AP Scalings

LynXerf·10/5/2018, 2:15:01 PM·2 votes·1,835 views

I was just thinking, why do these always have to translate into the very simplistic: More damage?

Why can't (and thematically it's very reasonable), more ability power have other interactions such as increased range, more potent cc or even decreased range (with even more damage)? This isn't 2009 anymore, there's room for more depth in this game!

A prime example would be Nunu . Riot improved their AP scalings, which in reality don't mean much because by nature of the champion design, it's more optimal to play as a tank. What if building AP didn't carry as good AP ratios, but instead it affected spells in the way of: The snowball roll is faster or more agile, or the ult charge-up time is shorter? Effectively it allows you to fullfil a more potent role at the obvious expense of being squishier. It makes a whole lot more sense than huge AP ratios on abilities that at a decent ELO you are never going to land consistently.

What if Syndra balls stay around for longer when you have more AP, effectively making you a more potent mage? Again, to compensate the AP ratios will need to be scaled down. For Xerath it would mean more range as you obtain more ability power. These things can be used to improve the thematics and versatility of mages in particular.

Isn't it time we started introducing this style of thinking into League as opposed to the current direction of DAMAGE, MOBILITY YEY!

10 Comments

Step Sis Lux10/5/2018, 2:33:38 PM3 votes

this would make ap champions even more useless and without dmg compared to ad

BlinkZZ18210/5/2018, 3:19:28 PM1 votes

the higher the ap, the faster Sona is. It already exists

Lets have shrex10/5/2018, 3:52:25 PM1 votes

It already exists with some champions Janna MS scaling with AP Lulu W duration scaling with AP

A

My Waifu Vanilla10/5/2018, 6:27:56 PM1 votes

Ranges should remain constant if at all possible outside of SOME outliers such as ultimate rank. Imagine if something like say.....Thresh's hook range changed with soul count. That would mean it is ALWAYS going to be a "moving" target on where and where you cannot stand. You were safe the last time he threw the hook so you think it should be fine, but in 2 minutes it suddenly goes 25-50 units further. It isn't fun to play around.

This is especially a problem with abilities that have ZERO tells on where they are going such as the example you gave in a comment like Xerath's Q. It might feel cool to play, but it would definitely feel like shit to play against. It works in DotA to an extent with Pudge's hook because no matter what you are ALWAYS safe behind something whether it be an enemy or an ally. Xerath Q will always go through minions and Thresh hook can only be blocked by allies.

ZT Xperimentor10/22/2018, 5:11:49 PM1 votes

I like the idea; but riot only tried such concepts with supports, and stopped with the excuse, it would be too powerful unless its ratio was so weak to be unnoticeable. Still, I would hope they'd do more outside the box thinking like you have!

Nyarlathοtep10/5/2018, 8:34:59 PM

Sounds cool. However riot has not the capabilities to even test something like that. They cant even fix morde's bugs. What makes you think they can do such a thing as code every mage's spell to gain something like that?