Thoughts on 2 Champion buffs.

Statchecky·8/27/2019, 8:28:54 AM·1 votes·526 views

Hextech, the obvious one to talk about, so I will mention it first. This effect is all or nothing, meaning you either have hextech and your opponents items are canceled for 8 sec or you don't, but it doesn't have to be a 100% item debuff, specially at just 2 Champions, why not have it reduce item stats and effects by a percent? For example 2 hextech equals -30% item effectiveness with 4 hextech being -60%. This also solves the issue of hextech making locket, zephyr and Zekes too risky to even consider.

Phantom, sometimes weak, situationally match winning (I thought feast or famine was frowned upon :/ ). This is another effect where it is just shy of 100% effectiveness, 100% in this example would be instant KO on a target. Personally I think this effect is also too good, I would like to see this be less effective, say -50% hp to random target with 2 Phantoms. But this could also allow for more Phantom Champions to be added for a 4 Phantom effect, which could be, maybe, -50% to 2 random targets.

Imperial, double damage with just 2... I get that it randomly buffs 1 of the 2 imperials and that the good ones are hard to get, but this buff has "balance nightmare" written all over it.

All in all, I guess the point of over the top effects like these is to create uncertainty? If the player has more control over these effects then that's too much, but if applied randomly now its fair?

Off topic: Does hextech disable robot passive? Also both hextech and phantom sometimes don't go off...

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