Can we get more magic resist items? Can we have more items that make the game more strategic?
I really miss Banner of Command. Can we have more options available to us to play the game with different styles and strategies?
I really miss Banner of Command. Can we have more options available to us to play the game with different styles and strategies?
Nah, fuck strategy. One shot people or lose. That's that, thank you pay me 15 bucks for a skin now
There's a ton of different ways to play this game.
Maybe the game feels so static and void of strategy because you've played bard 23 times in a row while building the exact same thing each and every time regardless of your team's comp, the enemy team's comp, your adc, and whether you're winning or losing?
There is plenty of strategy in the game ?
There are already a ton of mres items. Banner was broken. It wasn't fun being a mage and rightclicking that cannon for a minute. You still have Zzrot What other styles and strategies do you need exactly?
Banner of Command didn't make the game "strategic" at all.
mages are so broken and mr items are useless
The only MR item needed for tanks is an anti heal one , a version of
but MR , nothing more.
I want more defensive items, but I also want specifically non-burst DPS APC itemization and AP brawler itemization. I want MR to easily counter burst AP, but for anything less than a full tank stacking MR (ie., against a full AP team) to still be possible (but not necessarily easy, depending on how much MR/health is built) to shred as a DPS APC. To be fair, DPS APC itemization would probably need to reduce the user's burst to below base levels by converting normally instantly applied damage into delayed ramping-up DOTs or partial cooldown refunds. Otherwise, some 'DPS APCs' could probably still burst squishies with base damage when they should be specialized to shred tanky targets at the cost of not having burst potential. I'd also like to see non-burst DPS AOE itemization.
[{quoted}](name=Hemulen Magi,realm=NA,application-id=3ErqAdtq,discussion-id=uoa2zs3A,comment-id=0008,timestamp=2019-09-10T01:24:04.945+0000)
I want more defensive items, but I also want specifically non-burst DPS APC itemization and AP brawler itemization. I want MR to easily counter burst AP, but for anything less than a full tank stacking MR (ie., against a full AP team) to still be possible (but not necessarily easy, depending on how much MR/health is built) to shred as a DPS APC. To be fair, DPS APC itemization would probably need to reduce the user's burst to below base levels by converting normally instantly applied damage into delayed ramping-up DOTs or partial cooldown refunds. Otherwise, some 'DPS APCs' could probably still burst squishies with base damage when they should be specialized to shred tanky targets at the cost of not having burst potential. I'd also like to see non-burst DPS AOE itemization.
works as burst and dps resistance
I think you misunderstood. I separately want A) more defensive items, such as MR and armor items, and B) more non-burst DPS items for APCs to build. By non-burst I do not mean anti-burst, to prevent the user from being bursted. I mean itemization that prevents the user from bursting others in exchange for unlocking APC DPS (DOT, AOE) options. Also I am not requesting more defensive items specifically for APCs - maybe they could use some new defensive items, but tanks need them more.
I also want AP fighter items, which long-ranged APCs (mages) should not have access to, but which would be a mix of DPS and defense. Those items would be for champions like
,
, AP
, AP
,
,
, AP
,
,
, fighter
,
,
... and possibly off-meta on other tanks
. Those items would probably be melee-only or balanced in some other way to prevent mages from building them. Keeping AP assassins from building them as well as keeping them from becoming too meta on tanks would be tricky though.
[{quoted}](name=Hemulen Magi,realm=NA,application-id=3ErqAdtq,discussion-id=uoa2zs3A,comment-id=000800000000,timestamp=2019-09-10T02:19:20.433+0000)
I think you misunderstood. I separately want A) more defensive item, such as MR items, and B) more non-burst DPS items for APCs to build. By non-burst I do not mean anti-burst, to prevent the user from being bursted. I mean itemization that prevent the user from bursting others in exchange for unlocking APC DPS (DOT, AOE) options.
I mean we have a lot of MR items with really cool passives. Not sure why you want more MR options there are a ton i listed 14 mr options. As for the MR item for APC but sacrifices more burst for more MR i would have to say
both of them do that but dont give dots so i guess you have that. If you wanted a DoT the only item you have is
but making more items like this will make brand OP again.
I'm not asking for an MR item for APCs, unless you mean the melee-only AP fighter itemization. I must be miscommunicating somehow.
In regards to the
example, imagine how cool it could be if his power fantasy as an AOE DOT mage could be turned up a notch in exchange for losing the generic burst damage that is common to too many mages. Like you mentioned, it might be overpowered on him, but now imagine a new MR item for tanks that allows them to create a protective aura where they act as a lightning rod, redirecting and negating a portion of incoming AOE damage. This could balance out the new AOE APC itemization while adding new and interesting depth to the game.
