Give Courage of the Colossus the Darius treatment: weaker vs few stronger vs many.

Pyrithegethon··1 votes·1,657 views

Old Darius Q heal after hotfix buff: 15% missing health heal per target hit by blade, cap 30% missing health heal.

2 targets hit gives full heal of 30%

Live Darius Q heal after nerf: 12% missing health heal per target hit by blade, cap 36% missing health heal.

2 targets give only 24% heal, 6% less than before (that is a lot late game) but more vs 3 targets.

Change Courage from 7% max health per nearby enemy champion after you cc'd one max 35% max health plus 10+(10×level) to 3% max health when an enemy champion is cc'd by you plus 20% bonus health for each nearby enemy champ.

Live version at level 18 with 5 nearby targets is 35% max health plus 190 health shield. Our champ has 3500 max health for a total of 1225+190= 1415 health shield.

Proposed version at level 18 with 5 nearby targets is 3% max health plus 100% bonus health. Our champ has 3500 max health with 1500 of it being bonus health for a total of 105+1500=1605 health shield.

4 Comments

AthenasVendetta1 votes

They could just reduced the range of the "nearby" stat.

Kaioko1 votes

I like the idea more of having it along the lines of (bear with me here a bit of math incoming) 30% base HP and 70% bonus HP. The % of base would stay at 7% per champion while bonus health would be at 12% a champion

So a level 18 Hecarim would get something along the lines of with 2,500 health from his regular damage dealing items would only get a 2100 x 0.35 x 0.3 = 220.5 + (2500 - 2100) x 0.60 x 0.7 = 388.5 vs the current shield of 875 health.

On the other hand the Malphite with the 4K health would get 220.5 + (4,000 - 2100) x 0.60 x 0.70 = 1,018.5.

In this case both Malphite and Hecarim have the same base health but the difference in benefit is pretty huge and really only benefits the tank. By having not all of it based off of bonus health you still allow for the mastery to be partially impactful during the laning phase before tanks have a chance to build their items as well.

I agree this is a bit complicated but I think it's the best way to balance the mastery and allow it to be useful for the greatest number of champions while helping tanks survive the laning phase.

Edit: Numbers can be tweaked as needed but again the fact is having it partially off of base health and partially off of bonus health to balance the mastery out.

Brimaz The King1 votes

It already does that.

GULAG 4 U1 votes

lul

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