NERF MANA REGEN ON MAGES

Umbral Knight·10/17/2019, 9:47:15 PM·4 votes·869 views

I was in a match as Jinx against a double mage, Annie and Brand, bot lane. I ran out of mana faster by launching 3-4 Zaps and like 5 rockets with q than they did with 6-8 spells. It was a constant barrage of spells with potential CC before they had any items. The early game should be a weak point on mages. They should have to really CHOOSE when to launch spells. But I have played mages and you honestly don't. I can launch about 10 spells before having to back if I am not casting them IMMEDIATELY when they come up. If I am casting as much and as fast as possible I can reach about 4-6 on most mages, some are more others less.

With the range and the damn base damage ratios on many of those spells not to mention the INSANE amount of CC in mage kits. Its so oppressive to play as and against. Sure I can win if I do EVERYTHING RIGHT, GIT GUD, BLAH BLAH BLAH. But seriously mages with CC have TAKEN OVER almost EVERY role in league. And if that is not a big enough hint they need a nerf than I don't know what is. Its especially bad on mages with point and click CC cause no amount of positioning and anticipation can help against a flash-stun like Annie's or others.

I do not even mind the CC, the damage outputs, or anything: OTHER than the sheer staying power mages have in the current state of the game. Mages are so powerful early, have a brief window of stagnation in mid (Not weak but not OP), and then late game become damage output MONSTERS. There is no real point to punish them reliably if the opponent is of equal skill. Just take away their mana sustain early and I honestly believe it will make them so much better to play against and as since it will require actually playing and not spamming. At this point the only reason you don't have full mage teams is the issue of MR spam.

We are seeing more and more games without marksmen AT ALL in them and honestly how badly do they have to be pushed out before Riot realizes they are removing an entire class from the game meta?

7 Comments

iiGazeii10/17/2019, 9:52:07 PM4 votes

The difference is that Jinx can still very much kill you without mana. Most marksman can, because their damage comes with autos. When a mage is out of Mana, they are no longer a threat.

Syrile10/17/2019, 9:52:37 PM3 votes

So... a mage can cast more spells than an ADC and that is a problem? Perhaps your auto-attacks should do as much damage as their's does and that would be balanced out.

Also, "weak in the early game" is true for some of them. Same as some ADCs are weak in the early game. The two your mentioned, however, are not. So... maybe Draven, Jhin and Kalista should all be weak in the early game to match this?

Also... The two you mentioned have 2 CC's between two people. So, 1 each?

Annie's has to be charged to four spells, meaning you can easily avoid it. Brand has to land two spells to stun you.. meaning you can avoid it.

Jinx has a slow and a root.. So more CC than either of them with way more scaling than they have and still has a good early game. Jinx also does AoE damage and has a global ulti and more range than Brand on auto attacks (less than Annie) and more range than both of their spells.

Further problems with this.. "The only reason you don't have full mage teams is the issue of MR spam."

Full AP teams instantly lose. Full AD teams do not. Let that sink in a bit.