Why doesn't riot like auras ?
Can someone give me a link to a statement?
Because I can't find any in google ... (it doesn't help that riot is called 'riot').
Can someone give me a link to a statement?
Because I can't find any in google ... (it doesn't help that riot is called 'riot').
Well in the case of Sona I know our designers aren't too crazy about them because they don't give feedback to the players.
When Sona activates her abilities it's great, you can see she is affecting other champions in the form of speed/damage/heals, however the accompanying Aura goes largely unnoticed. I don't know how much Sona is helping my damage, in fact I tend to forget she actually even is. Same thing goes with Aegis, janna's global move speed buff etc.
EDIT: I am not saying Auras need to provide more stats to be noticeable, but explaining that due to their nature, it's hard to tell how much auras have helped you which make them lack luster and easy to forget about.
In addition to what Whist is saying, there's also a concern that there isn't a lot of teamplay or counterplay with auras. You typically don't have to decide when to use an aura or build up towards or it or anything -- it's just there.
It's a question of degree. If the aura is a passive to round out a champion who also has a lot of tactical abilities, then it's typically fine. If the auras have a large gameplay impact, then there is a risk that your champion doesn't have to work or pay attention to benefit from the passive benefit, your team doesn't have to pay attention to identify the window when they can most benefit from synergy with your bonus, and consequently, there isn't much the enemy team can do to shut it down.
horry sheet, I know this one.
Essentially, they either provide a moderate boost, which largely is taken for granted and unnoticed, or they provide a HUGE boost, in which case it is noticed and has to be nerfed.
Because if I'm getting a bonus from an aura item on my teammate, and it makes the difference on a close fight, I don't know that. My internal thought is "I (or we) rock!", not "I'm glad my teammate bought that item!" High impact with low satisfaction is the reason they dislike auras. They want items and abilities both to feel like meaningful, visibly impactful decisions, and most auras have high impact with low visibility (and by extension low satisfaction).
I like auras, I primarily play support role so I usually end up with
,
or
, maybe
or
...the support Active items are endless. Equally attractive Aura items would be much appreciated (especially ones that don't have CDR).