Hey Riot: Since you're implementing Mana changes...

Yordle Xayah··11 votes·5,323 views

A very long time ago, I remember a Rioter stating something along the lines of:

"We want to make mana feel like something that feels good to use. RIght now having mana against manaless/energy characters feels more like just a gate to your your kit. We want to make mana something that has a positive aspect to it over manaless/energy characters"

I wish I could remember who said this and when, but I remember it was a long time ago, and how the goals for this were long term. With the changes to mana, this topic just sprung back to my mind and I realized: Mana still feels like more than a just gate to use your kit.

Has this idea been abandoned entirely by now?

7 Comments

WorksAtAGayBar8 votes

I really dislike resourceless champs.

XxDRAGONsAK47xX7 votes

Riot loves to lie.

PB4UAME2 votes

so fucking much this.

Big Lincoln6 votes

lol maybe they shouldnt have gooned themselves by making so many resource free champs

LilxPaprika4 votes

its a pretty vague statement tbh. end of the day mana is a gating mechanic no matter how you cut it.

Yordle Xayah1 votes

What I got from it at the time is that... say you're playing Orianna vs. Yasuo, or literally Darius vs. Garen and you're like:

"Yeah, you may not need mana and can spam your skills, but since I have mana, I have this cool other thing over you"

Such thing never came or was even talked about again.

Teridax684 votes

If I remember well, the only thing that really came out of that was that ricklessabandon did some experimentation on Muramana on the PBE, giving it an active where you spent an increasing amount of mana to deal true damage on the next attack, then pulled the changes.

No matter how one spins it, mana is nothing but a gate to one's kit, existing purely as a restriction to one's casting ability over a long period of time. This, however, could be perfectly fine on its own, because at the end of the day, resources like energy and fury also exist purely as gates. The problem comes from Riot trying to force certain champions to itemize for mana, whereupon a whole bunch of different issues arise: for one, mana itself doesn't feel interesting to buy, because it doesn't actually directly increase one's combat power, only one's ability to cast more spells in the long run before going back to base (and even then, that becomes less relevant as mana pools naturally increase and people die faster, so buying the stat always feels like somewhat of a waste eventually). The bigger issue, though, is that mana itemization causes mana champions dependent on it to become dysfunctional: because they need the mana to operate, they essentially cannot function properly with the resource they are innately given. Mana therefore gets purchased not to truly enhance one's strength, but simply to remove a measure of dysfunctionality in one's kit, which I think is pretty shitty in terms of overall enjoyment. It is therefore no surprise that the stat feels more restrictive than other resources, because it is, and so deliberately for the sake of having a stat on items that shouldn't need to be purchased in the first place.

Because of this, I think the way to go should likely be to remove mana from itemization entirely, and standardize mana pools to 100 at all levels, with appropriately lowered costs and regen amounts for each. A current problem with mana is that it's often difficult to compare mana usage across champions, due to the vast discrepancies in mana pools, regen, costs, and so on (by contrast, energy and fury usage are both very easy to compare across champions with the same resource). Standardizing mana so that we can tell the difference better between champions who cast a lot, but then have a harder cap (i.e. low costs, low regen relative to their mana pool), and champions who run out quicker, but also recover more quickly (i.e. higher costs and regen relative to their mana pool), could add a lot more clarity to mana and how it's intended to gate kits. This would also require some adjustments to certain champion scalings (e.g. Ryze's stats-for-stats innate), as well as mana items (GLP and RoA might need to scale a little differently; Tear and its upgrades may need to disappear completely; supports would need to rely on a stat other than mana regen on their items, etc.), which is a shame considering how the recent AP item changes left mage items in a pretty good spot, but I think it could be much more beneficial to the balancing of mages, and mana users in general, in the long run.

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