[{quoted}](name=Hemulen Magi,realm=NA,application-id=3ErqAdtq,discussion-id=uoa2zs3A,comment-id=00080000000000000000,timestamp=2019-09-10T02:44:53.621+0000)
I'm not asking for an MR item for APCs, unless you mean the melee-only AP fighter itemization. I must be miscommunicating somehow.
In regards to the
example, imagine how cool it could be if his power fantasy as an AOE DOT mage could be turned up a notch in exchange for losing the generic burst damage that is common to too many mages. Like you mentioned, it might be overpowered on him, but now imagine a new MR item for tanks that allows them to create a protective aura where they act as a lightning rod, redirecting and negating a portion of incoming AOE damage. This could balance out the new AOE APC itemization while adding new and interesting depth to the game.
I do believe there is a rune that does exactly that.
Getting rid of crit chance would be a start and figuring out how to scale ADC damage in a more consistent, non-crit chance manner.
what do you think we'd do instead? introduce some new stat/change crit "chance" into a stat that is no longer RNG, but instead occurs every X attack on a predictable timer like caitlyn's passive? maybe make it a literal % increase to auto attack damage dealt? Remove it and all associated items and rework the existing AD and atk speed items/add more to make up for the loss? It'd be a complicated undertaking.
I'm not saying this to try and dissuade you because it'd be a huge effort, but just because it's fun to get some complex ideas flowing related to the matter. Personally, I'm kinda interested by the way current Muramana works as a damage-scaling system based on something that isn't crit, though I think the way it is exactly executed allows it to be abusable by a few champions and unusable to basically all of the rest, but I like the idea of items offering unique ways to deal damage and base a build around. The only problem with that is more cases like Muramana, or an item becoming a crutch to every single build that wants to deal consistent damage, offering no real options for alternatives, kinda like how IE has in the crit ADC realm. I'd like to be able to make a conscious choice from at least 2-3 different items, if not more, for what I'm building first based on enemy team comp and item builds, I think build variety adds a lot of fun to this game for me.
Variety is the spice of life.
A percent increase to basic attacks based on bonus attack damage was one I thought of when I started considering a life without crit chance a few years ago. It's currently the strongest solution I have, and it would still require players to actually build attack damage items while forcing them to consider the enemy's menace and build accordingly. The idea is to diversify possible ADC builds to include anti-mage or anti-tank measures and not get screamed at by your team for not building the exact six items every ADC builds.
I'm guessing you didn't see worlds when banner was a powerful Mr item?
Even top laners would build it and then when a team got baron, they would banner a cannon minion and simply defend that, slowing the game down massively since it takes the cannon so long to destroy a tower, but it outrages the tower and takes little to no damage, so teams don't even have tp engage the enemy and the enemy can't fight a baron empowered team.
Games took about... 10 minutes longer because of this, until the item was removed.
When it wasnt ruining the pro-play, the banner would be almost useless since the majority of its power is in the active.
I'm guessing you didn't see worlds when banner was a powerful Mr item?
Even top laners would build it and then when a team got baron, they would banner a cannon minion and simply defend that, slowing the game down massively since it takes the cannon so long to destroy a tower, but it outrages the tower and takes little to no damage, so teams don't even have tp engage the enemy and the enemy can't fight a baron empowered team.
Games took about... 10 minutes longer because of this, until the item was removed.
When it wasnt ruining the pro-play, the banner would be almost useless since the majority of its power is in the active.
im guessing you didnt see that worlds, because it was played in worlds when its damage buff to cannons was fixed and a baroned bannered cannon minion could shoot down a tower in 8 shots.
It didnt slow the game down, it made it so this invincible god minion won the game for you off a single baron.
PLs no dont bring back banner everyone was buying it and shoving all lanes and having multiple banners working in one lane is cancer. There is a ton of verity with MR items being such as


I think what this person means in more variety of choice in terms of specific counter when you're trying to buy MR as a tank against enemy magic damage dealers. If you're a tank against a bunch of AD champions, you can choose between
and
for an attack speed slow item based on the enemy team, if you want a good combo of health and armor as well as some offense for a good starting item, you can choose between
and
based on what fits your champion and what you'll need to be doing in the game at hand, when you're playing as a pure tank, your only two general magic resist items are
and
, with one being better against DPS-based magic damage. basically every other magic resist option has some offense or other statistic being brought in, so it isn't just a general MR counter, but more of a half-and-half item for slightly more specific champions, not the general tank, and I think the post is asking for more magic resist items that fall pretty clearly into a category of being usable by a general tank in a scenario where magic resistance is needed.