IMO Armor doesn't do enough and MR does too much.
Thoughts?
Thoughts?
Most mages rely on burst while most ad can fall back on autos. Because of this armor is not as effective.
This is also why mages like vlad ryze cass azir, swain all seem to be bothered less by MR than someone like Lux.
Exactly why.
Most AP damage is burst, with a few exceptions such as you mentioned, meaning that any health items pull double duty as defense against it.
So what's the plan to make armor more effective vs marksmen?
None, it's not supposed to be. Burst is supposed to be effective vs marksmen.
Except assassins are having trouble getting through the mass shields and you must rely on DPS who have trouble getting close.
Too early in the game.
But that is an entirely different issue.
This is a raw lie based on misinformation if armor isnt supposed to be effective agaisnt markemsen tanks would have allowances to build straight health no armor and end up in a similar place rather than getting shreded from 3k crits with 5k hp becasue they didnt build armor. The phrase that marksmen are good against tanks from earlier season which is true lead to the lie that marksmen should kill tanks quickly which is the exact opposite of why they were good against tanks. Marksmen could last long from out of tanks range This is why marksmen were good against tanks but community complained and riot buffed marksmen while nerfing tanks (versus mages too) now the only tanks that do anything are tanks that cc and which artifically extends their tankyness in 1v1s and does nothing for teamfights.
But shouldn't it be the other way around? Like mages actually have to rely on hitting their skillshots,while ADCs (not all,but some of them) can deal damage with AAs and abilities, at the same time you have a class ( AD assassins ) who deal the same damage type as the ADCs but do comparable or higher single target burst than mages.
I think MR is in a fine state after the new mage items arrived,but I do feel like AR lacks impact at times.Might be a problem with crit and not AR tho?
Why would it make sense that tankier targets would take more damage from burst?
neither make sense dps is not supposed to do alot of damage its supposed to be consistent so that it adds up
I was not talking about burst,cause let's be honest, the game has evolved to the point where old balance lines don't apply anymore. Mages tho can burst, ADCs can now burst late as well with just a simple AA in conjunction with an item or an ability. I have seen games where an Draven ,Cait or even Vayne took over 50% of a squishies HP with 1 HP. Crit got out of control. Sure they were fed,they're supposed to have absurd damage,but if a DPS ( if fed) can do burst to such a degree ,why cant mages one shot with just basic abilities ( if fed to the same degree) ? To clear, I'm arguing that mages should be buffed or that they're weak ,I'm arguing that crit allows ADCs to deal insane burst.
Would a fully armored knight with a shield take more damage from a cannon ball or 2 - 3 gun-shots ?
Its also because ADs have multiple ways of amplifying their damage, depending on what they build and what class they are.
ADCs stack AD, AS and crit, with almost every one getting IE for the increased crit damage. Spells cannot crit.
Bruisers stack AD and pick up a BC for the CDR and armor shred. This armor shred is effective against both tanks and squishies
Assassins stack AD, CDR and lethality, but generally have the hardest time out of all three since they have issues similar to mages. The lethality and high ratios make them good at killing targets with little to no armor but mean that they deal less than adequate damage to people with 2+ armor items, although they do better than mages since in between CDs they can use their autos to increase their damage.
Mages by comparison have generally no damage when their CDs are down, no multipliers like crit that AD users have access to, and only 3 penetration items, whereas AD have 6. AP items are also generally more expensive and have worse build paths than AD items
[{quoted}](name=Sp33d Zer0,realm=NA,application-id=3ErqAdtq,discussion-id=YnxJNGlJ,comment-id=0001,timestamp=2018-03-29T02:28:33.212+0000)
Most mages rely on burst while most ad can fall back on autos. Because of this armor is not as effective.
This is also why mages like vlad ryze cass azir, swain all seem to be bothered less by MR than someone like Lux.
I disagree with this...
ADC's are essentially burst by end game.
