So instead of fixing Atma's Impaler, Riot, you're removing it. Can we get some context?
Topic.
Topic.
You may not get a Riot response (but you never know), but you can definitely ask the community. We've been debating Atma's ever since it was nerfed in Season 2.
The core problem with Atma's Impaler is that it's trying to do two, high-synergy jobs at once. Atma's Impaler gave AD based on the champion's total HP--offense scaled from defense--and it was also, by nature, an offense/defense item--AD and Armor.
The Crit on it was originally to justify building it on a Marksman. So you could have an offense/defense Marksman item that doesn't give them too much free power. However, Marksmen didn't tend to use the item, and most melee carries didn't want an item with mediocre offense and defense.
Then, bruisers became a thing. A very large number of things, actually. Fighters based on a certain balance of offense and defense. Offense and defense both scale together to increase their offense potential by either dealing DPS faster or living longer to deal more DPS.
Suddenly, Atma's Impaler is powerful. It grants offense and defense, offense based on defense, and you have an archetype that scales its offense on both offense and defense.
You might be thinking, "But all they did was nerf the AD from 2% to 1.5%, and it was almost entirely unused." And you're right.
You see, the other issue with Atma's Impaler was that it was just a stat stick. It didn't offer any niche abilities like Maw of Malmortius or Will of the Ancients. All it had was the stats. But it had good stats, just far enough above average when compared to the alternative builds. The popular Atmog's and Fratma's combos cost a little over 5k gold for more than double your effective lifespan and a bonus of over 40 AD. And it scaled up, 55-60 AD by the time you hit level 18 if you didn't buy any other health items (but, as a bruiser, you probably did).
That minor nerf to the AD scaling, as well as a few HP items getting minor nerfs, was all it took for that stat advantage to not be worth extra item effects and variant builds. Several other nerfs shaved power from things that scaled well with Atma's, and it pretty much fell off the grid.
In it's current iteration, Atma's Impaler is not an item capable of balance.
You may not get a Riot response (but you never know), but you can definitely ask the community. We've been debating Atma's ever since it was nerfed in Season 2.
The core problem with Atma's Impaler is that it's trying to do two, high-synergy jobs at once. Atma's Impaler gave AD based on the champion's total HP--offense scaled from defense--and it was also, by nature, an offense/defense item--AD and Armor.
The Crit on it was originally to justify building it on a Marksman. So you could have an offense/defense Marksman item that doesn't give them too much free power. However, Marksmen didn't tend to use the item, and most melee carries didn't want an item with mediocre offense and defense.
Then, bruisers became a thing. A very large number of things, actually. Fighters based on a certain balance of offense and defense. Offense and defense both scale together to increase their offense potential by either dealing DPS faster or living longer to deal more DPS.
Suddenly, Atma's Impaler is powerful. It grants offense and defense, offense based on defense, and you have an archetype that scales its offense on both offense and defense.
You might be thinking, "But all they did was nerf the AD from 2% to 1.5%, and it was almost entirely unused." And you're right.
You see, the other issue with Atma's Impaler was that it was just a stat stick. It didn't offer any niche abilities like Maw of Malmortius or Will of the Ancients. All it had was the stats. But it had good stats, just far enough above average when compared to the alternative builds. The popular Atmog's and Fratma's combos cost a little over 5k gold for more than double your effective lifespan and a bonus of over 40 AD. And it scaled up, 55-60 AD by the time you hit level 18 if you didn't buy any other health items (but, as a bruiser, you probably did).
That minor nerf to the AD scaling, as well as a few HP items getting minor nerfs, was all it took for that stat advantage to not be worth extra item effects and variant builds. Several other nerfs shaved power from things that scaled well with Atma's, and it pretty much fell off the grid.
In it's current iteration, Atma's Impaler is not an item capable of balance.
I agree with justmybasscannon. Atma's Impaler was an item that was trying to do two jobs that were rather different. I would say to fix it would be to completely remove the crit( which is pretty much useless if you don't have an IE). Maybe give it bonus health. But honestly in my own opinion. Atma's impaler needs to be replaced with a new item, as atma's impaler is very rarely built.
