Will these new items affect armor pen quints/red runes????
It seems like since you adjust how you calculate flat armor pen vs % armor pen you'd also want to nerf flat armor pen runes to compensate.
Yes, we'll be doing a pass on all flat / % penetration sources to get them in line with the new formulae.
Currently, max ar pen is too binary in lane, while Last Whisper is *far* too strong because of how it anti-synergizes with flat armor penetration.
The values aren't too far off - in the ballpark of ~ 5% or 5 points for adjustments. Basically, if you only had one source of penetration, you'll see your penetration values go down as a whole because those were overtuned to be independent systems rather than interactive ones.
Xypherous, I am concerned that the nerf to flat armor and MR at the beginning of the game will result in skill being too much of a modifier for the early game.
A lot of games use skill caps that allow worse players to overcome better ones in certain circumstances - I'm talking something like 5% of the times. An example is MTG's land flooding or screwing, or the randomization in items in Mario Kart.
Now, I'm not saying that skill shouldn't be what ultimately decides a game, because it certainly should, but maybe armor and MR level the playing field for less skilled players to gain a reasonable footing against more adept ones.
In the long run, skill will overcome and the better players will take the game for sure. But giving less skilled players a fighting chance, in something as moderate as armor and MR, doesn't seem unreasonable to me.
A little confused on this. We're going to hit flat armor / mr penetration
values early game - because right now if you don't do flat armor and magic resistances early - you essentially have zero armor or magic resistance by 6 minutes into the game.