If sunfire is only for tank champion, ...
So I think his passive can scale also with maximum health. Example, he can deals 2.5% maximum health as AoE magic damage per second()or something like that).
So I think his passive can scale also with maximum health. Example, he can deals 2.5% maximum health as AoE magic damage per second()or something like that).
I can see it being a good idea of scaling damage but it would cause some balancing issue because if you're a tank, 2.5 of your max hp can easily be someone's else's 5% max hp, and burning 5 of that at the same time is pretty absurd
i think the item is at a good spot right now because the damage seriously can't be too high
the ideology behind building tank is to soak up damage while either overpowering people with your base damage gradually or let your teamate take care of it getting damage for building tanky is pretty much a flawed idea but riot implemented in champs well enough for balances
So I think his passive can scale also with maximum health. Example, he can deals 2.5% maximum health as AoE magic damage per second()or something like that).
I'd rather it didn't. Why do we need tanks to snowball as well. Dat sujuani
im pretty sure he meant the Tank's HP.
Yeesh, that would be nerfed so hard it's not even funny. o.0
Sunfire has it's aura to help tanks with farming as well as act as a partial counter to sustain champs.
The thing is, tanks are designed to take damage, not deal it, and adding HP scaling onto the passive burn damage from Sunfire Cape would turn a lot of tanks into pretty good damage dealers.
Also, Sunfire is not that bad outside of its burn damage drawing aggro and pushing the wave when you may want to freeze it. The only thing it needs is a toggle.
Considering Rito's axing
, I'm going to say that this is a no go. The logic seems sound, but Riot (and the community) seems to be against a tank item that gives AD or AP scaling off health, despite the fact that Smite does this with multiple items and hasn't broken the game.
i see alot of vlads build this item.
i personally love it on alistar as it stacks with his passive.
also 2.5% max health per second is insanely op, adc's would be building it.
Wouldn't work. It would have the same problem that the old Atmog's build used to have. When you give significant damage scaling for efficient defensive itemization, then bruisers and tanks who get ahead get to itemize for being completely unkillable while also having high damage. Sunfire works right now because you trade defenses (Randuin's is significantly better for defense) for offensive potential. If there was no trade and Sunfire was just "buy defense and also buy good offense", then it would have to be nerfed into the ground, and it would be made just as strong as Atma's is now.
Getting rewarded with damage for every defensive stat purchase only works if it is a core part of a champion's kit.
Why not make it so it deals % dmg of CURRENT hp? It will force people to attack the tanks if they don't want to take a ton of free damage in team fights, which helps them fulfill their role.
So I think his passive can scale also with maximum health. Example, he can deals 2.5% maximum health as AoE magic damage per second()or something like that).
Eh.
I like Sunfire Cape being a really solid early-game item.
Make it an end-game item and it's stats will be adjusted accordingly to make it an end game item, basically the aura will tickle early for the chance to destroy late. Most bruisers are more mid-game champions than late-game in the first place, and it's nice to have a solid power spike mid-game for the occasional late-game bruiser or tank as well.
actually that's exactly what it does in dawngate
http://dawngate.gamepedia.com/Glory
however dawngate's itemization isn't as awful as league's, even if this was in league it likely wouldn't cause itemization changes
IDK but I think scaling any item is a recipe for OP without stat nerfs (e.g. Rabadon's only gives AP). It forces any champion that wants to max Sunfire Cape damage potential to build total tank, which is never a good idea (you also want utility for supports, you want AD for bruisers, etc). I also think that it seems underpowered, especially late game, and that's a Bad Thing™ for any item IMO that builds out of a Chain Vest or a Giant's Belt. I think there's a balance:
And with this change amumu becomes even more of an AoE teamfighting godling
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So I think his passive can scale also with maximum health. Example, he can deals 2.5% maximum health as AoE magic damage per second()or something like that).
"his passive"???? Wtf's passive are you talking about???? O.o
Well, 2.5% of 4000 would be 100 Magic Damage per second. Sounds pretty rad. (Remember that it's still Magic Damage and gets reduced by MR and whatnot.)
Though since Riot is getting rid of Atma's Impaler(RIP a good
item), I honestly doubt they'll ever do anything like that.