Would reintroducing some form of Mana Burn be plausible?

yukumari··2 votes·532 views

The old Passive of wit's end was really interesting. It basically provided a way to sap another champions Mana , but I don't think there's ever really been a need to re-implement such a feature. With the new itemization changes to mages however, I feel like there might be a place for an item that provides such an effect.

Alot of the mage items provide some form of mana conservation, be it by reducing mana costs, increasing mana regeneration, or returning mana to a champion in some form or another. Hell I recently played a game with a Kassadin who could literally teliport anywhere he wanted for ridiculous amounts of time consecutively. We couldn't outrun him when he gave chace, and we couldn't really catch him when he wanted to flee.

Kassadins ult is supposed to be gated by extremely high mana costs the more he uses his ult, but I didn't really see that come into play at all, and the same can be said with alot of mages by mid-late game comes along.

It could prove to be potentially difficult to balance an item like that, since using it on mages might be fine, but using it on champs that are strained for mana to begin with would be busted, but I think there's still potential. What do ya'll think?

4 Comments

TheLittlestLulu3 votes

Mana burn only works in a game like Dota cause they don't have like half of the roster being manaless.

yukumari1 votes

{quoted}

Mana burn only works in a game like Dota cause they don't have like half of the roster being manaless.

I feel that. But to be fair not all champs in league have crazy heals, yet grevious wounds still exists. It could totally be a situational item.

SpongebobIsLife2 votes

i think that would be too op league. Maybe if the mana burn had a cd.

Lovely Pants2 votes

Historically, there are a number of issues with mana burn

  • As you guess at, it tends to have less effect on most mages with high mana pools than champions such as pure tanks who have high impact abilities who tend to get just enough mana to periodically execute a number of rotations. It works the opposite of what one might expect intuitively and thematically.

-Linked to the previous point by the high burden of knowledge cost to benefit, mana burn takes resource management out of the player's sphere and puts it in their opponents. It disturbs the familiarity of conservation patterns. Suddenly, you don't have the mana you needed to complete a rotation and the usefulness of any given champion becomes difficult to pin down in an environment where their reliability can fluctuate.

-Very low appreciation of the effect vs how oppressive it is. If mana burns more slowly and weakly it doesn't stop people from outright murdering you in a couple of trades, for example, but encourages the slow choke of attrition to force your opponent to a point where they can no longer stay in lane.

-Fundamentally it removes interactions in an unhealthy manner. There's the age-old comparison with CC, which removes your ability to respond for windows of time in a much more readable manner.

It doesn't mesh well with League's system in particular because of how resource gating is drastically different between champions.

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