Ever play a yi or tryn? Any champ that relies heavily on Crits, IS a burst damager.. They just get the added benefit mages don't in being able to auto attack to make it happen.. Think of each auto like a spell being cast. When that 1 auto is chunking 3/4ths of your HP cuz of a 100% crit chance, you can't tell me that isn't a burst of damage.
Now think of a burst melee (which any melee gets to that point), having a 1.7 or faster atk speed which again, most get by mid/late game or around 30 minutes if you're not in total bronze tier..
That's esentially a massive burst of damage as fast, or faster than mages can put out face rolling a keyboard.
Melee's are burst damagers especially in the new season of runes.
Armor does more considering armor pen is weaker. The issue is resists counter burst more than they do DPS. A lot of mages, assassins, AD casters, and divers kinda blow their load and that's all they have. If you make their burst ineffective, you take away everything. DPS champs, on the other hand, just have their DPS slowed down. If you reduce their DPS by a third, they just need one extra hit after the third one to make up the difference then they can keep going. The reason why AP probably feels this more is that they have more burst with exceptions of DPS like Azir, Cass, Ryze, Teemo (ish), Kayle, etc while AD had more DPS like..... the entire Marksmen class
But yeah. ADs that rely on burst feel the armor way more. It's frustrating catching the enemy Ezreal out of position on Wukong just to jump on him and realize I barely tickle him because he has an IBG. Other burst ADs like Zed, Talon, J4 feel it too
Doesn't that technically make the game balanced in a sense?
Resists are going to beat burst DPS is going to beat resists and burst is going to remove DPS before DPS can remove burst.
It's a rock paper scissors no?
The only factor not considered here, are supports negating burst allowing DPS to win the burst vs DPS matchup.
armor pen is weaker
wat.
Armor pen is weaker. LW pen is trash tier compared to Void and Lethality is like that flat magic pen that's gated by level. Not to mention base armors are like twice as high as base MRs
There's a lot more armor pen in kits, in addition to strong options like Black Cleaver and LW.
Void outclassed both lw upgrade and cleaver.
Cleaver has to stack on a target and still gets a lower percentage. While the lw are bonus armor pen and even then it still has a lower number than void.
Uh, no, they dont get outclassed.
LW doesnt need to be completed to get the shred.
LW also comes with a choice of a flat 20% damage bonus (holy shit) or a hard counter to healing champions AND is cheaper.
Both
absolutely outclass
, thats WHY its not built.
Except the supposed flat 20% bonus only occurs on tanks with 4k health which is only late game cinderhulk junglers or like full item other tanks. Also, I don't know how many games you have been in where a Last Whisper has even been considered being bot since as it currently stands almost every ADC opts for IE+double zeal and then MAYBE a last whisper but even then most ADCs nowadays are opting for Rageblade or ER since 100% crit chance or 24% more AD still outclasses a marginal damage increase against tanks which is the only role in the game that actively builds enough armor to matter since as others have pointed out Last Whisper only goes off bonus armor which the enemy APC and ADC aren't going to be buying outside of maybe 40 armor or so which means you get just as much pen off of a Serrated Dirk against those targets.
If you think ADC's have 2k max health youre in for a world of hurt, but it just shows your lack of game knowledge.
http://leagueoflegends.wikia.com/wiki/Twitch
Twitch 1902
http://leagueoflegends.wikia.com/wiki/Tristana
Tristana 1937
http://leagueoflegends.wikia.com/wiki/Caitlyn
Caitlyn 1920
http://leagueoflegends.wikia.com/wiki/Kaisa
Kaisa 1914
Yes, level 18 stats, but most tanks don't even break 2200 health (Sej and Mao are 2175 and 2180 respectively) so that means tanks would need to get 1800 health which is 4 items with health on them (3 if you get a warmogs) which means at 4 items we are at least at level 16+ so my usage of level 18 stats is close to justified. Even IF we go based off of something more reasonable like level 16 mao against level 13 tristana (1940 versus 1440) Maokai STILL needs 1500 health to activate the 20% damage amp you all are claming is guarenteed and even at THIS point Tristana isn't thinking of finishing a dominicks because she hasn't finished IE+double zeal.
