Quote:
Originally Posted by RiotNome
I understand that defensive properties are valued heavily on Dominion. I'm asking if it has a positive impact on game health though. For example, my understanding of the Dominion tier list is that tanks and fighters reign at the top (Wukong, Rammus, Alistar, Yorick, Urgot), with a few exceptions (Janna, Kassadin). From a game design perspective, if tanky/mobile champions are precluding the viability of non-tanky/mobile champions, then items that boost these properties should inherently be limited to promote balance and variability.
That leads me back to my original question, which is whether high-end defensive items like Warmog's or Frozen Mallet are conducive to healthy gameplay.
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Kassadin is basically built as a pure tank in high Elo, pretty similar to Ryze but needs even less AP to work. Nonetheless even if he couldn't do that he would still be pretty high tier due to his mobility. The problem is with his ult.
Warmog's... well, its rather ironic that it is unhealthy, being what it is. But yes, Warmog's was giving way too much health and regen for its cost, and once you have only 100 or so defense, stacking health generally is the way to go from there.
For Frozen Mallet, you're either building Phage to eventually turn into Trinity, or you're building it into a Mallet to combine with Atma's (for the champions that don't use Trinity). The reason why people don't go for Entropy is because Entropy is meh. A guaranteed slow versus unstackable true damage, with somewhat tradeable stats after Atma's... yeah. Mallet's not a problem, its just that the only alternative for many champions isn't great.
FM isn't really unhealthy for gameplay; Warmog's was. But, the real reason why many of the casters drop down is because AP stacking is so expensive to do. Mages really are designed around farming/zoning as a way to match their damage with the right clickers, and with equal gold most of the latter will win. The only way you can get around this is to stack MPen over AP and go with pseudo-tanky stats on a caster. That's why so many Dominioners want to see Haunting Guise get an upgrade like Brutalizer did a long time ago, because an overhaul on item costs for Dominion only is probably out of the question.
Would you happen to know if raising the CDR cap for Dominion was ever tried? I'm talking something minor like 50% or 55%. It would help the burst casters a lot more than it would the tanky derps, especially with the new Grail adding CDR.