... You didn't really get it, do you? Atma's problem is not the crit chance. Remove it and replace it with a stat more useful to bruisers, and you'd still only have two alternatives: Either an item that's too weak to be bought, or an item so strong it becomes mandatory on every AD scaling bruiser (and thus narrows builds down).
The problem is, as BassCannon said, threefold:
in S2.
,
,
,
,
,
(after level 18),
,
and
. And Spellblade, WotA and Zephyr only make that list because Tenacity and Spellvamp are essentially stats.There is no real middle ground for Atma's. It's either too weak to consider, or it puts bruisers over the top. Designing champions around the existence of an item is not healthy for the game. This is why they have to tone down DFG and don't even want it around; it takes things out of their intended role (See: Lissandra nuking full->zero), and makes the game a nightmare to balance.
This was never an item even meant for bruisers to be building, it just ended up being more fitting for them than ADCs (who it was designed for.) Bruisers as a whole can be balanced better without it, just let it go.
Well rageblade is a bit unique though as it's stats are only gained when you auto attack or use abilities and when you drop below 50% health (and stay in combat)
"Melee doesn't get to have a late game."
Master Yi, Yasuo, and some other champions say hi.
I'm
and I approve this instagib!
"I may not have the highest burst, but when I'm fed, you know it..."
But making Atmas viable just makes every single Melee bruiser the exact same. It would be S2 all over again.
Unless you cap the bonus AD, you can't simultaneously balance it for both regular use and super high health edge cases.
Capping the bonus AD would just turn it into "this is an X AD item, but only once my health reaches an arbitrary number."
Capping the bonus AD would just turn it into "this is an X AD item, but only once my health reaches an arbitrary number."
Which wouldn't be necessarily a bad thing. Merely, it would be a tool to control how the power spike from the AD gain played out, by coupling reaching the state of full efficiency to either extra XP (having more levels = more HP) or gold (to buy an accompying HP item).
Fixing Atma's is actually pretty simple.
Remove the Avarice Blade component and replace it with something else. Most champions that build Atma's have no real use for crit (except Garen). They don't build IE, they don't stack more crit, and so they aren't getting real benefit from the crit on it. Change it to a Pickaxe or something that gives AD, or maybe a health item instead since it scales up with health.
Even better might be to make it Pickaxe + Giant's Belt. This would make it give AD and health instead of crit and armor, and then it keeps the Atma passive that makes it unique. The new Atma won't be quite as good on Garen, but champions who need to stack health anyway can use it more effectively (Sion, Gnar, Mundo come to mind).
The same argument keeps being made
It's a stat stick, making it good would just make it mandatory on every AD scaling brui

For some reason IE is still mandatory on every ADC, does nothing but skyrocket their dps and make all their other items scale harder, and is a rush item on many ADCs or bought after Ghostblade+Bork
And this is acceptable
The fact that it's a stat stick is not the only argument. It's one of three problems with Atma's.
Stat sticks themselves are not bad. 80% of the reasons that you buy an item are the stats. The fact that Atma's is a stat stick, combined with its other issues, create binary balance.
The fact that it's a stat stick is not the only argument. It's one of three problems with Atma's.
Stat sticks themselves are not bad. 80% of the reasons that you buy an item are the stats. The fact that Atma's is a stat stick, combined with its other issues, create binary balance.
Infinity Edge has of problems on its own
-Scales extremely hard with AS/AD/Crit, creating a huge damage gap between carries even if they're only 0.5-1 items behind -RNG can decide fights and entire games, such as Lucian E -> double critting your carry for 80% of his hp and winning a teamfight because his dice were better -Can only be balanced by making it so ridiculously expensive that it's impossible to finish for mid game with a Shiv or make BT sustain+Flat AD outpace it early-mid game
IE is also a stupid item.
Anyway I'm kinda disappointed that they don't rework Atma's into some kind of AD+Armor option for both bruisers and ADCs but mainly bruisers. I don't see why it has to be removed. Just scrap the passive and make it into a new item.
How exactly do you fix it? There's just not a good way, and it's a mix-match of stats.
