I miss Arcane Blade 5% ap on hit....
Upvote if you miss it too and would like to see it added back.
Upvote if you miss it too and would like to see it added back.
Erm.
When Arcane Blade was a thing, mages had much better mana & mana regen options, a common complaint was that mana literally stopped being a thing after their first item was completed.
The point is that, with 100 AP, blade gave you 5 ad.
To get 100 AP, you generally needed to have one (actually one and a half usually) item completed, which is when mana would stop mattering; I.E. mages stopped being AA dependent to CS.
So, in a normal scenario, blade was only a factor in CSing during the early game.. Probably up until about level 6-8.
Where am I going with this? Well, most mages would show upto lane with 26-34 AP, MAYBE 40. This basically meant that blade was giving most mages anywhere from... 1-2 extra AA damage. This damage was mitigated by resistances.
Put bluntly, your early game CSing is not being held back by 1 or 2 extra damage on hit, and blade was a really terrible mastery aside from extreme niche cases, such as Kayle.
I took it on Teemo too, and Veigar sometimes just for the giggles.
The idea of arcane blade though was pretty good, so I wouldn't mind it being implemented again if some changes were made. AD is just so much easier for farming, taking objectives, simply autoing, etc that it'd be nice if APs had something to help as well. You could make it do double damage to minions, monsters, and objectives or you could change it to 10% of AP but give it a cap so it doesn't go crazy late game. Personally, I'd prefer the latter.
[{quoted}](name=P0IS0N IVY,realm=NA,application-id=3ErqAdtq,discussion-id=oporI09T,comment-id=00030001,timestamp=2018-01-29T19:59:06.548+0000)
The idea of arcane blade though was pretty good, so I wouldn't mind it being implemented again if some changes were made. AD is just so much easier for farming, taking objectives, simply autoing, etc that it'd be nice if APs had something to help as well. You could make it do double damage to minions, monsters, and objectives or you could change it to 10% of AP but give it a cap so it doesn't go crazy late game. Personally, I'd prefer the latter.
It's a decent idea, but it'd be difficult to do. The problem with blade is that it wanted you to auto attack a -lot-, something mages don't really want to do past the early game, which was where Blade was weakest.
The spell blade effects - Sheen and Lich Bane - are far better implementations of what it wanted to be. They encourage mages to auto attack, and even work best when mages 'weave' their spells with their autos, but they concentrate the damage so that a mage doesn't have to unload 15+ auto attacks into a target to get any sort of mileage out of it.
The better solution, for CSing, would be to bring Butcher back. That's a mastery I actually miss.
Which is why my second suggestion makes it stronger for early game and alright for late. Sheen and LB can still exist alongside it.
Butcher only affects minions. Arcane blade affects everything you can auto.
What does any of that have to do with mana regen?!
Blade existed to help mages farm and harass better with their AA's.
But once mages got a Mana regen item and essentially got infinite mana, they never needed to AA anyways.
If that's what he's saying then I don't think he ever actually played the game back then because mana means even less now than it ever did back then, even with Athene's back then you'd still have moments where you needed to wait for the regen to fill up enough mana to use your spells, spell costs and maximum mana are stupid now.
If that's what he's saying then I don't think he ever actually played the game back then because mana means even less now than it ever did back then, even with Athene's back then you'd still have moments where you needed to wait for the regen to fill up enough mana to use your spells, spell costs and maximum mana are stupid now.
Actually mana is about the same as it's ever was back then. It's just that mana then vs now was more bias towards Mana Regen, which was much easier to stack. Nowadays it's more bias towards total mana, which is harder to stack, but lessens mana problems late game.
What does any of that have to do with mana regen?!
Read the entire thing and you can see.
nashors tooth has it for its passive.
And atmas implaler and zephyr
[{quoted}](name=Moonfall Saber,realm=NA,application-id=3ErqAdtq,discussion-id=oporI09T,comment-id=0005,timestamp=2018-01-29T21:31:38.455+0000)
And atmas implaler and zephyr
Omg I forgot about Zephyr... I miss that item so much.
I like how nobody in this thread is actually aware of the fact that with the new preseason, they literally gave everyone +5 dmg to auto attacks and single target spells against minions.
Like that used to be a mastery you would take, and give up some out of combat movespeed (5 points) for (and also dip into the cunning tree), but now everyone just has it. Passively. Permanently.
There's no bias between ad or ap here. There's no "last hitting is harder this season than last season". No. Right now, in league of legends, if you auto attack a minion it will deal 5 more points of damage than what your actual listed AD is. If you cast a spell it will hit it slightly harder making last hits easier than ever before even without investing some of your mastery points into it.
Oh and it's also easier, because minions have 0 armour and mag res (this has been a thing for a while), and they have zero resistances for the entirety of the game (unless they are buffed by super minion auras) meaning that at no point do you ever have to calculate or experiment with waveclear/last hitting power, it's literally "how much dmg you do is how much dmg you hit the minion for".
I don't miss this mastery at all. The current system is much better. That +5 bonus is much much larger than what the original spellblade did for you in lane by a longshot. If you find last hitting difficult right now, I'm sorry, but the game will always be hard (honestly your entire life in general might be hard if you find it that difficult with this level of last hitting assistance).
Yeah it helped last it. Especially as a midlaner with Doran's Ring not helping toward last hitting (unlike Doran's Blade and Shield)
i miss it as well...
riot pls remove waterwalking and replace it with arcane blade >.<
[slayer-jinx-wink]
If I am not mistaken, old Wits End, used to shred mana
[{quoted}](name=Lios Ashenblade,realm=NA,application-id=3ErqAdtq,discussion-id=oporI09T,comment-id=00040000,timestamp=2018-01-29T21:17:27.635+0000)
If I am not mistaken, old Wits End, used to shred mana
the original one yes, iirc.
I miss Leviathan lol
[{quoted}](name=Lios Ashenblade,realm=NA,application-id=3ErqAdtq,discussion-id=oporI09T,comment-id=0004000000000000,timestamp=2018-01-30T06:22:21.898+0000)
I miss Leviathan lol
shit was busted lmao.
It was a decent mastery when it existed, but it's not needed anymore. A long time ago they changed it so that towers will now take damage based on your AP (see how hard a Veigar can split push as an example) thus making it completely unnecessary.
they added ap damage to the towers, which tbh I dislike since everyone becomes and tower pushing machine with a wave of minions.
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I guess no one misses it after all?
I just want dorans ring to help you last hit just like dorans shield and blade do. Then again dorans ri g give plenty of stats already
I remember when Kayle used to get 60% AP on hit because her E was 40%, Nashors was 15%, and Arcane Blade was 5%. Now it only goes up to 45% AP on hit, but Rageblade helps make up for some of that.