third and last muramana thread from me

Toastey·2/24/2016, 10:21:01 PM·2 votes·228 views

These changes are about increasing the accessibility such that you can count on the power that Muramana provides rather than chalking it up to human error why your big item purchases didn't help you win that last teamfight. The decisions around when you'd toggle it on or off are mostly kept in this iteration (vs minions: conserve mana, vs champions: FIRE EVERYTHING), and the gains to reliability outweigh the costs.

The first line is basically saying, "If you're too dumb to turn on your own item before a fight, we don't want that to punish you in a fight." Literally saying that you shouldn't lose teamfights to human error, ie that skill shouldn't win you a fight and that lack of skill shouldn't lose you a fight. That is literally, literally what that line means in regards to Muramana.

As mentioned in my 1st or 2nd Mura thread, the incredibly naive "vs minions, vs champions" generalisation completely belies a lack of proper understanding of skillful use of the Mura toggle (eg fast pushes, baron rushes, turning it off when poking tanks, turning it on with a projectile in mid-flight because you recognise within a split second that you're gonna get a juicy target, etc). I honestly see no reason to completely strip a perfectly-fine item completely of its skill-based uses.

0 Comments