Thoughts on damage part 2
As mentioned in previous posts we've been looking at damage output, including what sources are contributing what amount of damage. Here's where our heads are at:
Burst damage is on average too high
Damage from champion kits hasn't changed much over time
Non kit sources have increased in damage however and more of that damage is being frontloaded (first AA and/or spell, rather than spread out over a champion's longer combat pattern)
It is silly that, in a patch where you say "Champion kit damage isnt the problem, its items and pre-game systems like runes," You go ahead and nerf a champions kit damage without seeing the effects of nerfs on items and pre-game systems before-hand.
The nerfs made Wukong's rank 1 Q the worst Auto-attack spell in the game. Highest mana cost, tied highest cooldown, lowest base damage, lowest scaling, least utility. Seriously? 50 mana for 10 damage on an auto attack?