Smite has multiple items in game that add AP and AD based off of your health/protections. And yet the game isn't broken, and HiRez certainly isn't removing any of them. It is possible to balance these items, but that would involve an itemization overhaul and Bruiser rework, something that is coming Soon(TM).
Smite has multiple items in game that add AP and AD based off of your health/protections. And yet the game isn't broken, and HiRez certainly isn't removing any of them. It is possible to balance these items, but that would involve an itemization overhaul and Bruiser rework, something that is coming Soon(TM).
That game is much newer. People have not gotton to the point where they can play as well as people do in LoL. Also smite is a bad example because it is completely different game.
That game is much newer. People have not gotton to the point where they can play as well as people do in LoL.
Last I checked, Smite has an eSports scene too, so that argument is out the window. Second, it's not a bad example because it's a goddamn ARTS. League is ARTS, DOTA is ARTS, HON is ARTS, Strife is ARTS, and Smite is, you guessed it, ARTS. I played Smite (obviously) after playing League, but I had no problem going from one game to another. You play one, you learn the basics of all.
Yes, Smite is a different game than League. Yes, it's balanced differently. But what I'm saying is that if Smite can stick items in the game that scale off of health and protections without breaking the game (as they do now), than League can do it too. Well, they could do it, but every red jacks off to eSports, so nothing changes. East Coast players will always have shit ping, nothing will we done about the assassins having a stranglehold on mid lane, Lee Sin will never be meaningfully nerfed while Olaf and Skarner sit in a ditch rotting, and champions will get their identities gutted with horrible reworks as a smokescreen to actually caring about game health. If my friends weren't so religiously devoted to this game, I would've packed up months ago, but at the very least I'm not spending another dime on this game.
That game is much newer. People have not gotton to the point where they can play as well as people do in LoL.
Last I checked, Smite has an eSports scene too, so that argument is out the window. Second, it's not a bad example because it's a goddamn ARTS. League is ARTS, DOTA is ARTS, HON is ARTS, Strife is ARTS, and Smite is, you guessed it, ARTS. I played Smite (obviously) after playing League, but I had no problem going from one game to another. You play one, you learn the basics of all.
- Farm
- Take towers
- Secure objectives
- Destroy the nexus/ancient/crux/titan/insert placeholder here.
Yes, Smite is a different game than League. Yes, it's balanced differently. But what I'm saying is that if Smite can stick items in the game that scale off of health and protections without breaking the game (as they do now), than League can do it too. Well, they could do it, but every red jacks off to eSports, so nothing changes. East Coast players will always have shit ping, nothing will we done about the assassins having a stranglehold on mid lane, Lee Sin will never be meaningfully nerfed while Olaf and Skarner sit in a ditch rotting, and champions will get their identities gutted with horrible reworks as a smokescreen to actually caring about game health. If my friends weren't so religiously devoted to this game, I would've packed up months ago, but at the very least I'm not spending another dime on this game.
I agree. DOTA2 would work much better with things like Flash and Recall and LoL would be awesome with champions like Meepo, Faceless Void, and Invoker.
Oh, no, wait, that would be stupid.
Just because they're in the same genre doesn't mean the same thing that works in one of them works in the other, because within that genre things might be balanced differently, tailored differently, revolve around different ideas, stats, or themes, or otherwise, you know, be different. It's a bit like saying you should be able to fire shotgun rounds out of a 9mm pistol because 'they're both guns.'
Maybe you should learn to fucking read. I said that once you play one, you learn the BASICS of them all. I didn't say they were interchangeable. I'm surprised that you're able to type out words if you can't read them.
The Question is what would make Atmas a good item? The Guys who build much health are not going for damage. If Atmas would give them so much AD then the Question is would that make the Tanks to strong because they take so much damage and kill your team alone? This item is not easy to balance i think.
[deleted]
At this point, it feels like the item exists solely because of the Final Fantasy VI reference.
All they really needed to do for it was increase the Passive a bit. The item was mostly purchased by Bruisers who could get 70 AD from it before they nerfed the Passive of it, which makes it average about 50 now on them. Just find a good number in which it gives 60 AD for ~3000 HP and if they need to, change the Critical Chance for something else to allow the stats it provides to synergize better. Though I honestly like the Critical Chance on
as he benefits from all the stats Atma's gives, normally around 50 - 60 AD, 54 Armor, and 15% Crit Chance.
