The problem with Magic Resist is that the items don't defend vs. different types of magic damage

FalconPawwwwnch··2 votes·347 views

With armor you have passives that scale multiplicatively with other defensive stats. Thornmail is super effective vs. champions who deal raw autoattack damage with a lack of on hit effects, while Omen and Frozen Heart are great vs. champions with mixed damage on hit effects. Most magic resist items only are effective vs. burst damage.

Banshee's Veil is much more effective vs. someone like Annie than Cassiopeia/Vladimir/Azir Hexdrinker's shield is also much more effective at defending against burst.

In Season 2 this wasn't an issue because we had Force of Nature. Force of Nature did not give any health or spellblock, and a huge part of its power budget was in its high regeneration. This meant that champions who relied on burst were not hurt by FoN nearly as hard as champions who relied on dealing DPS.

There's a reason Cassiopeia/Ryze/Azir/Vladimir/Rumble have been top picks lately and almost every single one of them was nerfed in the last few months (some multiple times). It's common sense really.

Bringing Force of Nature back in the game would solve a lot of these issues. If you think 76 Magic Resist is too high of a value then reduce it to 70. The problem is that currently there are no ways to itemize vs. heavy magic dps, only burst damage. Bringing in a high MR, high regen, no HP item would solve a lot of these issues

1 Comments

67chrome1 votes

The problem with Magic Resist is that the items don't defend vs. different types of magic damage

Not compared to armor items.

Defenseive items consider damage in these 4 terms: Physical Auto-attack Magical Ability

Essentially all armor items target physical auto-attack damage. Physical burst? Good luck, much less cost effeciency there.

MR items are a little more leniant in the direction they counter damage, with passives that are pretty solid under a wide range of different delevery mechanics. That said - MR items are not great vs. sustained magic damage.

Concerning this:

There's a reason Cassiopeia/Ryze/Azir/Vladimir/Rumble have been top picks lately and almost every single one of them was nerfed in the last few months (some multiple times). It's common sense really. Bringing Force of Nature back in the game would solve a lot of these issues.

This strikes me more as an oversight in the way those champions were desgined in regards to itemization, over an issue with itemization itself.

Also - FoN will not fix this. Raw MR is significantly stronger, especially in 1 major item, against champions who's entire build path sets them up to do 105% of someone's HP with 1 burst rotation than it does champions designed to shave off ~33% of someone's HP per second. Vs. burst, minor increases in MR can render some champions completely obsolete - allowing a wide range of tanky DPS to grab 1 single item and become something they just can't target, and allowing squishies that get a lead in a longer game to also grab said item for their 1 defensive choice and render magical burst obsolete. Vs. sustained damage? Taking 50% less damage just means it takes twice as long to kill you. There is no 15 times as long because cooldowns, you just mildly shift the time requirement.

Adding FoN back would not solve anything. It would actually make sustained-magic damage considerably stronger compared to their alternatives rather than evening out the field.

For most of the sustained magic damage champions you mentioned? Better solution would just be nerffing them directly. Either there damage output or, to keep them more in line with the tanks and bruisers that deal mixed damage and are impossible to counter-build, add more risk to their combo so they aren't just poking people at 800 range with impunity.

And if any countermeaure item was added - you'd want to hit repeated damage applications harder than a QWER burst. item 1054 Flat damage reduction via Doran's Shield does that - flat reductions hit fast and low damage much harder than slow and big. Still: with counter-itemization you run into the issue where only certain champions want certain items, which can cause more problems than solutions.

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