Removal of Ahri charm damage amplification, good or bad?
With the removal of DFG and the compensation buffs the balance team want to do to the champions that rely on it, Meddler said about Ahri that they want to support a little more her kite mage pattern and one of the ideas was to remove the damage amplification from charm and put some power back into her others spells.
My first thought is that this change would make charm more flexible, it'd allow us to use it in more differents ways without feel bad about loss 20% damage.
- For example in a 1vs2 situation you can maybe think about charm one target and try to kill the other while the first one is cc'ed
- In an all in situation you can save your charm and cast it when you think is the right moment or when you're sure it will land 100%
- In a teamfight you can now try to protect your adc from a bruiser or assassin with the charm and at the same time cast your spells into another target
All thoses things are actually hard to pull off because of how much damage you waste.
The bad thing is that we lose character and kit cohesivity, if a target is charmed he's supposed to be distracted therefore he should take additional damage from our spells, we also lose single target burst.
So what if we let the amp stay here becuase it fit the champion a lot but we reduce its power to a 10-15% increased damage to make it less mandatory and allow us more differents plays without being punished so hard?
What do you think would be the best change?