Because ADC meta is what matters right now to riot. Soon we'll have s5 and then junglers might see some more spotlight(it will be fun exploring all the new options)
There was no singular ADC meta. It's been a significant part of the game since the code that limited the attack speed of champions was improved. And that was Beta/S1. To say there was an ADC meta is foolhardy at best and outright stupidity at worst. Even during the alternative carry metas, ADC's were, and still are, dominant parts of the game. Besides, if you were to have a double bruiser bot lane, your ADC could mid or top. There are quite a number of bully caster ADC's that are capable of being mid laners (Kennen, Ezreal), and there are high mobility kiting ADC's that can do well top (Vayne, Quinn).
The problem is just that Riot pigeonholed the bot lane into being the Marksman/Support lane. I don't mind if it was the Support lane, where a 'carry' champion was paired with a Support, but it's the lane that is supposed to only have a Marksman ... and an AD Marksman at that. Teemo, Urgot, Gnar, Azir, and you could even argue things like Varus and Ezreal, do not fit that description.
You used to play tank Eve. That's like playing tank Yi, or tank Caitlyn. Oh it can work; there are videos out there of people doing just that. But you're using a champion outside what it was supposed to do. It's two very different things to play off meta positions and to play off champion positions. I can see Master Yi bot carry, but you're doing something like ADC Malphite.
no ADC meta before this one? what the fuck was season 2? double support protect the ADC meta. Thats what season 2 was. You know nothing of what you speak of. Stop reading reddit or wherever you get your bullshit from.
You obviously haven't played this game more than 2 years
Stop contradicting yourself. "ADC Meta" is not "Double support protect the ADC Meta". An ADC Meta would be a meta where solo ADC is the primary tactic. Because the phrase "ADC Meta" is devoid of anything but "ADC" and "Meta", which is a word that roughly means "dominant tactic". It's basic logic, which you seem to lack.
There was a time when ADC's were solo laners, but it wasn't a meta because it wasn't the dominant tactic. League was in Beta/Early S1 then, and no one really knew what to do. The reason why it isn't the case since solo mid is a thing, is because Marksmen have a really bad time laning by themselves against another Marksman and a player who does nothing but leach experience from his Marksman and auto attack harass you. And that's just using a support in the barest function. Assume the support actually uses his kit and now there are only a handful of people in the world who can survive and win that lane match up. That's what happened when NA teams fought EU teams. The EU teams brought the EU meta with them (1 bruiser/tank top, 1 bruiser/tank jungle, 1 AP mid, 1 ADC+Supp bot) and crushed the NA teams.
League has used that meta since with very slight deviations as Rito patches the game. Probably the most daring attempt at changing the meta was the double bruiser meta, as it shook the very core of the EU meta by replacing the ADC+Support with a pair of bruisers.
I can't even read this lack of intelligence/amount of trolling without cringing at least 4 times.
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I don't know whether to cry or laugh at your pathetic attempt at explaining the correct terminology. The meta is a collection of tactics that are deemed by the community (eg hundreds of thousands of people) to be the most effective way of winning a game. That's its definition. The term 'ADC meta' has two meanings. The first is using a single ADC (we would have specified if there were two) as the cornerstone of the majority of teams to win games. The second meaning is using ADC's (singular or plural) to dominate and then win games. A "Double Support to Protect the ADC" meta is not an ADC meta as the cornerstone of that meta is not the ADC itself, but rather the two supports.
The two meanings result in this: Either there is one ADC that fulfills the role of the physical damage carry, or there are more than one ADC, of which at least one fulfills the role of the physical damage carry. While this sounds like a widely varied tactic that covers a large portion of the game, and thus be perfectly acceptable, it in reality only refers to a very specific niche of champions that seemingly cannot be played anywhere else. Considering both meanings have been used as the primary tactic in league of leagues FOR THE PAST THREE SEASONS, it is safe to assume that they are either the mythological 'ADC meta(s)' we speak of, or an ADC meta has not happened yet because the ADC has not been rendered obsolete and another meta sprung up in its place. All the previous 'metas' run concurrent to the use of an ADC(s) to crush towers, clean up teamfights, and push to victory.
