doing the math for this, just estimating and thinking of minion block/champion block for half a second), for a total of 5720-6600 damage over six seconds, that's just insane for an off-tank Irelia build, and it's a similar case with Master Yi and Vayne, is it not? (Notice: I've never actually played Vayne, so I don't know the exact way she procs True Damage, but I believe it's after every third consecutive hit, correct?) Now, realize that Master Yi and Vayne both will have a considerable amount more Attack Damage, but I'm not doing the numbers because too much math has been done already. Basically, what I'm saying is that the 60 bonus true damage at level eighteen for a few champions that already do true damage is just ridiculously high and can melt nearly anybody within ten seconds, unless they build pure, pure tank (But still pretty close to ten seconds with the true damage, if not lower.)
Now, don't get me wrong, I really do love playing Irelia and I have taken advantage of this and won both of the games pretty easily by doing it, but I don't want something like this making it so easy to melt people that they don't even have a chance for counterplay, especially considering with Irelia, (I could get around 81% tenacity I think the number was?), and no amount of cc could stop me unless the entire team focused me, which means that my team is already doing insane damage, and there's a good chance that the team fight is won since I can nearly InstaGib their Carries with five or six auto attacks, and either kill them or proc their Guardian Angel.
The new smites are in a very similar situation when compared to the Summoner Spells of League of legends, you'll probably see Skirmisher's Sabre build almost all the time on Assassin junglers simply because they have a decent amount of sustain in the jungle and tank junglers are become a lot less common due to the Meta shift in my opinion, and it's very similar as to why 90% of people choose Flash as one of their summoner spells, because it just adds so much more utility and can be used in so many ways that it's become commonplace to have it. I don't want this to happen with the new smiting system, I don't want it to run rampant and have a Warwick jump on me and 100-0 me with his ultimate and/or a Q, nor do I want a Master Yi to Highlander and QAA me to kill me instantly, there's just very little counterplay besides running and trying to escape.
Anyway, end of thread, give me your opinions below, and I'd really love if you could get back to me on this and give me your opinions Meddler, Thanks!
for Clarity.
If I do math incorrectly or incorrectly describe an item, do tell me, it's 5AM and I'm a little tired.
I ended up refreshing the page by accident and erasing my entire post so I had to rewrite it (oops)