Anyone else feel like these item changes are awkward and confusing?
Runeglaive - Next basic attack converted to magic damage but has an AP and AD ratio? It's just a weird concept that was bound to end up with abuse cases. I hear they're removing the "converted to magic damage" part, but still. It should just give your next auto an AP-scaling hydra-like wave that deals magic damage. And if it's really meant to help clears, shouldn't it only proc on monsters? Couldn't they have just added this hydra-like-monster-only wave concept to Magus?
Sated - Doubling on-hit effects is just plain confusing to me. Does red buff apply twice the damage, twice the slow, or neither? What about Gauntlet? I dunno, maybe I'm not that league-smart (only G1), but this is an awkward addition imo. Even giving it magic damage on-hit bothers me. Now Yi deals true damage, magic on-hit, and base AD with crit he builds. Like wtf are you supposed to build against that other than damage so you can kill him first?
Does the magic on-hit get doubled every second auto? If so, why not just remove this feature altogether and average out the damage? So instead of +60 on-hit with +120 every other auto, make it a flat +85 on-hit, and remove the "double" effect. This seems like another item that lends itself to abuse cases with eventual champion nerfs that weren't warranted before this item.
New Zekes - I get that it was meant as a sort of "adc benefits from the crit while you benefit from the AP, since most supports are AP", but there are problems with that concept. First of all, it's cementing in the concept of AP-based supports. How come there are no AD-scaling supports, outside of 'kill lanes'? I'd find it interesting if there was a support-themed champion who had a poke ability that scaled off of AD (low scaling, with his/her other abilities being utility themed).
Second, it's another move away from "pure" auras. Auras have been getting reworked since season 3. They all have a caveat now. A charging system, range nerf, reduced stats, reduction in # of champ effected, etc. Seems to be easy to charge, but why add the extra layer of complexity? It has an activation condition with a duration and a cooldown. Unless it's spammable, it will be hard to coordinate the timing in teamfights in solo queue. If it is spammable, the stats get nerfed.
Lastly, it removes another niche from the game that was nice having. I've bought Zeke's on support thresh, jungle yi, jungle xin, and even support ali in the past, as my team comp really benefited from it mid-game. Now that option is gone, and replaced with the single-target, more-complex version in the PBE.
I dunno man. Maybe I'm just stupid but these item changes are frustratingly awkward imo. I prefer simple item changes like the recent streamline of AP items. They all give alot of AP, and you buy the one with the utility your champ wants. It's simple. No double ratios, no extra stacking mechanics, no charge systems, etc. Coupling these awkward item changes with the recent surge of 'triple passive' complex champion releases, and I could see this game getting pretty stale. The more complex things get, the less friendly it is for newer players and the higher chance there is for abuse cases due to the number of factors involved. More abuse cases = less champion diversity and a harder to balance roster. I dunno, just sort of thinking out loud.
isn't as good as the old. i rather have 120 ap and 7% ms rather than 100 ap and 10% ms