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Originally Posted by Xypherous
Not quite. Tank / CDR builds for example excel at dealing sustained damage through high base values on spells.
Tank / CDR Kha'zix deals roughly the same amount of damage as glass DPS Kha'zix through a fight - he does it in a less bursty fashion but base damages are multiplicative with survivability for higher overall damage output in the course of a fight.
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Actually my point was that high dps champions that are easy to kill are much more of a priority target than low dps champions that are hard to kill. Building too tanky just tends to redirect all the damage to someone else instead, and tanky stats are useless when you do not actually get attacked.
People did learn their lesson during S1 and "don't focus the tank". Once you are so tanky (and deal so low dps) that you get ignored, building more defensively is pointless because it will only come into play when everyone else is dead.
Quote:
Originally Posted by Xypherous
Also, shields tend to already scale decently for team-fights with CDR and innate resistance gains. Resistances doesn't have to be the best form of mitigation for shields to stay relevant.
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But you did just nerf shields by a significant amount. Does this not affect balance? (Indirect Janna nerf Q_Q)
Quote:
Originally Posted by Xypherous
As to items being much less of a problem - one click is still one click too many.
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I'm sure there is a way to communicate this through the health bar somehow. Anything can be visually communicated, including Dota rupture and maledict.
Anyway I'm not getting paid for thinking about solutions (yet).
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Originally Posted by Xypherous
AD Casters displace AP mids because the AD Caster versus AP mid matchup is so lopsided in favor of AD Casters because the AP caster has no strategic itemization path to build. They are forced to take true damage for the entire laning phase.
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Why does the "just build a negatron cloak nab" argument work against Leblanc but "just buy armor nab" does not work against Talon?
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Originally Posted by Xypherous
To me, that's actually incredibly exciting because then it'll be patently obvious that some things need to change to gain strategic variety where none exists. Something that I want to throw a lot of effort into so badly. :x
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Start off by enabling more ways to win the game than the standard 40 minute lane-gank-siege-teamfight-baron progression. Enable push teams, earlygame gank teams, lategame turtle teams etc like Dota. This creates asymmetric goals (one team wants to push and win early, the other wants to turtle and win late) and therefore more dimensions for champion variety.