The thing is you dont need to build it completely to get the damage bonus.
You get the LW for 1300 to say fuck your armor, then when the game progresses you say fuck your max health difference finishing up that item slot.
This is WHY it's better, you dont need to fully commit to an item to get its main purpose as well as getting much more relevant stats
Which as I said above is still hardly worth throwing gold into. Most of the time when I play tanks I might MAYBE cap out at 250 armor. Maybe and even that requires a Frozen Heart or IBG to accomplish since most armor items actually don't give a whole lot (Randuins only gives 60). That means that you shred 35% of my ~150 bonus armor dropping me to about 200 armor down from 250. That means instead of me having 350% effective health against you I get 300% health. A 14% reduction. That STILL means though that with ~3000 health (almost a requirement with that sort of armor) I STILL have 9000 health you have to go through meaning I am still more than tanky enough for you to deal with meaning Last Whisper doesn't say "fuck you" to armor. Now Last Whisper DOES do a lot to the likes of Malphite, Rammus, and Thresh, but almost any other tank isn't hardly affected by Last Whisper as much as you are complaining.
Also, on the claim of "much more relevant stats" against ANYTHING that isn't a tank. You spent 1300 gold on a long sword. Congratulations. The enemy ADC who bought a BF Sword or a Zeal with that money instead is going to do exponentially more damage than you to anyone that isn't your teams tank (which may or may not exist).
There's a lot more armor pen in kits
Not really no.
Champs with magic pen in their kits:

Champs with armor pen in their kits:

So what? A difference of 3?
LW and BC are trash compared to Void. Void gives 40% total MR pen. LW only gives 35% bonus armor pen. BC only gives like half the pen of void and it has to be stacked up.
But the LW items are way better than Void Staff. One gives Grevious Wounds for free and the other gives you up to 20% extra physical damage, so maybe that's why Void Staff gives more pen
But forget the fact that the LW tree is:
Cheaper
Doesnt require completion to get
Comes with a %damage bonus or a hard counter to healing champions
LW tree is undoubtebly a stronger item then void staff.
Armor is also more expensive across the board (about 2 more gold per point) while armor items come with useful things that dont effect fights as often (
) while MR also has more useful applications that directly effect trades and combat (
)
Also ADC's tend to build % health damage or crit, which both basically bypass armor almost entirely (Taking half damage from a double damage hit cancels out)
So not only is:
But they also just get fucked almost entirely by the main damage type they are built against.
Are you nuts? Void is beyond any shadow of a doubt better than LW items. First, LW only works against BONUS armor. It is straight up trash against anything that isn't stacking armor. The thing that people forget is that tanks and a lot of fighters will have 100+ base armor late game. Hell, even squishy ADCs get 70-80. Champs get roughly DOUBLE the amount of base armor than base MR. LW can't touch ANY of that. LW is completely useless against any squishy target.
Void, on the other hand, is great against ALL targets. Not only does it get an extra 5%, but it gets TOTAL pen, as opposed to the bonus pen on LW. Even if a champ doesn't build MR, out still gives you a ton of damage against them. Void is good in every situation. LW is good in only a few then completely useless in the rest.
You then go on to say how Sunfire, GA, Randuins, DMP, don't affect teamfights or trades which is just complete bullshit
(Taking half damage from a double damage hit cancels)
That's not how basic math works
(1x2)÷2 =/= (1*2)
You take twice as much damage in the second scenario. You need to brush up on basic math
lmao dude
100 x 2 = 200
200/2 = 100
You just completely ignored any and all points i made in favor of anecdotes that mean literally nothing then complained about math that you yourself gets wrong. If you halve damage and they get a crit, the armor and bonus damage cancel out so you still take the regular 1x damage.