A Meta has an end. If a meta has no end, then it's not a meta. The 'meta' without end is actually the FREAKING GAME. Riot has been craftily avoiding actively enforcing the EU 'meta' because the players actively enforce the EU 'meta' for them. It's not a meta; it's how the game is supposed to be played (unless you're in the LCS/OGN wherein you can tell Riot to stick their meta where the sun doesn't shine).
I'm comfortable supporting Riot's decisions because when I can't retreat into my MetaShell, I become shocked and angry at being forced to actually think in a competitive game. That I can't relax in a Ranked game that I believe is my life and my God causes me to panic and stress out. I have to have my meta. I'll start twitching on the floor if I don't. Luckily, I have people I can trust with my meta. Only a very small percentage want to deprive me of my meta, and I am thankful when Riot nerfs them to oblivion so they can't touch my meta. I pray to the Reds each night to save me from the heretics and this thing they call 'rehab'. You heathens won't get my meta!
Actually, the meta is the way it is because of optimization within the playerbase. Simply enough, we found that we only have X gold on the map, and 3 champs with 33% of that gold, and 2 with 0%, was stronger than all 5 having 20%. It would be even more "stressed" if it wasn't for the fact you can only be in one place at a time. Changes to the jungle have shifted this a little because it is now worth gold to them, but it is still pushed in the favor of maxing lane farm, jungler half/half on ganking/farming, and the support still grabs 0 CS except in very few situations.
From this point, we know we only have 4 sources of XP/Gold on the map per team, and 5 champions. So we figure out how to max it's value out. Mages/Assassins scale very hard with level, so they can't be in a duo lane. They tend to be squishy, so need a tower to protect them. Mid lane set. Bruisers scale very well with gold and level, so tend to also benefit from a solo lane. They are durable, so they can survive a longer run to tower usually. Solo long lane set. Tanks tend to only need a bit of durability, focusing more on lockdown than said durability, so a lower farm/xp case doesn't hurt them as bad. AD carries almost exclusively scale on gold, meaning they don't need to worry about xp sharing. Supports don't really scale much in any way, because utility/CC tends to not scale effectively after a certain point, so sharing XP doesn't hurt them, and it lets them protect their ADC. Duo long lane set. The support gold items have helped the support gold value a bit, but it still comes down to the fact they have to share XP, which limits the class selection of who can go with the ADC. Instead of just being supports, now it is supports and tanks.
So why not duo top? Why do we always have the duo lane on bot? Simple. Dragon. By having 2 people on top, you limit your access to controlling dragon. We had a stint of duo top early game in S3 when fast tower shove strats were possible, but they have been removed for the most part by tower mechanic changes. Locking it to the duo bot setup.
So yea. Until they add an entire extra lane's worth of gold/xp to the map, we will always have a 1/1/2/J meta. Got nothing to do with riot having a bias to ADCs, and everything to do with how we, the players, have optimized the game to the point every single point of gold and XP matters.
Finally, someone who gets it.
An addendum: The reason the AD carry is a ranged one in the duo lane has a lot to do with safety, and also a little bit with the XP sharing. Melees want the tankiness that comes with levels to, well, survive being in melee. Range, on the other hand, seldomly scales with levels. Meaning, a ranged AD champion isn't as dependant on his inherent tankiness to survive, as range itself is a safety feature (can't kill what you can't hit). Hence, ranged champion not dependant on abilities are good candidates for sharing XP.
actually is the way it is because IE was given 80 AD. BT was given a free barrier. and yomuu's was turned into the easiest way to buy cheap attack speed/crits/escape on an ADC at the same time. Oh and the blade change for adc's too.
The item was intended for ADC', bruisers picked it up and started going to town, Riot had to nerf it in order to bring the bruisers back under control. Considering how many people I've spoken to and the number of ideas for trying to work out the bruiser problem and how many have failed to figure out a formula that would work, it's probably just better to do away with it and start from scratch. I hate saying that, but sadly I've not found any other answer.
