Story of mana changes: "Tear's still overperforming, guys." "...Hold my beer."

Bern·4/18/2018, 4:18:59 AM·1 votes·424 views

I don't think that's *all *of it, but when now almost every mage -suspiciously- has like 1000 more mana than when they bought Morello's and far cheaper mana costs because of tear/seraph's passive and really good mana sustain because of tear, we're nerfing mana regen and mana per level. (BTW THIS NERFS SERAPH'S AP GAIN TOO HAHA GOTTEM)

While waveclear has been an issue longer than tear, these changes look SUSPICIOUSLY TIMED AS FUCK. Maybe consider just changing tear back to what it used to be (i.e. a scaling battery for champions with high mana consumption, instead of a one-stop shop for all your first item needs) to stop some of these issues?

Also, you may want to think about your game identity a little more before you do this. League has always been a less managated game than some of its competitors, and while the URF design philosophy joke about more casts=more fun -is- a joke when taken to those extremes, it's also kinda true that running oom waveclearing is the opposite of fun and running around unable to influence a teamfight because you're oom is also not very fun.

Again, I don't think tear is all of it, but... these changes look suspicious as hell in the context of the failure of the mana item rework.

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