No, you're not getting it. Reducing the crit back down to 1 isn't doing nothing. If you did not have the armor, you would take 2 damage. The armor still reduces the damage by half down to one damage. You're attempting to make it seem like armor does nothing against crit which is complete nonsense. It's not "cancelled out". It's just reducing twice as much damage. You would know this if you plugged literally ANY number into the armor value that isn't exactly 100. Just because you picked the exactly equilibrium point doesn't mean your point is valid.
1<2
Armor feels WAY too good against turrets. Even a little bit of armor makes you able to dive super easy
On the other hand 500 armor seems to do nothing vs ADC and some true damage spammer like Fiora or Yi. Both parts are equally bad for the gameplay.
Armor is fine unless you're against an ADC.
Seems accurate.
It isn't that one does more then the other. It is the nature of ad vs ap because armor and mr are exactly the same. Ad champs tend to be dps and have good auto's. Ap champs tend to be bursty with bad auto's. So with armor it is just a matter of time until someone kills you with auto.s regardless of how much armor you have. With AP champs they tend to fall in two camps either the target is squishy/no mr and they die from burst or they have mr and they don't die and now you have to wait for cool downs to be effective again.
I don't even feel the need to build MR most of the time, and when I do, it's because I'm building a locket / banner of command. I could build full armor however, and I'll still get eviscerated by AD champions.
Don't think so; even 3 MR items can't protect you against
,
,
,or
with
+25x
.
Also, Magic Resist items tend to have crappy stats for everything except magic resist. You're trading a lot of power for that magic resist. Whereas Armor and HP items have much stronger abilities and are just generally way more gold efficient.
[{quoted}](name=Wild Geese,realm=NA,application-id=3ErqAdtq,discussion-id=YnxJNGlJ,comment-id=000a,timestamp=2018-03-29T07:14:10.018+0000)
Don't think so; even 3 MR items can't protect you against
,
,
,or
with
+25x
. Also, Magic Resist items tend to have crappy stats for everything except magic resist. You're trading a lot of power for that magic resist. Whereas Armor and HP items have much stronger abilities and are just generally way more gold efficient.

[{quoted}](name=Wild Geese,realm=NA,application-id=3ErqAdtq,discussion-id=YnxJNGlJ,comment-id=000a,timestamp=2018-03-29T07:14:10.018+0000)
Don't think so; even 3 MR items can't protect you against
,
,
,or
with
+25x
. Also, Magic Resist items tend to have crappy stats for everything except magic resist. You're trading a lot of power for that magic resist. Whereas Armor and HP items have much stronger abilities and are just generally way more gold efficient.
What game are you playing?
What game are you playing?
Super Mario.
[{quoted}](name=Wild Geese,realm=NA,application-id=3ErqAdtq,discussion-id=YnxJNGlJ,comment-id=000a00010000,timestamp=2018-03-30T07:56:50.086+0000)
Super Mario.
is any good?
I keep posting ideas for AP DPS itemization, which would help alleviate the AP/AD tank shredding disparity. The posts are often simply downvoted without any feedback, so I don't know if AP DPS itemization paths are an unpopular idea or if people just disagree with my ideas for how to do it. I'd really like to see DPS APCs as a viable alternative to marksmen, with available build paths that specifically push them into DPS and away from burst.
Here is one such post (it's a bit old, from before the AP item mini-revamp, so some suggestions might be a bit dated):
[{quoted}](name=Painted Celt,realm=NA,application-id=A7LBtoKc,discussion-id=tqLzRtbG,comment-id=003e,timestamp=2017-11-07T16:52:03.436+0000)
Do you know if there are any discussions at Riot about adding AP DPS itemization to allow Mages to fill an APC role, including tank-shredding, and taking objectives, without simply providing them so much multiplicative AP or additional AP scalings that they can instantly burst opponents with their ability scalings? I would really like to see a magic-damage alternative to having an ADC to make team compositions more interesting (ie., if you have an AD assassin mid, you would ideally play an APC bot) and to allow magic-damage dealers itemization to counter-build (at the sacrifice of burst damage) against tanky teams.
