We need a good look at Mages

crzymdscntst·1/26/2018, 12:35:24 AM·13 votes·1,027 views

There seems to be an issue with them, particularly the design around them and their itemization. It's not a simple matter of "Mages are underpowered", they are not, except perhaps on individual levels. It's the overall that distinctly has design patterns that are negative.

The first and most obvious issue starts with scaling. AP doesn't scale into auto-attacks, however this means that they require more use of their resources (particularly mana-dependant ones) to endure and maintain a damage presence in a game. They do not have as reliable tools to maintain their mana or other resources as some other classes do and with elevated costs compare poorly over extended periods. Side note would be mentioning Nashor's buff, where mages literally CANNOT DEAL WITH MINIONS. (Spells don't damage, attacks do not scale.)

The second issue is itemization. Many mage items are primarily stat-sticks and secondarily a counter-meta item. There appears to be distinctly less variety to what a mage can/should build on the overall. With reference back to the resource issue, their first priority is bridging that resource gap. This means they lack the power-focus that other champs may not have. If they bridge that item gap early enough, they often become power-houses of damage that scale well into mid to late game.

The third issue is priorities, goals and identity. While this varies from champion to champion in how they prioritize. (For example TF does better with multi-lane pressure and ganks, while Heim's bunkering down makes him more of a single-lane powerhouse.) The overall goals of the class/role is not defined well. They have too many "tasks" with no core ones, which is very detrimental to their identity.

So. The temporary band-aid fix to all of these would be introducing and reworking items that allow them to bridge the first two issues. Creating interesting variety in their itemization would allow them to have that reliable choice. However, this can and has come full circle. If I wanted an item that lets a mage be more of a lane-pushing power-house, Banner of Command was the go-to. Now it's not. It's a distinctive choice to consistently shift the items that give mages variety away from their use, rather than try and maintain them as items a mage can use. It's a bad choice. It's difficult to say there really is an obvious fix, because there isn't. It is also important for steps to be taken toward making the overall less negative so the class doesn't suffer in the longer run and many changes do not feel like they reflect that.

12 Comments

Jamenawerl1/26/2018, 12:35:16 PM3 votes

Side note would be mentioning Nashor's buff, where mages literally CANNOT DEAL WITH MINIONS.

Funny that you mention it, because that was introduced precisely to balance Ziggs, who is an aberration in terms of waveclear.

Talking about identities, a lot of them have one of their own, but at the same time it feels that a lot (far from all, btw) of them are this forced mix between AP scalings, poke, waveclear, burst and AoE cc. Maybe further specialization would be good, but I dont think the problem is so bad that it should be a priority except on individual cases.

I dont necessarily agree with this thread, but I grant you that when you compare mages to our ADC overlords they seem a little bit lackluster.

Whisper871/26/2018, 12:53:25 AM2 votes

While I agree mages are currently a bit problematic, I think this has a lot to do with itemization rather than identity. You mentioned having no core tasks, but I believe that's false.

They control the map. Being situated in the middle of the map means they can roam into jungle and such, plus they typically have better wave clear than assassins. So mages can push up and roam. Or something like Heimer or Ziggs controls the map not by roaming, but by putting out so much pressure in their lane that it draws resources towards them like jungle ganks and TP's to get back to lane.

They are the primary beneficiaries of mid game team fights. I mean now days ADC do decent damage in the mid game, but very few champs can match the level of power in team fights something like a Orianna or Viktor can put out with a well played combo.

Bruh im ok1/26/2018, 3:53:19 AM1 votes

ugh mage cannot deal with minions..... hmmm but how about my bae Nidalee, & evelyn and how about my favorite Sejuani, she tanky but deal AP

xelaker1/26/2018, 4:52:22 PM1 votes

item 3165 this pretty much fixes mana problems unless you are slinging spells like it's going out of style. Mages are ineffective against baron minions because so many mages could just stall out a baron buff with their amazeballs waveclear.

LightIsMyPath1/26/2018, 8:45:15 PM1 votes

I deeply disagree about "lack of diversity". Mages are the better class kit-wise EXACTLY because they are so diverse. The generalists ones usually are balanced by being less good than their competitors at specific tasks.. and this is exactly where itemization should come in and allow a vast number of focused builds. A Katarina (not a mage but she still has to opt into AP items) shouldn't buy the same stuff Lux does and they both shouldn't buy the stuff vlad buys with the only difference of one item in each build. AP items should be the more large pool of the shop because it contains items for control mages, poke mages, utility mages, burst mages, ap assassins, ap divers (Diana), ap bruisers and potentially some tanks wanting to invest into some damage (think of an Amumu wanting rilay if fed)... if I am a Lux I can potentially access to late waveclear, poke, pick and burst potential, shielding power for all team, light cc pump. As it stands I can't really max any of these aspects (except shielding power going a pure support build with ardent). I am forced into an hybridish build that force me on resistances or hp to get cdr or magic pen..