Adaptive helm doesn't seem fair to me.
Mostly because there's a difference between damage over time and damage per second. For example
w and
ults and other abilities would be examples of damage per second. As long as you're outside of the area of the ult or ability. You don't take damage.
are a few examples of champions having damage over time abilities. Meaning that it doesn't matter if you grab threshes lantern. The damage still lingers.
The reason why I feel that
helm is unfair is because I find it very frustrating that I can get countered so easily by that item when I'm playing
for example, when that's the only defensive magic resist item that the enemy built. I can be sitting at 400 ap and be .5 items ahead of my laner. And his/her build can look something like
. And because that laner has
helm. I'm countered.
is an example of a champion that is just ridiculous with that item.
So my solution is just to simply making that item like 10% effective for damage per second abilities. And 20% effective for damage over time abilities. That way champions that have to constantly be in range have a better shot at winning the duel.
Obviously player skill plays a huge role in winning match ups, but let's be real. Because of some point and click abilities like
ult vs say
drain(w i think).
is usually going to come out on top because
is already putting himself in danger by using his drain ability. Another example would be like
vs
. If you put
on both of them.
is going to win because he just has to make sure to click his e. And
has to throw herself in danger with her ult and take harassment all of laning phase.