Lets talk AP V AD.
Alot of the community seems to be agreeing that in the current state of the game AP is becoming less viable of a stat for damage than AD and I thought I'd share my opinions on it and see if maybe I could find the root of the issue. I would like to state that no I'm not challenger and no I don't believe I know everything, I'm simply stating opinions from my point of view without objectively saying they're right.
Sense the changes in the pre season 6 patch nerfing AD items and adding a slew of buffs to AD items and off tank it's very obvious that AP is suffering heavily, but when you look at it what is the root cause of it? Is it simple decrease in AP? Is it simply a change in meta picks? Is it simply direct nerfs to champions?
I think it's lack of MR counters. Obviously MR is made to counter magic damage but with the new off tank meta there are so many items adding loads of tank level MR to otherwise squishy champions that AP Champions and their lack of counters to MR.
AD champions have been the better pick ever sense season 6 simply because of the fact that AD now has so much more utility and flexibility compared to AP. AD champions are getting such good package deals in terms of items like Mercurial, Maw, Steraks, hell AD champions are even starting to do hybrid damage with popular items like Rageblade and Sated and there are so many other amazing items for AD champions to even count.
Meanwhile what does AP have? Nothing really. AP as in itemization only offers mainly raw damage with not a whole lot of versatility or usable utility items. As it's going AP champions now adays are shifting more towards defensive builds just to survive but they don't really have a whole lot of choices or great flexible items like AD does.
Lets use maw as an example. Could you imagine what it would be like if AP champions had an item that gave them raw damage, a large chunk of defensive stats, flat pen, sustain, and a defensive passive to go along with it? Instead AP has nothing to really counter against AD like AD champions do and instead get raw damage items with a few things tacked on like alittle HP or something.
Now alot of people could argue about different builds that are possibly usable but the biggest issue with the state of AP atm is that it's in such a rigid state that if you stray too far away from very binary build paths then you will likely suffer even worst and possibly become useless as a whole.
I would really like to see AP get more items that offer more utility stats and passive/actives without punishing AP champions from straying from builds that almost all AP champions have to use. I would also like to see a larger variety of Penetration items added in for AP to finally give them a chance when the enemy decides to build 2 off tank MR items and suddenly nullify the AP champion entirely.
Honestly this entire post is actually more geared towards the heavy lack of anti MR and AD items AP has but I guess I went off and starting discussing alot of other things.



being so abundantly gold efficient and such a good item matching its base AP with rabadons
a lot of mages are also quite frustratingly tank

tanky,and can dish out dmg
tbh aurelion sol can kite quite well with his W and
assuming he has blue tanks without mobility will suffer heavily
synergy
) don't fit well with most kits on mages. Since both rely on autoattacking to activate the items' damage, a conventionally squishy class is put in a very disadvantageous position to do almost what another class can do inherently.
(20)
(5% armor reduction)
(10)
and
(45% armor penetration)
or
for example:
50 armor and 500 health + ms passive
cost: 2900
generally for tanks
this is self explanatory
100 armor + rammus passive
cost: 2350
built on
65 armor + a slow
cost: 2700
or very less cc champs
50 armor + health regen + cdr + a passive that disables turrets
cost: 2650
Very good item but again meant for tanks
_
note: Steaks gage is not an armor item. it gives health and a shield
_
mr penetration is mostly just
which gives 35% i can't exactly point out more( because tbh this is the only one i see)
gives you 70 mr + a shield(which has a stupidly high cooldown)
cost: 2900
Very good mr item for almost everyone
which gives ad + 35 mr + an active that removes disables
cost: 3700
this is for squishy adc or ad assassin
which gives around 25 mr + mana regen
cost: 2700
mostly for ap mages dependent on mana
50 mr + ad
cost: 3250
basically a middle finger to most ap mages(mostly mid game not sure about late game)

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). Making me very intrigued for how the mage rework will change itemization.
would need a rework.
might have issues too.