A few things I just don't get right now

LatetotheRace·2/7/2017, 4:52:49 PM·2 votes·389 views

Why tanks have such high damage scaling? (Usually on par with that of fighters and mages) Why tanks have some decent damage items? Why is flat armor pen is a thing? (You gave fighters... true damage against marksmen. And you wonder why they're beyond fragile...!!!!) Why is movement speed and mana so easy to get for certain classes while being incredibly difficult for others? Why do item 3113 item 3086 give so much movement speed AND why isn't the passive unique for every item that builds from it? (None of this BS +17-25% movement speed on immobile champions please) Why are turrets so flimsy to mages? (This used to be a trade-off. Wave-clear or turret taking power.) Why was pre-5 first blood reverted? Why isn't item 3025 melee only? What's with item 3165 giving 100 AP? Why is there no penalty on CDR for resource less champions? Why does Thunderlord's and item 3071 have the capacity to get fully procked from one auto/ability? (Make it a minimum of 2 or something) Why did we change from mana-regen to bottomless pools of mana? (Sure when we run out, we're out. But when's the last time you really ran out of mana mid-game?) Why do tanks have to worry about using mana properly early game when their counters (fighters) just spam as if that's some kind of counter-play. (Yeah yeah, lower base damages or some BS. Regardless that's not well planned out design.)

Directly to riot: Why do you force the meta in directions of already popular champions? (We all know you do) Why are you making more and more fighters with complex mechanics designed to have near infinite skill caps? Is there any effort being made to rewrite/recreate the old and warped coding that the game runs on? (Also riot, if you DARE make another resource less champion so help me God, I may have to kill someone.)

Just a few things I'm pretty curious about.

0 Comments