I am not requesting more AP-on-hit items, like
, which simply add additional AP scalings and turn champions into pseudo-marksmen. I am also not requesting straight-off more DOT itemization, which would likely simply add follow-up damage after applying burst.
I am thinking of stuff (just brainstorming) more along the lines of: New Magic Stats:
Intensity (AP equivalent to crit-damage) = multiplies the owner's magic damage against a target, ramping up over time and decaying after a time limit since the opponent has taken magic damage from the owner.
Focus (AP equivalent to crit-chance) = sets the rate at which Intensity is applied; could also affect the rate at which Intensity decays; could also affect the maximum Intensity cap that can be applied to an opponent.
Item 1: An item which provides decent AP and a lot of Focus, along with a weak passive DOT burn on magic damage which applies extra Intensity.
Item 2: An item which provides Focus (+ maybe minor tanky stats) and with an active that applies a single-target tether which shreds %HP as magic damage or %MR.
[Great item for close-ranged magic-damage Juggernauts/Battle-Mages, like; a bit similar to
for AP.]
Item 3: An item which provides decent AP, Focus, and binds a conduit to an ally. Your bound allies damage increases your Intensity against the target.
[This is an item which clearly works best with an APC + Supp in a duo-lane.]Item 4: An item which provides AP, Focus, and with Mana and/or Health sustain. This could even be
if Focus were added to it. The health on
could be reduced and the sustain could be increased. This would be an item for surviving laning while giving up early snowball potential in exchange for delayed lategame scaling.
[In general, APCs would probably end up tankier than ADCs with this kind of itemization being available, but they would have weaker sustain than Marksmen's Lifesteal so it's a trade-off. If you guys wanted to add something like spell-vamp itemization back into the game, then APCs wouldn't necessarily need to be tankier than ADCs to compete, but maybe that's another idea for another time.]Item 5: An on-hit item which applies Intensity; this would be best as an update to
. Even though I said that I am not requesting more AP on-hit items, I think that it would be fine to semi-merge the existing ones (just
specifically) into this Intensity/Focus system.
Item 6: An item which gives AP and CDR, and when activated reduces all initial magic damage dealt by abilities by 50% but causes opponents to burn for 100% of the original magic damage over time. This is a niche item for really specializing into the delayed damage role. While it doesn't provide focus itself, it stretches out the user's magic damage so that it can be applied after Intensity has ramped up to amplify the damage dealt. While I am sure that this item's active when combined with a
combo or a
ult resulting in a pentakill would be frustrating to some players, it is really not very different from an ADC taking a pentakill lategame with a crit build including
. Also, by reducing the initial burst by 50%, it allows enemies more time in a fight to do their own damage, or to regen/sustain back their health, to activate
or
, etc.
AP dps will never truly replace adc's. Even if AP champs got reliable dps they still would be garbage against turrets. So unless turrets change the only safe way to siege turrets from range is with adc's.
AP DPS wouldn't necessarily be equivalent to AD DPS in every way - they could be competitive to one another without being identical. For example, AD DPS could deal more damage to turrets with autoattacks while AP even with a DPS build could still have an easier time waveclearing, thereby having a minion advantage for taking turrets. A DPS APC replacing a marksman in a team comp would probably require at least one ad carry in another lane, which could be a split pushing skirmisher
, juggernaut
, or assassin
to make up for it. I don't think a full AP team should ever be ideal, and I think a DPS APC replacing a marksman should come with a set of pros and cons, but it should reliably work better than a full AD team or even just a "too-AD heavy" team. In order to get to that point, AP will need improved options for specializing towards DPS and tank-shredding.