The effect will always be insignificant or dominant in some way.
They could at least try testing it out by removing
from it's recipe, though. This is mostly what's holding it back.
Avarice Blade is a problem all on it's own. It's a marksman-based gold gain item.
You know, the class that spends 70% of the game farming gold. The one that other classes got gold-gain items so that they could keep up with them.
Youmuu's and Shiv are both items that do not benefit someone built later; they are the kind of items you rush or build 3rd-slot for the boost mid-game. Atma's is the only Avarice-based item whose benefits are better late-game, and it's being removed.
I've been saying this forever, man.
It just plain sucks and has no purpose other than acting as a poor, inefficient, critical advanced item when it would be much better off as a mid-teir basic item with none of the fancy effects.
If they just made Atma better crit/tank/dmg item, they would fix 3 things at once:
There are already few items bought only by 1-2 champions, like Manamune for Jayce or Gunblade for Akali.
We need something with at least 0.01% HP scaling so I can have my one-hit kill invincible Sion fantasy
A lot of people see trying to fix Atma's as a lost cause. I guess the balance team consists of some of those people.
The only thing wrong with that item is the crit chance, they should remove it and add more armor or AD in
How about reworking it into a stack mechanic? It takes "revenge" stacks every time you're hit, then once it hits 5-10 stacks or so, your next AA on an enemy champ discharges the stacks, dealing % damage based on either how much damage was dealt to you, or it deals a % of your damage.
Atma's just isn't necessary anymore. It was meant for a game in which everything scaled off AD and AP. Tanks needed something like Atma's to be a threat if they didn't have kits overloaded with CC. Now, though, we have tanks that have offensive power scaling off their health and armor/mres. That's healthier for the game, really. Atma's had to be balanced for EVERYONE, because anybody could walk up to the shop and grab one. That is what got it nerfed; a few bruisers were far too effective with it. Scaling innate offensive power off of health and defense means tanks build tank items and still feel like they are contributing, while Riot has an easier time balancing. If you find one tank who has too much offensive power, then you don't end up nerfing all the tanks who didn't along with them.
Atma's just isn't necessary anymore. It was meant for a game in which everything scaled off AD and AP. Tanks needed something like Atma's to be a threat if they didn't have kits overloaded with CC. Now, though, we have tanks that have offensive power scaling off their health and armor/mres. That's healthier for the game, really. Atma's had to be balanced for EVERYONE, because anybody could walk up to the shop and grab one. That is what got it nerfed; a few bruisers were far too effective with it. Scaling innate offensive power off of health and defense means tanks build tank items and still feel like they are contributing, while Riot has an easier time balancing. If you find one tank who has too much offensive power, then you don't end up nerfing all the tanks who didn't along with them.
Actually it has been a problematic item ever since beta started. I still remember the history of this item.
Early 2009: Atma's had health on it and gave like 3% health to AD. This one guy stomped every game with an Atma's Kayle build because she had a different kit and it was perfect on her. Atma's was nerfed.
Late 2009: People found out that getting Frozen Mallet + Atma's, and then stacking additional Atma's, was the best build for Trist and Ashe. Atma's was nerfed AGAIN and also the passive was made unique.
Season 2 (I think): Atmogs became popular because Warmog's was buffed to finally be viable. Atma's was nerfed again.
There has never been a point in the history of this game when Atma's was a healthy part of the meta. It was either ruining the game or not being bought.
As I said, giving the ability to convert defensive stats into offensive power to everyone is always going to be problematic. Still, it is a necessary mechanic, because the alternative is to load every character who isn't meant to be dps with tons of CC instead. In order to make tanks worthwhile choices, they have to feel like they are contributing. As unhealthy as it was, Atma's was necessary, and that is no longer true. Several recent bruisers and tanks scale well from defensive items inherently. That is simply easier to balance than an item that fulfills the same purpose.
I assume the context is Riot's former statement when they nerfed it: Damage on an items that makes you tankier is unhealthy.
Then what about Zhonya, Maw, ROA And all the other items that gives damage(AP/AD) and durability (HP/Armor/MR)