Anyone else think Ardent Censer feels even worse now?

Water Breathing·6/18/2015, 2:07:40 PM·2 votes·808 views

TL;DR: Ardent Censer On hit damage should have a small AP ratio (like 10-15%)

I'm not really a fan of the recent changes to it. They made the item even more specific and niche because before the change I could buy for someone like Azir and Yasuo, but now I can't really do that anymore. I also can't buy Banner and Ardent Censer and push as Soraka, or another support like Karma. In general, it is also worse against taking objectives, specifically towers.

In a fight, you can barely see the magic damage because it is only 30 base on hit; late game that 30 magic damage "crit" will be about the same size as a speck of dust. I also think it might be bugged, because it does various amounts of damage on the same target. I gave the buff to someone, they did a jungle camp, and the damage ranged from 19-30 for some reason (they did not have machete).

I thought it would be good on an all AD team because we needed the magic damage and they scaled well with AS (Ashe, Yi, Fiora, and some other AD, forgot, ) and yet it didn't really do anything because at the end result screen the magic damage on them was abysmal (it was less than the damage I did total).

The problem is that even with 30 MR the 30 on hit already goes down to about 20, which is peanuts late game and even mid game.

I'm alright with them removing the ability to give it to minions and stuff, since it was a bit silly in the first place, but right now it feels terrible to build and use. I think they should add a small AP ratio to the on hit so it can at least scale somewhat - maybe 10% or 15%?

5 Comments

Penguin Eclipse6/18/2015, 2:29:11 PM4 votes

The item needs scaling. Like the locket. Really simple as that.

Only Play Darius6/18/2015, 2:14:02 PM1 votes

I heard it used to be amazing on Sona and Karma for DPS team comps, not sure if it still is.

Icy Auron6/18/2015, 2:41:23 PM1 votes

They definitely overdo it with on-hit stuff, and in this case, they could easily get around it. The AS itself should either have AP scaling (from the user of the item, of course), or like you said, the on-hit damage should scale with the item holder's AP.

A different alternative to make it even the slightest bit useable outside of a support (not talking about as a core item, but right now, there's never a time when any non-support would ever want this item) would be to change the shield/heal component (which limits its use even further) to a small aura active similar to Righteous Glory that increases AS of all allied champs. This could be useful for sieging, even if it'd be otherwise weak. The stats that it gives, numbers aside, are actually very enticing. AP, MP regen, and MS are all very useful.

TLDR: The main problem isn't necessarily even that it's weak, it's that the scope of people that can actually benefit from the passive is rather small, and its role is extremely situational, even moreso than Ohmwrecker.

Sire Hippington6/18/2015, 3:42:40 PM1 votes

that depends a lot on the teamcomp. Shielding a WW befor he ults adds pretty good damage, and yasuo still profits alot as his Q procs on-hit.

...the magic damage on them was abysmal (it was less than the damage I did total).

did you really expect the unique passive of a low cost item to inflict more damage totall than an entire champ, even if it's the support? Sorry, but thats very delusional. That's like getting sunfire on Garren and expecting to deal more magical damage than the jungle Gragas does total...

giving the on hit either an ap-ratio or per level scaleing would be nice though.