To clarify, I think these two examples should be ideal team comps that are equally viable:
2xAP (battle-mage+regular-mage); 2xAD(AD-assassin+marksman); 1xTank (but 2x frontline counting battle-mage)
Top:
Jg:
Mid:
Bot:
Supp:
2xAD (AD-juggernaut+AD-assassin); 2xAP (DPS-APC+utility-mage); 1xTank (but 2x frontline counting juggernaut)
Top:
Jg:
Mid:
Bot:
Supp: 
So you should be best off with a combination of damage types and champion classes, but you can shift around champions in different lanes/roles so long as they add up to the right recipe as a whole. There shouldn't be any mandatory class.
If you think of a team comp as a distribution of 10 points spread out over team strengths, you should ideally want something roughly along the lines of:
Front-line/Tankiness: 2 Magic Damage: 2 Physical Damage: 2 Utility/CC: 2 With the remaining 2 points spread into less-tangible/more-strategic strengths like range, mobility, stealth, objective control, and vision.
[{quoted}](name=Painted Celt,realm=NA,application-id=3ErqAdtq,discussion-id=YnxJNGlJ,comment-id=000f00000001,timestamp=2018-03-29T17:58:24.916+0000)
To clarify, I think these two examples should be ideal team comps that are equally viable: 2xAP (battle-mage+regular-mage); 2xAD(AD-assassin+marksman); 1xTank (but 2x frontline counting battle-mage) Top:
Jg:
Mid:
Bot:
Supp:
2xAD (AD-juggernaut+AD-assassin); 2xAP (DPS-APC+utility-mage); 1xTank (but 2x frontline counting juggernaut) Top:
Jg:
Mid:
Bot:
Supp:
So you should be best off with a combination of damage types and champion classes, but you can shift around champions in different lanes/roles so long as they add up to the right recipe as a whole. There shouldn't be any mandatory class.
If you think of a team comp as a distribution of 10 points spread out over team strengths, you should ideally want something roughly along the lines of:
Front-line/Tankiness: 2 Magic Damage: 2 Physical Damage: 2 Utility/CC: 2 With the remaining 2 points spread into less-tangible/more-strategic strengths like range, mobility, stealth, objective control, and vision.
The second comp wouldnt work because karthus relies on skillshots to do constant dps(his q and his close range aoe w), compared to someone like a traditional ADC like Tristana or Caitlyn who do undodgeable long range auto attack. If I were to revise your comp I would change Karthus for Casseo, she seems the closest to a tradtional adc, with her E being undodgeable damage and her Q amplifying it
Well, I do think
should be a good alternative for
in that team comp along with other DPS-APCs like
and maybe even
and/or
along with many others, creating a decently large pool of viable DPS-APCs each with their pros and cons. Karthus would have less reliability than Cassiopeia or standard marksmen, but he would have
snares to follow-up with his Lay-Wastes(Q) in this particular case, and he would have his own strengths such as his passive (counters the "focus the carry first" mentality), global ultimate, and better than average waveclearing. With new AP DPS itemization, Karthus might potentially out-DPS marksmen by a huge margin but with much less reliability as a trade-off. Also, marksmen might simply need to be nerfed in some way so that champions like Karthus can start to reliably compete. In any case, we won't know until we start giving AP new tools and seeing where they line up.
Eventually, other long-range mages could make their way into bot-lane, such as
and even other pokey/bursty mages
paired with other DPS teammates in other lanes such as
and many others to help take down objectives and tanks.
We'd gradually develop a more flexible and interesting meta situation where we don't always have a group of top 4 marksmen with >10% play rate each. I don't want marksmen to be unplayable, just not mandatory. If there were fewer marksman showing up in bot-lane, I could even get behind marksmen buffs for other roles like top
(hybrid juggernaut/marksman)
(hybrid skirmisher/marksman) and jg marksmen
buffs.
The first comp is just an example of a double ap comp. The 2nd comp is bad because karthus is mana gated and squishy. So unless we can get a way for ap champions to do consistent ranged damage without any source of resource gate we won't see champs like karthus bot.